PPSSPP Ad-hoc general info thread
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10-31-2020, 08:38 AM
(This post was last modified: 10-31-2020 08:48 AM by Zinx777.)
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RE: PPSSPP Ad-hoc general info thread
Posted about it here - https://github.com/hrydgard/ppsspp/issues/13607 with the info you gave here.
I could post more logs but I don't know which ones could be helpful. If someone got more info he or she could comment there as well. I am actually is interested in Resistance getting fixed because it seems like a very good game to play over multiplayer. It would be nice if Resistance could get fixed so we can know if voice chat works because I heard it use it on ad-hoc. |
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10-31-2020, 08:17 PM
(This post was last modified: 10-31-2020 08:45 PM by Zinx777.)
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RE: PPSSPP Ad-hoc general info thread
Suprise suprise the issue got fixed on the same day lol.
There is a test build for now but its basically fixed for both games. Now only if Ratchet & Clank got fixed ... |
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11-01-2020, 11:53 PM
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RE: PPSSPP Ad-hoc general info thread
Now that we have a clue with Ratchet & Clank, it's probably going to be fixed soon
![]() My Modified PPSSPP : ============== Win32&64: https://www.dropbox.com/s/b2mxcsw3w6gb9wq/PPSSPP_1.10.3-testbuild_Win32x64.zip?dl=0 Android(ARMv7): https://www.dropbox.com/s/329379pz4i7g0eo/PPSSPP_1.10.3-testbuild_ARMv7.apk?dl=0 |
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11-02-2020, 05:46 PM
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RE: PPSSPP Ad-hoc general info thread
I downloaded an adhoc build from this link the other day https://buildbot.orphis.net/ppsspp/
Im trying to play tenkaichi tag locally through some friends on parsec, Ive gone through like 4 different ad hoc builds and none of them work but this has gotten me the closest. When I set up the multiplayer lobby I was finally able to get 2 players in the lobby, but when I start the battle a communication error occurs. Ive been having trouble with adhoc for like the past 4 days and I can barely find any resources on how to get it to work online. It seems like im the only one having trouble with it. |
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11-02-2020, 07:40 PM
(This post was last modified: 11-02-2020 07:40 PM by Zinx777.)
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RE: PPSSPP Ad-hoc general info thread
Tekken 5 and DBZ Tag Team regressed it seems.
Seems not to work on localhost at least for DBZ Tag Team. last version I tried that worked is 767 lol. |
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11-03-2020, 12:54 AM
(This post was last modified: 11-03-2020 01:34 AM by AdamN.)
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RE: PPSSPP Ad-hoc general info thread
(11-02-2020 07:40 PM)Zinx777 Wrote: Tekken 5 and DBZ Tag Team regressed it seems. Based on DBZ Team Tag, seems to be AdhocMatching issue, one of the player is getting timeout. Well.. i'm still testing AdhcoMatching on a homebrew, it will eventually be fixed once i'm done. But i'm feeling lazy recently..so it will probably takes a while LOL Edit: actually i already found the problem. Fixed on this PR https://github.com/hrydgard/ppsspp/pull/13617 My Modified PPSSPP : ============== Win32&64: https://www.dropbox.com/s/b2mxcsw3w6gb9wq/PPSSPP_1.10.3-testbuild_Win32x64.zip?dl=0 Android(ARMv7): https://www.dropbox.com/s/329379pz4i7g0eo/PPSSPP_1.10.3-testbuild_ARMv7.apk?dl=0 |
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11-04-2020, 02:09 PM
(This post was last modified: 11-04-2020 02:09 PM by Zinx777.)
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RE: PPSSPP Ad-hoc general info thread
Hmm my fruits of labor are paying off lol.
http://www.emunewz.net/forum/showthread....#pid365294 Hopefully after JPCSP gets Xlink Kai support things will get ported to PPSSPP. I think that that approach might be beneficial to all users both emulator and real console alike. |
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11-04-2020, 11:45 PM
(This post was last modified: 11-05-2020 12:13 AM by AdamN.)
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RE: PPSSPP Ad-hoc general info thread
(11-04-2020 02:09 PM)Zinx777 Wrote: Hmm my fruits of labor are paying off lol.It requires LLE and currently PPSSPP doesn't support LLE yet since it's can't even boot VSH using official prx yet, and i don't think the devs have plan to support it, since most LLE requires driver library emulation, but based on the comments on my PR regarding OpenPSID https://github.com/hrydgard/ppsspp/pull/...-668043771 the devs doesn't seems to be interested to implement driver library. Anyway, it will probably takes a very long time before PPSSPP support LLE since PPSSPP need to be redesigned and rewritten based on this comment: Quote:There's a huge number of driver and other functions that games are literally not allowed to call, accessible only from kernel code. I don't know that we should go down the path of creating all these - it's a big time investment for probably almost no gain. But the DDS protocol might be able to be used on PPSSPP to communicate with XLink Kai (just like Dolphin) https://github.com/dolphin-emu/dolphin/pull/8853 It's just that without LLE the packets generated by emulators are different (usually unencrypted) than a real hardware/PSP (usually encrypted), thus they can't communicate directly (ie. without plugin like what proonline have on PSP side) My Modified PPSSPP : ============== Win32&64: https://www.dropbox.com/s/b2mxcsw3w6gb9wq/PPSSPP_1.10.3-testbuild_Win32x64.zip?dl=0 Android(ARMv7): https://www.dropbox.com/s/329379pz4i7g0eo/PPSSPP_1.10.3-testbuild_ARMv7.apk?dl=0 |
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11-05-2020, 04:50 AM
(This post was last modified: 11-05-2020 05:17 AM by Zinx777.)
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RE: PPSSPP Ad-hoc general info thread
I mean if you could get something like HLE encryprion it could be possible perhaps.
I think if things will get implemented with LLE first they could be moved to HLE later on. Or have something like a mix of HLE+LLE like gid15 talked about. That or someone could implement LLE into PPSSPP someday. I have hope lol. |
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11-08-2020, 08:48 PM
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RE: PPSSPP Ad-hoc general info thread
pls I would like to know the multiplayer/networking settings and the offset port(PSP compatibility) of these games for PPSSPP:
Dragon Ball z shin budoukai Dragon Ball z another road Call of duty road to Victory Split second Crash tag team racing. |
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11-09-2020, 02:37 PM
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RE: PPSSPP Ad-hoc general info thread
Hmm found this recently : https://github.com/ProximaV/kirk-engine-full
This is the encryption engine that the PSP uses. Might be useful. |
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11-09-2020, 06:12 PM
(This post was last modified: 11-09-2020 06:13 PM by AdamN.)
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RE: PPSSPP Ad-hoc general info thread
(11-09-2020 02:37 PM)Zinx777 Wrote: Hmm found this recently : https://github.com/ProximaV/kirk-engine-full I think PPSSPP already have kirk engine, but not sure how to use it to encrypt adhoc data, or whether it can only be used to decrypt My Modified PPSSPP : ============== Win32&64: https://www.dropbox.com/s/b2mxcsw3w6gb9wq/PPSSPP_1.10.3-testbuild_Win32x64.zip?dl=0 Android(ARMv7): https://www.dropbox.com/s/329379pz4i7g0eo/PPSSPP_1.10.3-testbuild_ARMv7.apk?dl=0 |
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11-10-2020, 02:23 PM
(This post was last modified: 11-10-2020 02:24 PM by Zinx777.)
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RE: PPSSPP Ad-hoc general info thread
(11-09-2020 06:12 PM)AdamN Wrote:(11-09-2020 02:37 PM)Zinx777 Wrote: Hmm found this recently : https://github.com/ProximaV/kirk-engine-full Ah ok I found it as a recent discovery so I thought it could be interesting. Btw found something interesting about the on of the Untold Legends games. https://ibb.co/M6CbJDB You see there is an Ad-Hoc LAN option there. My theory is that its a way to connect to either a PS3 or PS2 and that's not possible currently on PPSSPP but I am not sure. It connects to the PSN I think though. You could see it in some other games too (The new compatibility list in the first post got more games like that). |
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11-10-2020, 06:23 PM
(This post was last modified: 11-10-2020 06:26 PM by AdamN.)
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RE: PPSSPP Ad-hoc general info thread
(11-10-2020 02:23 PM)Zinx777 Wrote:(11-09-2020 06:12 PM)AdamN Wrote:(11-09-2020 02:37 PM)Zinx777 Wrote: Hmm found this recently : https://github.com/ProximaV/kirk-engine-full I think the Multiplayer Adhoc is the regular Adhoc (PDP/PTP protocol), while the Multiplayer LAN is something like Driver 76 use, which is TCP/UDP protocol just like infrastructure. Well i was looking for another game that use TCP/UDP like Driver 76 to test with, i guess i need to check that game too Btw, which Untold Legends is that? does all of them have similar mode? My Modified PPSSPP : ============== Win32&64: https://www.dropbox.com/s/b2mxcsw3w6gb9wq/PPSSPP_1.10.3-testbuild_Win32x64.zip?dl=0 Android(ARMv7): https://www.dropbox.com/s/329379pz4i7g0eo/PPSSPP_1.10.3-testbuild_ARMv7.apk?dl=0 |
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11-10-2020, 06:55 PM
(This post was last modified: 11-10-2020 07:25 PM by Zinx777.)
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RE: PPSSPP Ad-hoc general info thread
(11-10-2020 06:23 PM)AdamN Wrote:(11-10-2020 02:23 PM)Zinx777 Wrote:(11-09-2020 06:12 PM)AdamN Wrote:(11-09-2020 02:37 PM)Zinx777 Wrote: Hmm found this recently : https://github.com/ProximaV/kirk-engine-full It's the sequel Warrior's Code. If it's true what you say - we already have a bunch of games that could use Xlink Kai to connect to a real PSP by using the DDS protocol. If it's TCP/UDP and got no encryption going for it of course. Also, you might wanna see how that game works over normal ad-hoc I heard it got issues after you beat 1 level in it and the screen turns black. BTW this is the log I got with the game : 53:15:519 main I[SCEIO]: hle\sceio.cpp:1143 stdout: Loading Infrastructure network modules 53:15:519 main I[SCEIO]: hle\sceio.cpp:1143 stdout: Done loading Infrastructure network modules 53:15:520 main W[SCENET]: hle\scenet.cpp:645 sceNetInit(poolsize=98304, calloutpri=30, calloutstack=0, netintrpri=30, netintrstack=0) at 08888354 53:15:520 main E[SCENET]: hle\scenet.cpp:790 UNIMPL sceNetInetInit() 53:15:520 main E[SCENET]: hle\scenet.cpp:1263 UNIMPL sceNetResolverInit() 53:15:520 main W[SCENET]: hle\scenet.cpp:831 UNTESTED sceNetApctlInit(32768, 33) 53:15:520 main I[SCEKERNEL]: hle\scekernelthread.cpp:2010 327=sceNetApctlInit(32768, 33) 53:15:520 main I[SCENET]: hle\scenet.cpp:1007 sceNetApctlAddHandler(08887dc4, 08d3cb70) 53:15:520 main W[SCENET]: hle\scenet.cpp:994 Added Apctl handler(8887dc4, 8d3cb70): 0 53:15:520 main I[SCEIO]: hle\sceio.cpp:1143 stdout: SoeNetconfUtility :: BeginInfrastructureStart 53:15:520 main I[SCEUTIL]: hle\sceutility.cpp:484 0=sceUtilityNetconfInitStart(08b67f5c) There are about 10 PSP games or so that use a LAN option. |
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