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(12-02-2013, 01:12 PM)onelight Wrote: [ -> ]Do JPCSP not support PSP game with Dynamic SSID ?

Not yet, but it will eventually be supported. We still need to reverse engineer the network libraries further to properly implement the multiple SSID changes that most games employ.

(12-06-2013, 11:34 AM)onelight Wrote: [ -> ]
(11-26-2013, 12:37 AM)Hykem Wrote: [ -> ]
(11-25-2013, 11:36 PM)onelight Wrote: [ -> ]
(11-23-2013, 11:45 PM)Hykem Wrote: [ -> ]As of r3410 there's now an option under Settings>General that allows to change the emulated PSP hardware version.
Could you please check if changing to a PSP-2000 model, for example, fixes this issue? Thanks! Smile

I text it check if changing to a PSP-2000 model is useful .
look this
PPSSPP Online Support (PRO Online)
PSP + PPSSPPWindows + PPSSPPMac OSX
http://forums.ppsspp.org/showthread.php?...95&page=18

Hmm... Interesting idea. Smile
will you add PRO Online support for jpcsp?
Test EverybodysTennis (UCAS40307) Can connect two computers in LAN via AdHoc Multiplayer but can't Enter match room, jpcsp just wating there.
btw, can jpcsp add network.broadcastAddress in Settings menu not in Settings.properties file?

Well, it's not a big priority, but yes we will add support for PRO Online.
Sure, I'll add network.broadcastAddress to the Settings menu. I'll make a new section for network settings since most of the parameters have been found and added in r3410.
test Everybody's Tennis [UCAS-40307]
waiting entering matchroom all the time
[attachment=15387]

UCAS40307 JpcspTrace log
[attachment=15388]
UCAS-40307 netClientPortShift log
[attachment=15389]
UCAS-40307 netServerPortShift log
[attachment=15390]

test 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS [NPJH-50107]
Communication is interrupted
[attachment=15394]
[attachment=15395]
[attachment=15396]
[attachment=15397]

NPJH-50107 JpcspTrace log.txt
[attachment=15391]
NPJH-50107 netClientPortShift log.zip
[attachment=15392]
NPJH-50107 netServerPortShift log
[attachment=15393]
DRAGON BALL Z SHIN BUDOKAI ANOTHER ROAD [ULUS10234]
[attachment=15719]
[attachment=15720]
[attachment=15721]

log

[attachment=15722]
[attachment=15723]
@Hykem
JPCSP support PSP game with Dynamic SSID !
text God Eater Burst [NPJH50352] adhoc Multiplayer mode work
[attachment=15736]
Dynamic SSID
netServerPortShift log
Code:
20:40:34 DEBUG hle.sceNetAdhocctl - NetConnManager - sceNetAdhocctlConnect groupName=0x08D9F5B8('Lobby')
20:40:34 DEBUG hle.sceNetAdhocctl - NetConnManager - hleNetAdhocctlConnect groupName='Lobby'
SSID change

Code:
20:40:54 DEBUG  network - SceNetAdhocctl - broadcast received from peer: JpcspAdhocctlMessage[nickName='236409755', macAddress=6c:2e:22:25:bc:4d, groupName='Lobby', IBSS='Jpcsp', mode=0, channel=1, gameModeComplete=false]
20:40:54 DEBUG  network - SceNetAdhocctl - broadcast received from peer: JpcspAdhocctlMessage[nickName='236409755', macAddress=6c:2e:22:25:bc:4d, groupName='2225bc4d', IBSS='Jpcsp', mode=0, channel=1, gameModeComplete=false]
netClientPortShift log
Code:
20:40:34 DEBUG hle.sceNetAdhocctl - NetConnManager - sceNetAdhocctlConnect groupName=0x08D9F5B8('Lobby')
20:40:34 DEBUG hle.sceNetAdhocctl - NetConnManager - hleNetAdhocctlConnect groupName='Lobby'

Code:
20:40:53 DEBUG hle.sceUtility - Main - sceUtilityGetSystemParamInt id=0x2, valueAddr=0x09FBF924
20:40:53 DEBUG hle.sceNetAdhocctl - NetConnManager - sceNetAdhocctlConnect groupName=0x08D9F5B8('2225bc4d')
20:40:53 DEBUG hle.sceNetAdhocctl - NetConnManager - hleNetAdhocctlConnect groupName='2225bc4d'
20:40:53 DEBUG hle.sceNetAdhocctl - SceNetAdhocctl - hleNetAdhocctlThread
20:40:53 DEBUG hle.sceNetAdhocctl - SceNetAdhocctl - Notifying handler AdhocctlHandler[id=0, entry=0x088C8760, arg=0x08D9F530] with event=1, error=0
20:40:53 DEBUG  network - SceNetAdhocctl - broadcast sent to peer[OneLight-PC/10.5.60.13:30100]: JpcspAdhocctlMessage[nickName='236409755', macAddress=6c:2e:22:25:bc:4d, groupName='2225bc4d', IBSS='Jpcsp', mode=0, channel=1, gameModeComplete=false]
[attachment=15737]
[attachment=15738]
test 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS [NPJH-50107]
I succeed connect two jpcsp in AdHoc Multiplayer.
but only 10% you will succeed connet two jpcsp in AdHoc Multiplayer.
[attachment=16064]
log 94m txt
[attachment=16065]
[attachment=16066]

Edit
AdHoc Multiplayer work using proonline mode
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