[AdHoc] Compatibility List [STOPPED]
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07-05-2014, 03:05 PM
(This post was last modified: 07-05-2014 03:31 PM by Zinx777.)
Post: #226
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RE: [AdHoc] Compatibility List
Wierd,I cant play Metal Gear Solid: Portable Ops + online agein.
I wanted to post pictures but i always get socket errors on log and getting error 80410b09 in the game. I guess the emulator is unstable or something. edit:works now. |
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07-06-2014, 10:37 AM
Post: #227
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RE: [AdHoc] Compatibility List
I found a few bugs, and Metal Slug XX now can see the host, but joining still have issue :/
The host shows the 2nd player joined and the game can be started, but the client/guess stuck and still showing the host list screen even though it's already joined the host From the log it seems the guess/client failed to allocate a memory at the time it stuck after joining, i wonder if PSP's memory is full for some reason My Modified PPSSPP : ============== Win32&64: https://www.dropbox.com/s/2t3mtdhb0f045cn/PPSSPP_1.11-testbuild_Win32x64.zip?dl=0 Android(ARMv7): https://www.dropbox.com/s/b41bm43mtn1gpnn/PPSSPP_1.11-testbuild_ARMv7.apk?dl=0 |
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07-06-2014, 10:50 AM
Post: #228
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RE: [AdHoc] Compatibility List
@AdamN
Thanks explan I want to be a crash fixer PM me if you want to me look a game |
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07-06-2014, 02:10 PM
(This post was last modified: 07-06-2014 03:35 PM by Bober-kun.)
Post: #229
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RE: [AdHoc] Compatibility List
(07-05-2014 03:05 PM)Zinx777 Wrote: Wierd,I cant play Metal Gear Solid: Portable Ops + online agein.Which version of ppsspp do you use? Can you upload adhoc server files? Update: Testing Peace Walker. Second player trying to connected and nothing happened. But server see all players moves. Anyone can check co-op in game? |
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07-06-2014, 05:55 PM
Post: #230
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RE: [AdHoc] Compatibility List
it is the latest build adamn gave.
I can test more games if neccecery. |
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07-06-2014, 06:22 PM
(This post was last modified: 07-06-2014 07:15 PM by AdamN.)
Post: #231
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RE: [AdHoc] Compatibility List
Metal Slug XX is now have a working multiplayer the main issue was related to the Core/HLE, since the game could crash ppsspp when it copy a memory using an invalid address so i added a checking to prevent it from crashing
But i still have one more issue i need to fix before releasing new test build, it seems Full Auto 2 have issue with Join, it tried to join an invalid group name, while both Host and Join suppose to use the same group Oh well it seems jpcsp also have the same issue, i guess it's the game that have the bug Here is the new test builds: Win32 build : https://www.dropbox.com/s/xdgwhfnwt8fuu3...indows.zip Win64 build : https://www.dropbox.com/s/irubwwu9wf6lg9...dows64.zip PS: All adhocMatching functions are practically implemented now, but there might be other unimplemented adhoc functions needed by the games (ie. adhocDiscover function) My Modified PPSSPP : ============== Win32&64: https://www.dropbox.com/s/2t3mtdhb0f045cn/PPSSPP_1.11-testbuild_Win32x64.zip?dl=0 Android(ARMv7): https://www.dropbox.com/s/b41bm43mtn1gpnn/PPSSPP_1.11-testbuild_ARMv7.apk?dl=0 |
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07-06-2014, 07:38 PM
Post: #232
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RE: [AdHoc] Compatibility List
As PPSSPP is under GPL, don't forget to share the source code with your builds, AdamN
Also, why not making a pull request on GitHub ? ♦ Intel Core i7-6700HQ | 16 GB RAM | NVIDIA GeForce GTX 960M | Debian Testing ♦ Intel Core i7-2630QM | 4 GB RAM | NVIDIA GeForce GT 540M | Debian Testing ♦ PSP-3004 | 6.60 PRO-C2 |
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07-06-2014, 07:47 PM
Post: #233
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RE: [AdHoc] Compatibility List
(07-06-2014 07:38 PM)vnctdj Wrote: As PPSSPP is under GPL, don't forget to share the source code with your builds, AdamN I'm planning to commit it but need to cleanup all the testing code first otherwise there are people complaining about too many commented codes XD But more importantly i need to make sure this one didn't break an already working multiplayer After this one commited i'm planning to integrate adhoc server into ppsspp My Modified PPSSPP : ============== Win32&64: https://www.dropbox.com/s/2t3mtdhb0f045cn/PPSSPP_1.11-testbuild_Win32x64.zip?dl=0 Android(ARMv7): https://www.dropbox.com/s/b41bm43mtn1gpnn/PPSSPP_1.11-testbuild_ARMv7.apk?dl=0 |
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07-06-2014, 08:04 PM
(This post was last modified: 07-06-2014 08:05 PM by captainobvious.)
Post: #234
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RE: [AdHoc] Compatibility List
After this commit, in Soul Calibur you can no longer see the other person in the lobby. Meanwhile, in Dissidia 012, while waiting in the lobby you can't see anyone like before and get this in the console:
(07-06-2014 07:47 PM)AdamN Wrote: After this one commited i'm planning to integrate adhoc server into ppssppThat would be awesome |
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07-06-2014, 09:37 PM
(This post was last modified: 07-06-2014 09:41 PM by GamerzHell9137.)
Post: #235
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RE: [AdHoc] Compatibility List
(07-06-2014 06:22 PM)AdamN Wrote: Metal Slug XX is now have a working multiplayer the main issue was related to the Core/HLE, since the game could crash ppsspp when it copy a memory using an invalid address so i added a checking to prevent it from crashing Metal Slug XX crashes for me always when i try it. |
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07-06-2014, 10:02 PM
Post: #236
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RE: [AdHoc] Compatibility List
@AdamN
For "Lord of Apocalypse", the host still leaves the adhoc server after creating a room(says I left group and stopped playing the game). Code: 48:09:857 AppMainThrea I[HLE]: HLE\scePower.cpp:369 scePowerSetClockFrequency(333,333,166) @0x08c22a0c there's a jal memcpy when I check this function I get this: And this code doesn't seem to trigger at all when I set a breakpoint there, so I have no clue what happens:| ================ On the bright side, different game which was just recently fixed - Frontier Gate Boost+ does work fine on your new build:3 Short test using same save for client and host: To think this one wasn't even working properly a day ago and now it has both single and multiplayer working just fine^_^, thanks. http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders! http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats, https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds. |
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07-06-2014, 10:39 PM
Post: #237
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RE: [AdHoc] Compatibility List
Very Thanks @AdamN
Metal Slug XX work I want to be a crash fixer PM me if you want to me look a game |
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07-06-2014, 10:44 PM
(This post was last modified: 07-06-2014 10:47 PM by TheSoraHD.)
Post: #238
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RE: [AdHoc] Compatibility List
Hi guys, I'm TheSoraHD and I can only say that you're doing a great job with AdHoc Project, specially @AdamN because of his latest builds
I wanted to ask if it's possible to fix multiplayer for Birth By Sleep. Someone has asked before about this game and he was pretty close to start a match with a friend. For the first time we could see each other. After a few tries we could even D-Link between us (but only if the client requests to the host)!!! But, unfortunately, we couldn't start playing. Doing a match like this: Ended up into a message telling that the event was cancelled (I think the problem is given because some "scepollrequest" not giving a proper answer (I don't remember the name of the function exactly)): Or also it crashes the entire emulator or only the game leaving some messages: Finally, but I don't think it's so important, when you go online but then you play solo in the arena, every frame is giving errors to the console: Thanks for your attention and keep the good work up! |
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07-06-2014, 11:02 PM
Post: #239
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RE: [AdHoc] Compatibility List
@TheSoraHD: if I remember correctly, Birth By Sleep wasn't supported by the pro online plugin at all, not even on the real PSP.
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07-07-2014, 02:46 AM
(This post was last modified: 10-26-2019 04:09 AM by AdamN.)
Post: #240
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RE: [AdHoc] Compatibility List
Hmm looks like many games still doesn't work :/
And i haven't been able to make GTA:VCS to works either but i think the issue is with the unimplemented sceKernel something which is beyond my knowledge Games that getting too many Invalid address in the log are also difficult to dealt with, sometimes they just hung/frozen (probably related to unimplemented HLE stuff also) @LunaMoo: memcpy was always treated like Fast Memory enabled (doesn't check address validity) and when the game is using invalid address it could crashed ppsspp, i think memmove also have the same issue but i haven't check it out. And yes, games that use adhocMatching seems to try to leave the group, but they usually joined a different group afterward, i even saw a game (forgot which game) Terminating Matching when multiplayer game started, but i can still play the game without issue (as long all players already inside the game world) Btw, there is something wrong with how the game initialize/terminating network in that log O.o A normal network sequence is NetInit->NetAdhocInit->NetAdhocctlInit->NetAdhocMatchingInit->(some adhoc functions)->NetAdhocMatchingTerm->NetAdhocctlTerm->NetAdhocTerm->NetTerm But in that log even after NetTerm the game still tried to use Matching function O.o (which should be failed because the socket can't be used anymore) @sum2012: did Metal Slug XX still crashed ppsspp? i didn't play it long enough to see what happen after a long multiplayer game, according to GamerzHell9137 it still crashed O.o i wonder if he have Fast Memory enabled Btw, there is delay time when both player joined and multiplayer game started, it didn't start as soon as possible (like having a few seconds delay) when i "ACCEPT" it (before moving on to the character selection), is this normal? (ie. also happened on real PSP?), i also noticed the same delay issue with Full Auto 2 (making me feels it failed to start the game for a moment) My Modified PPSSPP : ============== Win32&64: https://www.dropbox.com/s/2t3mtdhb0f045cn/PPSSPP_1.11-testbuild_Win32x64.zip?dl=0 Android(ARMv7): https://www.dropbox.com/s/b41bm43mtn1gpnn/PPSSPP_1.11-testbuild_ARMv7.apk?dl=0 |
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