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PPSSPP Networking Info Thread
04-08-2021, 08:03 PM
Post: #331
RE: PPSSPP Networking Info Thread
Btw which Log did get printed from GetIPList now? i hope it's the first one, since it should be available on newer OS

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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04-09-2021, 06:28 AM
Post: #332
RE: PPSSPP Networking Info Thread
Such a shame hrydgard is against changing the default server ip to socom.cc...
It's the better server for sure.
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04-10-2021, 12:54 PM (This post was last modified: 04-10-2021 12:54 PM by AdamN.)
Post: #333
RE: PPSSPP Networking Info Thread
(04-09-2021 06:28 AM)Zinx777 Wrote:  Such a shame hrydgard is against changing the default server ip to socom.cc...
It's the better server for sure.
If the source code for the adhoc server won't be released publicly for other Adhoc Server hosters to implement, we probably won't be supporting it too and ended need to create our own implementation to be used on built-in Adhoc Server and for other public Adhoc Server hosters to follow.

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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04-10-2021, 01:09 PM
Post: #334
RE: PPSSPP Networking Info Thread
Oh well at least you can just use "Toggle List" for now to switch into it... so it's not that bad (just others will need to know).
Also added some more games to the list of working games recently one of them is Pursuit Force: Extreme Justice but currently it got graphics bugs that prevent it from being played lol (even on single player).
When I find games as of late I only find working ones so far (with at least 2-3 players playablility) so thats good.
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04-13-2021, 05:46 AM (This post was last modified: 04-13-2021 05:50 AM by onelight.)
Post: #335
RE: PPSSPP Networking Info Thread
(04-05-2021 04:56 PM)Zinx777 Wrote:  Looks like UNO got fixed on JPCSP btw if you are still interested.
Dunno the current state of Infrastructure and it seems like the private server stuff is not progressing much so I didn't bother with trying other games for now.
What games that still got working on PSN servers
Nir777 haven't reply me on JPCSP forums
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04-13-2021, 09:44 AM
Post: #336
RE: PPSSPP Networking Info Thread
(04-13-2021 05:46 AM)onelight Wrote:  
(04-05-2021 04:56 PM)Zinx777 Wrote:  Looks like UNO got fixed on JPCSP btw if you are still interested.
Dunno the current state of Infrastructure and it seems like the private server stuff is not progressing much so I didn't bother with trying other games for now.
What games that still got working on PSN servers
Nir777 haven't reply me on JPCSP forums

Replied you back there.

Also AdamN someone that I know told me that the cause for Bleach and other games to be too fast might be because GetPeerInfo or another function are giving out faked data.
So it could be that the fake data that is being returned causes this issue?
Just passing it forward.
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04-13-2021, 01:43 PM (This post was last modified: 04-13-2021 03:04 PM by AdamN.)
Post: #337
RE: PPSSPP Networking Info Thread
Some field are undocumented, their value are different on different game, so i can only use faked data from one of the game (as i remembered i took it from KHBBS)

There is also faked lastRecv timestamp, it was to solve issue where timestamp can go backward on PPSSPP, causing games that check timeout using (unsigned int)(currentTime - lastRecv)>(unsigned int)timeout to get timeout due to negative value ended becoming a very large positive value.
Vantage Master Portable was one of the game that have this issue, and games from the same publisher/developer too as i remembered.

I'll test it without faking the time, but it will certainly causing those games affected by time going backward issue to get timeout faster.

PS: Personally i prefer using real time instead of faking it, but during my test using real time was very unstable and getting connection issue more often on many games, and as i remembered JPCSP also faking this lastRecv timestamp but faked to currentTime, while on PPSSPP it's faked to currentTime minus 10ms due to time going backward issue https://github.com/hrydgard/ppsspp/issues/13533

Edit: we currently only faking lastRecv if the real one is more than 10ms difference than currentTime, otherwise we're still using the real time when data is actually received, hmm.. this might still have a possibility to bump into the time going backward issue if there is an incoming data right before the game is calling GetPeerInfo 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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04-13-2021, 04:10 PM (This post was last modified: 04-13-2021 07:07 PM by Zinx777.)
Post: #338
RE: PPSSPP Networking Info Thread
You know I am not that bothered if some games regress.
I got a list that lists which version of PPSSPP worked with which game lol.
If someone wanna play a specific game that works just use that version of PPSSPP instead

Also we hit a new record of online players at once with GTA !! 5 players : https://www.youtube.com/watch?v=jwvVFjN-P_M
But then it crashed for the host RIP.
I think the timeout option on PPSSPP might be helpful for getting it to work maybe.
Anything above 4 players online on PPSSPP is unstable but it seems like every new PPSSPP commit makes it somewhat better over time... its curious.
At first I couldnt get 3 players to work at all lol.
Also curious thing, we played on socom.cc and not by VPN so the results with VPN may be even better in theory.
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04-13-2021, 08:13 PM (This post was last modified: 04-13-2021 08:14 PM by AdamN.)
Post: #339
RE: PPSSPP Networking Info Thread
Well the thing is, PPSSPP wasn't made just for you Big Grin many people will certainly be bothered by regressions, especially those that only use stable builds.

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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04-13-2021, 09:17 PM (This post was last modified: 04-13-2021 09:26 PM by Zinx777.)
Post: #340
RE: PPSSPP Networking Info Thread
Ah man I got burned here.
I also tend to use stable builds too so there is something to it lol but I am trying to think about others here.
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04-17-2021, 06:34 AM (This post was last modified: 04-17-2021 11:40 AM by Zinx777.)
Post: #341
RE: PPSSPP Networking Info Thread
SOCOM FTB2 got added with infrastructure support but does not work on PPSSPP:
https://user-images.githubusercontent.co...d4c2e7.png
Works on JPCSP for now.
EDIT: Works with the latest infra build here : https://www.dropbox.com/s/6q64mhqd87x3z5...4.zip?dl=0
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04-27-2021, 10:17 PM
Post: #342
RE: PPSSPP Networking Info Thread
Hi guys!
I really appreciate everyones hard work to make PPSSPP better each day. Last month I decided to reinstall app and test few sports games, both on Android and PC. I discovered that both F1 2009 and NBA Live 10 work well, without any issue. These games aren't listed on compatible games list so you can add both of them Wink

My question to you guys is why NHL 07 doesn't work so far? There isn't any problem until the game goes to opening faceoff. And then all of a sudden game freezes showing players moving back and forth. Lobby is pretty much the same as NBAs (both are EA games) but obviously there is some issue inside the gameplay.

So, is there a chance this can be fixed or not? I see that many games are now playable which weren't in the past so I hope NHL 07 will also be playable through ppsspp ad hoc. Hope you guys will explore possible solutions and fix this problem!

Cheers!
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04-28-2021, 04:54 PM
Post: #343
RE: PPSSPP Networking Info Thread
(04-27-2021 10:17 PM)nyquist14 Wrote:  Hi guys!
I really appreciate everyones hard work to make PPSSPP better each day. Last month I decided to reinstall app and test few sports games, both on Android and PC. I discovered that both F1 2009 and NBA Live 10 work well, without any issue. These games aren't listed on compatible games list so you can add both of them Wink

My question to you guys is why NHL 07 doesn't work so far? There isn't any problem until the game goes to opening faceoff. And then all of a sudden game freezes showing players moving back and forth. Lobby is pretty much the same as NBAs (both are EA games) but obviously there is some issue inside the gameplay.

So, is there a chance this can be fixed or not? I see that many games are now playable which weren't in the past so I hope NHL 07 will also be playable through ppsspp ad hoc. Hope you guys will explore possible solutions and fix this problem!

Cheers!

If you play from PC you could try the infrastructure test build its somewhere in this thread and use infrastructure and not ad-hoc for that game.
I think its supported but not sure.
Also you could try the latest dev build for ad-hoc as it got various fixes from the latest stable build.
You could see if it still happens there or not.
Maybe the latest VFPU fixes helped with it or something.
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05-02-2021, 10:54 AM (This post was last modified: 05-02-2021 11:00 AM by Zinx777.)
Post: #344
RE: PPSSPP Networking Info Thread
I am thinking about sending a PR to replace the default port offset from 0 to something else maybe 10000...
I think that the default port offset is too much problematic for use for android players and non root privelage players because it limits them... and no one uses a PSP/Vita or JPCSP to play with PPSSPP (and I think JPCSP players can offset their port as well)..
And maybe fix the other PR I did with the wiki page lmao.
Any objections?
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05-02-2021, 11:13 AM (This post was last modified: 05-02-2021 11:18 AM by AdamN.)
Post: #345
RE: PPSSPP Networking Info Thread
You can try, but probably won't be approved if they put compatibility with PSP as priority, which will never work on Android LOL i'm not even sure whether "Use original port" ever works or not
Just like how WLAN being disabled by default on PPSSPP, while there is now way to disable WLAN on JPCSP Big Grin

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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