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Try Multiplayer 3 JPCSPs on one PC
#41
(09-07-2020, 08:03 PM)gid15 Wrote:
(09-07-2020, 10:38 AM)gid15 Wrote:
(09-07-2020, 01:02 AM)onelight Wrote: Is this game require memory64MB?
I try make and add memory64MB=true to ULJM05775.properties and finally join in lobby
This is a good idea to try that!
From the information I found on internet, this game does not require to have a PSP Slim and should be playable on a PSP 1000. I have to further analyze the log files to find the incompatibility issue.
Comparing to the behavior on a real PSP (tested using the --reboot command line option), I found that one thread stack should be allocated into the kernel partition (partition=1) instead of the user partition (partition=2) like currently implemented:
Code:
16:50:45 DEBUG hle.SysMemUserForUser - SceNetAdhocctl - malloc partition=2, name='ThreadMan-Stack-0x382-SceNetAdhocAuth', type=PSP_SMEM_High, size=0x2000, addr=0x00000000: returns 0x09FA6400
I have added a generic improvement into sceKernelCreateThread (5978a37) to support this combination. 8KB additional memory should now be available in user space. Could you please retry with 5978a37, without using the 64MB workaround?

ok, now can join in lobby without using 64mb

.7z   5978a37-log.7z (Size: 59.64 KB / Downloads: 184)
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#42
(09-08-2020, 12:13 AM)onelight Wrote: ok, now can join in lobby without using 64mb
Great!
Is something else related to networking not yet working for this game?
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#43
(09-08-2020, 07:16 AM)gid15 Wrote:
(09-08-2020, 12:13 AM)onelight Wrote: ok, now can join in lobby without using 64mb
Great!
Is something else related to networking not yet working for this game?

multile-instance is fully working when using flash0/kd/utility.prx and pspnet*.prx.
   

But when I try play at 2PCs,can find player at lobby

.7z   PC1-log.7z (Size: 62.73 KB / Downloads: 183)

.7z   PC2-log.7z (Size: 53.94 KB / Downloads: 161)

and it would be great if it could fixed lan multiplayer and pro online support for this game
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#44
(09-08-2020, 03:35 PM)onelight Wrote: But when I try play at 2PCs,can find player at lobby and it would be great if it could fixed lan multiplayer and pro online support for this game
Could you please add the following lines to your Settings.xml:
Code:
<logger name='hle.sceNetIfhandle'> <level value='debug' /> </logger>
<logger name='hle.sceWlan'> <level value='trace' /> </logger>
This is important when using utility.prx and pspnet*.prx as all the LAN traffic is then implemented by sceWlan. With a trace level in sceWlan, I hope to see more details on the network traffic.

I also see that you have set in the "Broadcasting address" the IP address of the other PC. This is fine, but it would be easier for you to enter "192.168.1.255" as Broadcasting address. The same value can be used for both PCs. With this value, you do not need to change your configuration each time a new IP is assigned to your PCs.
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#45
(09-08-2020, 05:23 PM)gid15 Wrote:
(09-08-2020, 03:35 PM)onelight Wrote: But when I try play at 2PCs,can find player at lobby and it would be great if it could fixed lan multiplayer and pro online support for this game
Could you please add the following lines to your Settings.xml:
Code:
<logger name='hle.sceNetIfhandle'> <level value='debug' /> </logger>
<logger name='hle.sceWlan'> <level value='trace' /> </logger>
This is important when using utility.prx and pspnet*.prx as all the LAN traffic is then implemented by sceWlan. With a trace level in sceWlan, I hope to see more details on the network traffic.

I also see that you have set in the "Broadcasting address" the IP address of the other PC. This is fine, but it would be easier for you to enter "192.168.1.255" as Broadcasting address. The same value can be used for both PCs. With this value, you do not need to change your configuration each time a new IP is assigned to your PCs.
This time I try with parsec and n2n-edge
   
   

.7z   1-log.7z (Size: 360 KB / Downloads: 182)

.7z   2-log.7z (Size: 314.9 KB / Downloads: 159)

.7z   3-log.7z (Size: 195.9 KB / Downloads: 184)
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#46
I've fixed a few compatibility issues into the "LAN Multiplyer" and ProOnline networking (i.e. without flash0/kd/utility.prx) in the latest commits. Could you please retry with f835689?
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#47
(09-30-2020, 07:19 PM)gid15 Wrote: I've fixed a few compatibility issues into the "LAN Multiplyer" and ProOnline networking (i.e. without flash0/kd/utility.prx) in the latest commits. Could you please retry with f835689?
ok, test khbbsfm proOnline, now working fine

.7z   log1.7z (Size: 143.71 KB / Downloads: 184)

.7z   log2.7z (Size: 133.26 KB / Downloads: 178)
   

edit
lan multiplyer working too

.7z   log3.7z (Size: 108.73 KB / Downloads: 160)

.7z   log4.7z (Size: 105.55 KB / Downloads: 152)

edit
incompatible play with ppsspp
if jpcsp host, ppsspp's members list not show jpcsp name
   

.7z   jpcsp-log1.7z (Size: 85.88 KB / Downloads: 171)

.7z   ppsspp-log1.7z (Size: 22.1 KB / Downloads: 160)
if ppsspp host, can entry butter rom
   
   

.7z   jpcsp-log2.7z (Size: 119.32 KB / Downloads: 136)

.7z   ppsspplog2.7z (Size: 28.49 KB / Downloads: 153)

BTW, after ANR2ME get jpcsp and prx files, he make a great improvement for ppsspp.
https://github.com/hrydgard/ppsspp/pulls...r%3AANR2ME
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#48
I've fixed a few compatibility issues in d6c01b5 which should improve the use of ProOnline networking between Jpcsp and PPSSPP.
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#49
(10-02-2020, 07:23 PM)gid15 Wrote: I've fixed a few compatibility issues in d6c01b5 which should improve the use of ProOnline networking between Jpcsp and PPSSPP.

think, now ProOnline networking between Jpcsp and PPSSPP is working

   

.7z   ppsspplog.7z (Size: 31.02 KB / Downloads: 163)

.7z   log.7z (Size: 135.65 KB / Downloads: 146)
Btw, I wrote a bat to test with random localIPAddress
Code:
set /a num1=%random%%%255
set /a num2=%random%%%255
set /a num3=%random%%%253+1
set ip=127.%num1%.%num2%.%num3%
echo using localIPAddress %ip%
"%JAVA_CMD%" -Xmx2048m -Xss2m -XX:ReservedCodeCacheSize=64m -Djava.library.path=lib/windows-amd64 -jar bin/jpcsp.jar %* --localIPAddress %ip%

.7z   start-windows-amd64-multile-instance.7z (Size: 1.07 KB / Downloads: 187)
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#50
LAN Multiplyer, proonline
cant join lobby with flash0/kd/pspnet_*.prx, without flash0/kd/utility.prx


.zip   no-utility-log.zip (Size: 46.67 KB / Downloads: 172)


.zip   no-utility-proonline-log.zip (Size: 53.41 KB / Downloads: 151)
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