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PPSSPP Networking Info Thread
03-05-2021, 12:36 PM (This post was last modified: 03-05-2021 01:47 PM by Zinx777.)
Post: #271
RE: PPSSPP Ad-hoc general info thread
(03-05-2021 10:36 AM)AdamN Wrote:  
(03-05-2021 04:38 AM)Zinx777 Wrote:  Someone needs to test out ATV on JPCSP later on to find out if it really works there .
Possibly it didn't work because JPCSP didnt register the DNS correctly but now it should.
I can also just use my wireless adapter in monitor mode and use Wireshark to understand what the PSP does when it uses infrastructure on ATV as well.

I've tested it on JPCSP+prx files, but the game stuck when choosing Online Play LOL

based on the logs it supposed to shows a dialog where you can choose your hotspot connection, but that dialog never appeared, thus it stuck there, network logs doesn't progress any further either.

Looks like you were wrong.
It's the reverse : You DONT need the prx files to have it work meaning it works with the HLE stuff only for now.
But I will report on their forums anyway.
Pictures of it working:
https://i.ibb.co/tCJVxLB/image.png
https://user-images.githubusercontent.co...e97b9d.png

In other news, if someone wanna get the flash0/prx files you can use a decryptor that decryptes the psp firmware eboot.
For the psp firmware decryptor: https://github.com/John-K/pspdecrypt
For the psp firmware eboot : https://revive.today/psp/firmware/
I think that JPCSP can even read encrypted flash0 files now from seeing all of the latest commits but I am not sure about that.
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03-05-2021, 11:12 PM
Post: #272
RE: PPSSPP Networking Info Thread
(03-05-2021 12:36 PM)Zinx777 Wrote:  I think that JPCSP can even read encrypted flash0 files now from seeing all of the latest commits but I am not sure about that.
Yes, jpcsp can read encrypted flash0 files, this files can get from EBOOT.PBP.
put psp update EBOOT.PBP to ms0\PSP\GAME\UPDATE, using load UMD... to install EBOOT.PBP
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03-06-2021, 07:41 AM
Post: #273
RE: PPSSPP Networking Info Thread
(03-05-2021 11:12 PM)onelight Wrote:  
(03-05-2021 12:36 PM)Zinx777 Wrote:  I think that JPCSP can even read encrypted flash0 files now from seeing all of the latest commits but I am not sure about that.
Yes, jpcsp can read encrypted flash0 files, this files can get from EBOOT.PBP.
put psp update EBOOT.PBP to ms0\PSP\GAME\UPDATE, using load UMD... to install EBOOT.PBP

Thanks that's very useful.
Does it work with all PSP firmwares or do you need specific ones?
The only one I tried is a 6.60 that is used for PSP 3000 and it seems to work alright.
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03-06-2021, 12:08 PM (This post was last modified: 03-06-2021 12:11 PM by AdamN.)
Post: #274
RE: PPSSPP Networking Info Thread
Here is Windows Test build for ATV Offroad Blazin' Trails infrastructure: https://www.dropbox.com/s/6q64mhqd87x3z5...4.zip?dl=0

Make sure you're not using "localhost" in Adhoc Server IP address, otherwise sockets will only be bound to 127.x.x.x and won't have internet access

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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03-07-2021, 01:56 AM (This post was last modified: 03-07-2021 08:02 AM by AdamN.)
Post: #275
RE: PPSSPP Networking Info Thread
I've updated my test build to implement more HLE: https://www.dropbox.com/s/6q64mhqd87x3z5...4.zip?dl=0

I've also temporarily forcing sceNetInetConnect in blocking-mode in order to fix UNO game,
since i haven't simulate blocking behavior, using a real blocking socket like this will cause PPSSPP to freeze when attempting to connect, how long it will freezes depends how fast the connection can be established (also affected by latency/ping)

Edit:
I've updated the testbuild again to fix possible crash issue due to out-of-bound when accessing the PSP's side fd_set/fd_isset during sceNetInetSelect

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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03-08-2021, 07:14 PM
Post: #276
RE: PPSSPP Networking Info Thread
I remembered that Phantasy Star Portable 2 got infrastructure support lol.
Would certainly side step the issues people are getting on adhoc.
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03-10-2021, 02:49 PM
Post: #277
RE: PPSSPP Networking Info Thread
Here's my definitive guide video for PPSSPP Ad-Hoc multiplayers
https://youtu.be/H8uTB93aoBU
Explaining both local and online multiplayer
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03-10-2021, 03:14 PM
Post: #278
RE: PPSSPP Networking Info Thread
(03-10-2021 02:49 PM)zakilj3 Wrote:  Here's my definitive guide video for PPSSPP Ad-Hoc multiplayers
https://youtu.be/H8uTB93aoBU
Explaining both local and online multiplayer

Thanks ! Added to the first post.
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03-11-2021, 01:43 AM (This post was last modified: 03-11-2021 02:24 AM by AdamN.)
Post: #279
RE: PPSSPP Networking Info Thread
Hmm.. someone said Def Jam for NY worked for him on LAN(android vs android), may be the host need to run slower than the joining one in order to work

And btw, i think the multiplayer list need to be updated with a new column to mark games that have a working infrastructure

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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03-11-2021, 04:37 AM
Post: #280
RE: PPSSPP Networking Info Thread
(03-11-2021 01:43 AM)AdamN Wrote:  And btw, i think the multiplayer list need to be updated with a new column to mark games that have a working infrastructure

I am waiting for you to make a PR and merge your infrastructure code then I will add which version works with it.
I dont want to list the test build cuz it might confuse people (and did a mistake when i did it with adhoc changes lol).
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03-11-2021, 04:42 AM (This post was last modified: 03-11-2021 04:45 AM by AdamN.)
Post: #281
RE: PPSSPP Networking Info Thread
Well it will probably takes a while to create the PR since it was based on old code i stashed months ago, so there are too many changes that need to be separated into smaller commits.

I also need to fix the socket number to be PSP-compatible (0-255 range), with the current infrastructure code where i use windows' socket directly, and most of the time windows socket have numbers larger than 1k, will certainly cause memory corruption on the game side when the game try to use sceNetInetSelect on it (due to FD_SET macro on PSP side), but this week i'm to busy to do any coding...

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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03-11-2021, 04:47 AM
Post: #282
RE: PPSSPP Networking Info Thread
Also yeah Def Jam seems to work now but only tried with localhost so I will add it to the list as working thanks.
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03-11-2021, 06:26 AM (This post was last modified: 03-11-2021 06:27 AM by AdamN.)
Post: #283
RE: PPSSPP Networking Info Thread
(03-11-2021 04:47 AM)Zinx777 Wrote:  Also yeah Def Jam seems to work now but only tried with localhost so I will add it to the list as working thanks.

LOL it didn't work for me tho, even with localhost

Which build are you using for Def Jam?

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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03-11-2021, 08:08 AM
Post: #284
RE: PPSSPP Networking Info Thread
(03-11-2021 06:26 AM)AdamN Wrote:  
(03-11-2021 04:47 AM)Zinx777 Wrote:  Also yeah Def Jam seems to work now but only tried with localhost so I will add it to the list as working thanks.

LOL it didn't work for me tho, even with localhost

Which build are you using for Def Jam?

Ah wait you are right its your test builds lol.
Your latest one fixed it.
It means I cant use it on the list... well I will make an exception I guess.
I didnt try any of the git builds for awhile because of the various bugs they got recently.
I mostly stay true to the stable builds for now lol.
On stable build it won't work
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03-11-2021, 04:08 PM (This post was last modified: 03-11-2021 04:11 PM by AdamN.)
Post: #285
RE: PPSSPP Networking Info Thread
(03-11-2021 08:08 AM)Zinx777 Wrote:  
(03-11-2021 06:26 AM)AdamN Wrote:  
(03-11-2021 04:47 AM)Zinx777 Wrote:  Also yeah Def Jam seems to work now but only tried with localhost so I will add it to the list as working thanks.

LOL it didn't work for me tho, even with localhost

Which build are you using for Def Jam?

Ah wait you are right its your test builds lol.
Your latest one fixed it.
It means I cant use it on the list... well I will make an exception I guess.
I didnt try any of the git builds for awhile because of the various bugs they got recently.
I mostly stay true to the stable builds for now lol.
On stable build it won't work

Which testbuild? the one for infrastructure or the one on my signature?
i'm planning to removes the changes i made that were related to adhoc on the infrastructure test, because i forgot what are they supposed to fix LOL may be i accidentally fix Def Jam but breaks some other games

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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