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NHL works on a 6.60 with CFW PSP that I got.
Too bad about the 32 bit JPCSP requirement for the raw sockets library though I prefer using the 64 bit JPCSP.
(03-08-2021, 04:09 AM)Nir777 Wrote: [ -> ]NHL works on a 6.60 with CFW PSP that I got.
Too bad about the 32 bit JPCSP requirement for the raw sockets library though I prefer using the 64 bit JPCSP.
I could compile the 64 bit version of the library required for raw sockets. See commit 8439914.
Now, I still have to setup a compile environment under Linux to create the 64 bit Linux version.
(03-09-2021, 06:48 PM)gid15 Wrote: [ -> ]
(03-08-2021, 04:09 AM)Nir777 Wrote: [ -> ]NHL works on a 6.60 with CFW PSP that I got.
Too bad about the 32 bit JPCSP requirement for the raw sockets library though I prefer using the 64 bit JPCSP.
I could compile the 64 bit version of the library required for raw sockets. See commit 8439914.
Now, I still have to setup a compile environment under Linux to create the 64 bit Linux version.

Yeah I seem to get further when I tried on Windows.
But because I cant get full speed on my Windows boot drive I think it disconnected after I got into a match.
(03-10-2021, 07:01 PM)Nir777 Wrote: [ -> ]
(03-09-2021, 06:48 PM)gid15 Wrote: [ -> ]
(03-08-2021, 04:09 AM)Nir777 Wrote: [ -> ]NHL works on a 6.60 with CFW PSP that I got.
Too bad about the 32 bit JPCSP requirement for the raw sockets library though I prefer using the 64 bit JPCSP.
I could compile the 64 bit version of the library required for raw sockets. See commit 8439914.
Now, I still have to setup a compile environment under Linux to create the 64 bit Linux version.

Yeah I seem to get further when I tried on Windows.
But because I cant get full speed on my Windows boot drive I think it disconnected after I got into a match.
Now the library is also available for the 64-bit Linux version in d49d3bb
Seems like its not a problem of FPS but a issue between JPCSP and PSP.
If you gonna try with 2 instances of emulators (PPSSPP/JPCSP etc) it gonna work fine.
It's just a connection to a PSP that will make it disconnect.
Also couldn't get a full log on Windows for some reason (it won't save it to log.txt after exiting unlike on Linux) but I got a partial one that I dont know if it helps or not.
I will edit this post later if i get it to work on Linux.
EDIT: on Linux I can't get any further then requesting a game and it won't proceed into the match unlike on Windows (but I got a full log this time).
linux log:
https://pastebin.com/bkgXcZ7x
The WIndows log is attached here.
EDIT 2: decided to run JPCSP on Linux with sudo as suggested by the log and got all these errors:
https://pastebin.com/sK2tq9Cc
EDIT 3: the most complete log on Linux that I could have done with admin rights (will disconnect and timeout still).
https://pastebin.com/ALnMsyJJ
As I understand Linux and Windows got different behavior in regards to raw sockets so that's why you have issues on 1 OS? dont know.
Windows log is attached here.
So gid15... how can I try infrastructure on games that still got PSN working for them?
There are at least like 4-5 games that still got working servers.
I think they might shut them down this june or july when they gonna discontinue PSN on PSP but I am not sure.
(04-09-2021, 09:51 AM)Nir777 Wrote: [ -> ]So gid15... how can I try infrastructure on games that still got PSN working for them?
There are at least like 4-5 games that still got working servers.
I think they might shut them down this june or july when they gonna discontinue PSN on PSP but I am not sure.
It would be interesting to have log files at INFO level, but with the following lines added to the LogSettings.xml file:
Code:
<logger name='hle.sceNetAdhoc'> <level value='trace' /> </logger>
<logger name='hle.sceNetAdhocctl'> <level value='trace' /> </logger>
<logger name='hle.sceNetAdhocMatching'> <level value='trace' /> </logger>
<logger name='hle.sceNet'> <level value='debug' /> </logger>
<logger name='hle.sceNetInet'> <level value='trace' /> </logger>
<logger name='hle.sceNetApctl'> <level value='debug' /> </logger>
<logger name='hle.sceNetAdhocAuth'> <level value='trace' /> </logger>
<logger name='hle.sceNetIfhandle'> <level value='debug' /> </logger>
<logger name='hle.sceUtility'> <level value='debug' /> </logger>
<logger name='hle.sceWlan'> <level value='trace' /> </logger>
<logger name='hle.sceNetResolver'> <level value='debug' /> </logger>
This will produce additional debug information but only for the network modules.
(04-09-2021, 09:51 AM)Nir777 Wrote: [ -> ]So gid15... how can I try infrastructure on games that still got PSN working for them?
There are at least like 4-5 games that still got working servers.
I think they might shut them down this june or july when they gonna discontinue PSN on PSP but I am not sure.

What's that 4-5 games is ?
(04-11-2021, 11:39 PM)onelight Wrote: [ -> ]
(04-09-2021, 09:51 AM)Nir777 Wrote: [ -> ]So gid15... how can I try infrastructure on games that still got PSN working for them?
There are at least like 4-5 games that still got working servers.
I think they might shut them down this june or july when they gonna discontinue PSN on PSP but I am not sure.

What's that 4-5 games is ?

The games are :
TNT Racers (USA)
Ace Combat Joinet Assault (USA)
Fat Princess (EUR)
Invizimals (EUR)
PixelJunk Monster Deluze (EUR)

That's what I know about anyway so there could be more.
On PSP you must be on firmware 6.61 , it won't work with firmwares below that.
And they use PSN so you need a PSN account.
I am not sure the region matters so it may work on other regions as well.
(04-10-2021, 02:46 PM)gid15 Wrote: [ -> ]
(04-09-2021, 09:51 AM)Nir777 Wrote: [ -> ]So gid15... how can I try infrastructure on games that still got PSN working for them?
There are at least like 4-5 games that still got working servers.
I think they might shut them down this june or july when they gonna discontinue PSN on PSP but I am not sure.
It would be interesting to have log files at INFO level, but with the following lines added to the LogSettings.xml file:
Code:
<logger name='hle.sceNetAdhoc'> <level value='trace' /> </logger>
<logger name='hle.sceNetAdhocctl'> <level value='trace' /> </logger>
<logger name='hle.sceNetAdhocMatching'> <level value='trace' /> </logger>
<logger name='hle.sceNet'> <level value='debug' /> </logger>
<logger name='hle.sceNetInet'> <level value='trace' /> </logger>
<logger name='hle.sceNetApctl'> <level value='debug' /> </logger>
<logger name='hle.sceNetAdhocAuth'> <level value='trace' /> </logger>
<logger name='hle.sceNetIfhandle'> <level value='debug' /> </logger>
<logger name='hle.sceUtility'> <level value='debug' /> </logger>
<logger name='hle.sceWlan'> <level value='trace' /> </logger>
<logger name='hle.sceNetResolver'> <level value='debug' /> </logger>
This will produce additional debug information but only for the network modules.

test online play, the game is PixelJunk Monster Deluze (NPEG00017)
pspnet_apctl.prx and pspnet_inet.prx is deled,
A connection error has occurred. (20000002)
[attachment=35008]
[attachment=35010]
[attachment=35011]
[attachment=35012]
if del utility.prx, it didn't hava select connection screen and signing in screen
add get error 805508A6
[attachment=35009]
[attachment=35013]
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