Hello,is it possible to use the code from the old PPSSPP build that support Gundam VS Gundam Next Plus adhoc to merge into new version?
The newest version of PPSSPP (1.7) still could not support adhoc on this game.Or is there anything i can help with?
Old version PPSSPP by Onelight (Forum Thread): http://forums.ppsspp.org/showthread.php?tid=12357
I think it would be better to figure out what broke adhoc in the game and fix that. Could you try some old builds to figure out when it broke?
It was a hack build, help adhoc in Gundam VS Gundam Next Plus but broke Phantasy Star
And the modded apk v1.7-15 is buggy can't even touch the settings because the touchscreen doesn't respond :/
@Emulatorer Uhhh,yeah,please disable the immersive mode to make it works,it seems that custom build has problem with immersive mode
@hrydgard I think you misunderstand my statement ,i mean it is a custom build ppsspp based on old version PPSSPP, Official one,from old to new cant support the multiplayer as it broke when starting the game at AdHoc Mode. What i want to ask if can merge the code and make it into a option in official build? Oh,and like @lightfirst say,it broke the phantasy star so better make it a option in setting,right?
Sry for the bad english.

PS: The coder of that custom build PPSSPP just update it recently to 1.7 and heres the proof it can work.
Well this custom build maker should share whatever changes he made, so we can incorporate them. He is required to do so by the GPL license.
There's already a PR for Adhoc Multiplayer Chat Support #7451 #9090
wait for it to merged?
ps, sorry for my bad english :)
@hrydgard The change code at here https://github.com/lightfirst/PPSSPP/commit/0fd927db6cda206378d166f0b96884159a418a34
Do we really need this hack?
@Emulatorer mod v1.7-15 working fine for me, maybe you should try Restore PPSSPP's settings to default or delete ppsspp.ini and controls.ini at /sdcard/PSP/SYSTEM
I guess we could make it a game specific compatibility setting until a proper fix can be found.
@lightfirst I already fix the issue in touchscreen but some games seems running slow compare to the official build/version and also the graphics display is like force to X2 HW rendering resolution even if it set to native
@Emulatorer Did you compare to the official 1.7-15?
Yes
It can't be, I just add a hack for gvgnp and merged Chat Support #7451 #9090 the speed and graphics should same as official build
@lightfirst Actually,I also face the same problem,if official build I can use till 4x,with that version max resolution is only 2x
As a proof of my comment about HW display resolution
PPSSPP BuildHack

PPSSPP OFFICIAL 1.7-15

As you can see there are more lines in ppsspp buildhack compare to the official build that is a little bit clear 馃槄
@Emulatorer It should working fine after ppsspp-1.7.1-125-Chat-GVG
i guess jpcsp multiplayer working with this game , i am on progress writing adhoc multiplayer relay micro service and deciding to implementing everything on SceNetAdhoc from scratch , HLE function LOG on successfull multiplayer should be a great help to troubleshoot the problem.
PPSSPP networking code really need an update , some high level network library also can be helpfull than relying on C code networking api. working with buffer, endianess ,and many other network stuff on PPSSPP source code is really a pain. im really suggesting ppsspp use ENET as networking library and implement packet class to work on buffer like citra do on their networking folder,
this will make the development of networking part a lot easier and may can improve latency over internet.
looking at lightfirst hack code i think its a race condition with other hlecall and the connect call block the entire networking part. could someone dump the log on this thread?
yes, jpcsp multiplayer working with this game and more games
looks like the code that fix phantasy star one is the broken one , it race within matching thread if the matching thread get incomplete data from pdprecv the multiplayer is broken. and the connect function blocking the game for buying time on matching event.
suggest fix don't use PDP function to handle the matching event , instead we must simulate it on other socket like jpcsp do, have one socket to arbitrate like scenetadhocctl does!
related #9120
Is this a duplicate of #7444?
-[Unknown]
Does anyone try to figure out this issue on Newest version of PPSSPP for GVGNP?
This issue is already been fixed by https://github.com/hrydgard/ppsspp/pull/13182 or not?
This issue is already been fixed by #13182 or not?
yep, seems fixed!
Well, it fixed, adhoc working fine on windows, but when play whith android, disconnect appeared in the middle of the multiplayer battle. (same as my hack builds)
May I know which version's fixed? I tried the latest 1.10.3, could see my friend in multiplayer, but the game wouldn't load after I clicked start. Btw, this applies to multiplayer between PPSSPP right?
We close bugs as soon as they are fixed in git, we don't wait until the next stable release which might be weeks or months away. This issue was fixed since v1.10.3 was released, so you'd have to use a git build.
That said, reopening if it's still an issue on Android. Presumably that's a port # issue?
-[Unknown]
May I know which version's fixed? I tried the latest 1.10.3, could see my friend in multiplayer, but the game wouldn't load after I clicked start. Btw, this applies to multiplayer between PPSSPP right?
v1.10.3-198 and up. you can get PPSSPP builds from https://buildbot.orphis.net/ppsspp/index.php?m=fulllist
https://github.com/hrydgard/ppsspp/pull/13182
Can start game & linkable more games, but unstable.
How is this now?
@hrydgard
1.10.3-917 is better than before.
Thanks for your work.
Well, on this, mainly @ANR2ME 's work to be fair :) I'll close this issue, feel free to open new ones with specific issues.
Most helpful comment
i guess jpcsp multiplayer working with this game , i am on progress writing adhoc multiplayer relay micro service and deciding to implementing everything on SceNetAdhoc from scratch , HLE function LOG on successfull multiplayer should be a great help to troubleshoot the problem.
PPSSPP networking code really need an update , some high level network library also can be helpfull than relying on C code networking api. working with buffer, endianess ,and many other network stuff on PPSSPP source code is really a pain. im really suggesting ppsspp use ENET as networking library and implement packet class to work on buffer like citra do on their networking folder,
this will make the development of networking part a lot easier and may can improve latency over internet.
looking at lightfirst hack code i think its a race condition with other hlecall and the connect call block the entire networking part. could someone dump the log on this thread?