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PPSSPP Networking Info Thread
03-11-2021, 04:23 PM (This post was last modified: 03-11-2021 04:24 PM by Zinx777.)
Post: #286
RE: PPSSPP Networking Info Thread
The ones from the infrastructure fix argh lol.
Man too many test builds to count.
Returned it to non-working for now until things are settled.
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03-12-2021, 07:31 AM (This post was last modified: 03-12-2021 07:32 AM by AdamN.)
Post: #287
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

btw @onelight
Do you have a JPCSP build that have a working NetconfDialog when using prx files?

The one i had always stuck on "Obtaining IP address" screen whenever i tried to go to infrastructure/onlineSad
   

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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03-12-2021, 08:30 AM (This post was last modified: 03-12-2021 03:32 PM by Zinx777.)
Post: #288
RE: PPSSPP Networking Info Thread
(03-12-2021 07:31 AM)AdamN Wrote:  
(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

btw @onelight
Do you have a JPCSP build that have a working NetconfDialog when using prx files?

The one i had always stuck on "Obtaining IP address" screen whenever i tried to go to infrastructure/onlineSad

gid15 the developer of JPCSP said you are not supposed to use LLE/flash0 for infrastructure emulation but HLE (i guess because infrastructure is incomplete there?).
So far I only got ATV to work properly and NBA kinda does work but disconnects after the match starts like one of your infrastructure test builds do (exact same thing even).
You can read what he said here: http://www.emunewz.net/forum/showthread....#pid365592
I think both JPCSP and PPSSPP are lacking in support because infrastructure was shut down for a very long time.
JPCSP seems to use an external DLL for raw packets support needed for infrastructure to work.
I found this https://gitlab.freedesktop.org/slirp/lib...age-basics to have raw sockets on both Android and Linux.
The latest JPCSP version is here : https://www.mediafire.com/file/ghg1k4vpb...64.7z/file
JPCSP to PPSSPP does work on NBA though : https://user-images.githubusercontent.co...750ca1.png

BTW you never commented on 2 games that are on the list and still dont work : Warhammer 40,000 and TMNT... I wonder if they do work now?
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03-12-2021, 01:21 PM (This post was last modified: 03-12-2021 01:54 PM by AdamN.)
Post: #289
RE: PPSSPP Networking Info Thread
Well what i wanted is the logs from official prx files to find out what it's supposed to do when a Dialog box appeared (ie. what function it's using within a dialog)

What i was looking for is some functions being used within NpSignin Dialog, but in order to reach that point i need to passed the Netconf Dialog first, but apparently stuck there and can't progress any further.

Regarding Warhammer 40,000 and TMNT, why not you or your friend test it first on localhost, and show me the log Smile hopefully it's not using Gamesharing LOL

Btw, based on this post http://www.emunewz.net/forum/showthread....#pid365609
It seems that NBA 07 is using raw socket, which is not available on newer Windows version (it was available before WinXP i think) so i'm replacing it with UDP/TCP, this is probably why it can't communicate properly with real PSP (which use raw socket).

If rocksaw library have a source code (or at least a static library) i can try adding it to PPSSPP, and it seems in order to use raw socket you'll need admin 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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03-12-2021, 04:29 PM (This post was last modified: 03-12-2021 06:46 PM by Zinx777.)
Post: #290
RE: PPSSPP Networking Info Thread
Well Warhammer seems to work as I tried so gonna add it as working for now.
In the meanwhile TMNT is still a dud lol: https://pasteboard.co/JSjBqIi.png
That's on the stable build.
The infrastructure build will show this : https://i.ibb.co/2PtGTcM/image.png
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03-12-2021, 09:11 PM (This post was last modified: 03-12-2021 09:11 PM by AdamN.)
Post: #291
RE: PPSSPP Networking Info Thread
I've updated my infra testbuild to fake the signin, which prevent some games (ie. UNO) from stuck waiting forever when entering online menu.
https://www.dropbox.com/s/6q64mhqd87x3z5...4.zip?dl=0

Okay, i'll check on TMNT later, probably similar issue with 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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03-13-2021, 06:01 AM (This post was last modified: 03-13-2021 06:01 AM by AdamN.)
Post: #292
RE: PPSSPP Networking Info Thread
I've fixed TMNT with this PR https://github.com/hrydgard/ppsspp/pull/14284
It was a tricky issue, and different with Def Jam.

Btw, is it just me or Def Jam really takes forever to boot on the latest dev build at orphis bot? O.o

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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03-13-2021, 08:01 AM
Post: #293
RE: PPSSPP Networking Info Thread
(03-13-2021 06:01 AM)AdamN Wrote:  Btw, is it just me or Def Jam really takes forever to boot on the latest dev build at orphis bot? O.o

That's why I stick to stable builds for now lol.
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03-13-2021, 12:32 PM (This post was last modified: 03-13-2021 04:13 PM by Zinx777.)
Post: #294
RE: PPSSPP Networking Info Thread
Reminded that I still got Flatout - Head on still and it still does not work lol.
It does not work on localhost because you cant find the other player there.
Tried both the infrastructure test build and stable 1.11.3.
Log of the joining player with the infra test build : https://i.ibb.co/y8Nm7nZ/image.png
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03-13-2021, 06:43 PM (This post was last modified: 03-13-2021 07:14 PM by AdamN.)
Post: #295
RE: PPSSPP Networking Info Thread
I'll check Flatout later.

Hmm.. using the latest JPCSP i can't even reach "Obtaining IP address" stage anymore LOL i guess it's a regression on LLE
   

And apparently, i can't boot UNO at all without prx files Sad
Code:
16223    SceModmgrStop    ERROR    compiler    Trying to compile an invalid address 0x021B3A40 at 0x09FBF9E8 while compiling from 0x0886CE4C

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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03-13-2021, 07:31 PM (This post was last modified: 03-13-2021 07:39 PM by Zinx777.)
Post: #296
RE: PPSSPP Networking Info Thread
You wanna use the latest JPCSP for the most important reason : it got support for GameMode on LLE.
I saw the commits there recently and the dev progressed a lot on that lol.
I think LLE/prx files only work good over ad-hoc if you use the files needed for xlink kai only (and not others) : https://github.com/jpcsp/jpcsp/wiki/XLink-Kai
Not sure though.
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03-13-2021, 07:55 PM
Post: #297
RE: PPSSPP Networking Info Thread
Well.. if a game can't boot at all on HLE that's a serious issue from my perspective Big Grin

Anyway, i've fixed FlatOut on this PR https://github.com/hrydgard/ppsspp/pull/14290

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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03-15-2021, 01:46 PM (This post was last modified: 03-15-2021 01:48 PM by Zinx777.)
Post: #298
RE: PPSSPP Networking Info Thread
Lol what the heck...
Every game before Bleach Heat The Soul 7 (well at least 2,3 and 6) run the game at the normal speed.
It just 7 that runs too fast for now.
HTS 2 and 3 use GameMode to run as well (prolly 1 too?) dunno about others.
I didnt bother trying the others because I thought I will get the same results.
Ah and also the Space Invaders game worked for awhile it seems.
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03-15-2021, 07:35 PM (This post was last modified: 03-15-2021 07:36 PM by AdamN.)
Post: #299
RE: PPSSPP Networking Info Thread
Well if HTS before 7 was previously running too fast and you can track down which version that fixed the FPS issue the first time, we can at least find a clue what was happening (i suspected it was an update to Kernel/GE/Audio things that fixed it)

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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03-16-2021, 04:45 AM
Post: #300
RE: PPSSPP Networking Info Thread
I never tried HTS games before 7 until now so its possible they always worked good...
Is it not a enough of a hint though? that HTS games before 7 works good and 7 not lol.
You could see maybe what they do or something.
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