This forum uses cookies
This forum makes use of cookies to store your login information if you are registered, and your last visit if you are not. Cookies are small text documents stored on your computer; the cookies set by this forum can only be used on this website and pose no security risk. Cookies on this forum also track the specific topics you have read and when you last read them. Please confirm whether you accept or reject these cookies being set.

A cookie will be stored in your browser regardless of choice to prevent you being asked this question again. You will be able to change your cookie settings at any time using the link in the footer.

Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Try Multiplayer 3 JPCSPs on one PC
#21
(08-31-2020, 03:29 PM)onelight Wrote: It did break, break pro online, get disconnect when 2nd jpcsp try join in lobby
Sorry, I forgot to test ProOnline properly. Hopefully it should work again in d18da8d.
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#22
PRO online cant find player

.zip   1-log.zip (Size: 112 KB / Downloads: 129)


.zip   2-log.zip (Size: 88.34 KB / Downloads: 136)
Reply
#23
(09-01-2020, 01:04 PM)onelight Wrote: PRO online cant find player
Code:
20:53:41  INFO      emu - GUI -     ProOnline MetaServer                     [127.0.0.1]
With the current implementation, you need to set the ProOnline MetaServer to "localhost" and not to "127.0.0.1". I will improve that part, but could you try with "localhost" as MetaServer to verify this is the root cause of the issue?
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#24
ok

.zip   log3.zip (Size: 155.77 KB / Downloads: 119)

.zip   log4.zip (Size: 127.62 KB / Downloads: 113)
   
Reply
#25
(09-01-2020, 05:13 PM)onelight Wrote: ok
Great!
It should also work when flash0/kd/utility.prx is present.
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#26
(09-01-2020, 06:24 PM)gid15 Wrote:
(09-01-2020, 05:13 PM)onelight Wrote: ok
Great!
It should also work when flash0/kd/utility.prx is present.

No yet

.zip   1-log.zip (Size: 181.48 KB / Downloads: 106)

.zip   2-log.zip (Size: 162.65 KB / Downloads: 126)

.zip   3-log.zip (Size: 191.6 KB / Downloads: 125)
   
Reply
#27
(09-02-2020, 04:33 AM)onelight Wrote:
(09-01-2020, 06:24 PM)gid15 Wrote:
(09-01-2020, 05:13 PM)onelight Wrote: ok
Great!
It should also work when flash0/kd/utility.prx is present.
No yet
Well, you not just had flash0/kd/utility.prx present, but also many other PRXs that were used instead of the HLE implementations:
Code:
12:28:28  INFO   loader - idle0 - Found ModuleInfo at 0x08010FC0, name:'sceNet_Service', version: 0107, attr: 0x00001006, gp: 0x080198F0
12:28:28  INFO   loader - idle0 - Found 27 unresolved imports
12:28:28  INFO      hle - idle0 - NID sceNetGetDropRate[0xC80181A2] at address 0x0800E924 from module 'sceNetIfhandle' overwriting an HLE syscall
12:28:28  INFO      hle - idle0 - NID sceNetSetDropRate[0xFD8585E1] at address 0x0800E98C from module 'sceNetIfhandle' overwriting an HLE syscall
...
12:28:28  INFO   loader - CheckExitGame - Found ModuleInfo at 0x0A2F73BC, name:'sceNet_Library', version: 0103, attr: 0x00000006, gp: 0x0A300250
12:28:28  INFO   loader - CheckExitGame - Found 54 unresolved imports
12:28:28  INFO      hle - CheckExitGame - NID sceNetGetLocalEtherAddr[0x0BF0A3AE] at address 0x0A2EEFE0 from module 'sceNet' overwriting an HLE syscall
12:28:28  INFO      hle - CheckExitGame - NID sceNetTerm[0x281928A9] at address 0x0A2EF45C from module 'sceNet' overwriting an HLE syscall
...
12:28:29  INFO   loader - CheckExitGame - Found ModuleInfo at 0x08016010, name:'sceNetAdhocAuth_Service', version: 0103, attr: 0x00001006, gp: 0x0801E370
12:28:29  INFO   loader - CheckExitGame - Found 49 unresolved imports
12:28:29  INFO      hle - CheckExitGame - NID sceNetAdhocAuth_015A8A64[0x015A8A64] at address 0x0801379C from module 'sceNetAdhocAuth_lib' overwriting an HLE syscall
12:28:29  INFO      hle - CheckExitGame - NID sceNetAdhocAuth_1F9A90B8[0x1F9A90B8] at address 0x08012ACC from module 'sceNetAdhocAuth_lib' overwriting an HLE syscall
...
12:28:29  INFO   loader - CheckExitGame - Found ModuleInfo at 0x0A308680, name:'sceNetAdhoc_Library', version: 0104, attr: 0x00000006, gp: 0x0A310A00
12:28:29  INFO   loader - CheckExitGame - Found 42 unresolved imports
12:28:29  INFO      hle - CheckExitGame - NID sceNetAdhocGameModeDeleteReplica[0x0B2228E9] at address 0x0A3080A0 from module 'sceNetAdhoc' overwriting an HLE syscall
12:28:29  INFO      hle - CheckExitGame - NID sceNetAdhocPtpClose[0x157E6225] at address 0x0A3049DC from module 'sceNetAdhoc' overwriting an HLE syscall
...
12:28:29  INFO   loader - CheckExitGame - Found ModuleInfo at 0x0A30EB78, name:'sceNetAdhocctl_Library', version: 0106, attr: 0x00000006, gp: 0x0A3171C0
12:28:29  INFO   loader - CheckExitGame - Found 78 unresolved imports
12:28:29  INFO      hle - CheckExitGame - NID sceNetAdhocctlScan[0x08FFF7A0] at address 0x0A309508 from module 'sceNetAdhocctl' overwriting an HLE syscall
12:28:29  INFO      hle - CheckExitGame - NID sceNetAdhocctlConnect[0x0AD043ED] at address 0x0A309018 from module 'sceNetAdhocctl' overwriting an HLE syscall
...
12:28:29  INFO   loader - CheckExitGame - Found ModuleInfo at 0x0A3153B4, name:'sceNetAdhocMatching_Library', version: 0106, attr: 0x00000006, gp: 0x0A31D740
12:28:29  INFO   loader - CheckExitGame - Found 36 unresolved imports
12:28:29  INFO      hle - CheckExitGame - NID sceNetAdhocMatchingInit[0x2A2A1E07] at address 0x0A310C00 from module 'sceNetAdhocMatching' overwriting an HLE syscall
12:28:29  INFO      hle - CheckExitGame - NID sceNetAdhocMatchingStop[0x32B156B3] at address 0x0A310F04 from module 'sceNetAdhocMatching' overwriting an HLE syscall
...
12:28:29  INFO   loader - idle1 - Found ModuleInfo at 0x0A319820, name:'sceNetAdhocDownload_Library', version: 0104, attr: 0x00000006, gp: 0x0A321C60
12:28:29  INFO   loader - idle1 - Found 49 unresolved imports
12:28:29  INFO      hle - idle1 - NID sceNetAdhocDownload_0A531FBE[0x0A531FBE] at address 0x0A31821C from module 'sceNetAdhocDownload' overwriting an HLE syscall
12:28:29  INFO      hle - idle1 - NID sceNetAdhocDownloadTermServer[0x117CA01A] at address 0x0A3167C0 from module 'sceNetAdhocDownload' overwriting an HLE syscall
...
12:28:29  INFO   loader - CheckExitGame - Found ModuleInfo at 0x0A31ACCC, name:'sceNetAdhocDiscover_Library', version: 0102, attr: 0x00000006, gp: 0x0A322EA0
12:28:29  INFO   loader - CheckExitGame - Found 19 unresolved imports
12:28:29  INFO      hle - CheckExitGame - NID sceNetAdhocDiscoverUpdate[0x52DE1B97] at address 0x0A319F5C from module 'sceNetAdhocDiscover' overwriting an HLE syscall
12:28:29  INFO      hle - CheckExitGame - NID sceNetAdhocDiscoverInitStart[0x941B3877] at address 0x0A319E00 from module 'sceNetAdhocDiscover' overwriting an HLE syscall
...
The problem doesn't seem to be coming from the multiplayer implementation, but rather from the mix of original PSP prx files together with HLE implementation.
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#28
(09-02-2020, 08:11 AM)gid15 Wrote: Well, you not just had flash0/kd/utility.prx present, but also many other PRXs that were used instead of the HLE implementations:

The problem doesn't seem to be coming from the multiplayer implementation, but rather from the mix of original PSP prx files together with HLE implementation.

Yes, when flash0/kd/utility.prx is present, utility.prx and many other PRXs will be load.
That is the best compatibility way to play multiplayer.
Kingdom Hearts Birth by Sleep multiplayer only working on this way
Reply
#29
(09-02-2020, 12:29 PM)onelight Wrote: Yes, when flash0/kd/utility.prx is present, utility.prx and many other PRXs will be load.
That is the best compatibility way to play multiplayer.
Kingdom Hearts Birth by Sleep multiplayer only working on this way
OK, can you post log files for "Kingdom Hearts Birth by Sleep" with no flash0/kd/*.prx files present?
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#30
(09-02-2020, 03:29 PM)gid15 Wrote:
(09-02-2020, 12:29 PM)onelight Wrote: Yes, when flash0/kd/utility.prx is present, utility.prx and many other PRXs will be load.
That is the best compatibility way to play multiplayer.
Kingdom Hearts Birth by Sleep multiplayer only working on this way
OK, can you post log files for "Kingdom Hearts Birth by Sleep" with no flash0/kd/*.prx files present?
no utility.prx or no kd/*.prx get Connection lost
   

.7z   no utility.prx-log1.txt.7z (Size: 207.2 KB / Downloads: 117)

.7z   no utility.prx-log2.txt.7z (Size: 213.17 KB / Downloads: 120)


.7z   no kd-prx-log1.7z (Size: 194.75 KB / Downloads: 106)

.7z   no kd-prx-log2.7z (Size: 194.66 KB / Downloads: 156)


   

.7z   proonline-log1.7z (Size: 186.54 KB / Downloads: 117)

.7z   proonline-log2.7z (Size: 196.91 KB / Downloads: 108)


working when flash0/kd/*.prx files present
       

.7z   utility-log1.7z (Size: 240.16 KB / Downloads: 106)

.7z   utility-log2.7z (Size: 244.66 KB / Downloads: 115)
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)