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[WIP] PRO ONLINE

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Re: [WIP] PRO ONLINE

Postby sss0 » Fri Mar 30, 2012 9:20 pm

Coldbird wrote:My thoughts? I can only tell you how I plan on doing it...

1. I will hook the GE-Functions and tunnel them through USB to the PC... my USB API will feature PSP Memory Peek functions so that the PC-side can query vertex buffers, etc.
2. JPCSP's GE emulator + shaders will do the high quality rendering at Full HD resolutions.
3. ???
4. Profit! like this. http://dl.dropbox.com/u/13011238/ULUS10339-Shot-0.png


Coldbird never disappoints! :o
Good work, as always! :D
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Re: [WIP] PRO ONLINE

Postby Monk9899 » Sat Mar 31, 2012 7:28 pm

Hi.
I haven't read the entire thread (it's 45 pages! :o ), but i wanted to ask a few questions regarding pro online. I'm sorry if they've been asked before.

1.You've said that psp 1000 is not compatible because it has lower memory than other models. I had once read that you could reformat the memory and remove the flash2 and flash3 and merge them into flash0. Is it possible to run pro online on phat psps using this method? All my friends have a psp 1000, so i won't be able to play with them unless this is possible. :/

2.How do the games connect to each other? Do they connect to your server or directly over the internet? If directly how do they find each other? I'm not really good at this so please explain in detail. I want to know if I can host my own server(from windows or linux) and invite my friends to play.

3.I read that you said only 10% of the psp library is documented. Is there any *cough*other way to get a full documentation of every function in the psp library? I want to make a psp online game but I have very little experience (PSPsych) :geek: . Since i have a lot of free time now, i could work on a good psp game, if i had access to more documentation.

4.This is more of a request. Can you please add compatibility for work time fun (AKA baito hell 2000) in pro online? :D

Thanks a lot.

P.S. - My 100th post! :mrgreen:
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Re: [WIP] PRO ONLINE

Postby HeroKing » Sat Mar 31, 2012 8:30 pm

Monk9899 wrote:Hi.
I haven't read the entire thread (it's 45 pages! :o ), but i wanted to ask a few questions regarding pro online. I'm sorry if they've been asked before.

1.You've said that psp 1000 is not compatible because it has lower memory than other models. I had once read that you could reformat the memory and remove the flash2 and flash3 and merge them into flash0. Is it possible to run pro online on phat psps using this method? All my friends have a psp 1000, so i won't be able to play with them unless this is possible. :/

2.How do the games connect to each other? Do they connect to your server or directly over the internet? If directly how do they find each other? I'm not really good at this so please explain in detail. I want to know if I can host my own server(from windows or linux) and invite my friends to play.

3.I read that you said only 10% of the psp library is documented. Is there any *cough*other way to get a full documentation of every function in the psp library? I want to make a psp online game but I have very little experience (PSPsych) :geek: . Since i have a lot of free time now, i could work on a good psp game, if i had access to more documentation.

4.This is more of a request. Can you please add compatibility for work time fun (AKA baito hell 2000) in pro online? :D

Thanks a lot.

P.S. - My 100th post! :mrgreen:

1. ram and hard drive space (aka flash) are 2 completely different things, so that would be impossible

2. they do connect to coldbird's server. he has it configured to do so. when the psp's connect, it acts like any other server for, say, a MMO such as World of Warcraft or Mabinogi.

3. i'm not entirely sure on that myself. you could ask the guy here who made that WoW-esque MMO for psp for tips.

4. depends on if it has adhoc matching library or not, and if it can even connect. some games do not work with the beta, even though they have a no matching find
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Re: [WIP] PRO ONLINE

Postby Monk9899 » Sun Apr 01, 2012 5:29 am

HeroKing wrote:1. ram and hard drive space (aka flash) are 2 completely different things, so that would be impossible

2. they do connect to coldbird's server. he has it configured to do so. when the psp's connect, it acts like any other server for, say, a MMO such as World of Warcraft or Mabinogi.

3. i'm not entirely sure on that myself. you could ask the guy here who made that WoW-esque MMO for psp for tips.

4. depends on if it has adhoc matching library or not, and if it can even connect. some games do not work with the beta, even though they have a no matching find


Thanks for the answers.

1.Okay :oops:

2. So can i configure it to connect to my own server? This way if we want to play with friends we can use our own server and if we want to play with random people we can connect to coldbird's server. (And it would reduce the load on his server as well)

3.There must be some documentation as sony cant possibly have made the sdk without a proper guide.(and the one that we use is leaked from sony isn't it?)

4.I would try it out, but as i said all my friends have a 1000 psp and i'm the only one with a 2000.
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Re: [WIP] PRO ONLINE

Postby Coldbird » Sun Apr 01, 2012 12:28 pm

I'm sorry but for consistency reasons... and to keep bug reports under control, PRO Online will remain closed source for the time being.

So no, you can't create your own server. The server.txt file is there to make switching between the public and my debug server easier (for internal testing purposes of mine, so that I don't disturb normal players with server reboots, etc).

Opening things at this stage would be a disaster I fear, as it's simply not ready for that in any way... bugs would spring because server hosts fuck up and people would - no doubt - report them to me giving me extra trouble for bugs that are none to begin with.
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Re: [WIP] PRO ONLINE

Postby Monk9899 » Sun Apr 01, 2012 3:19 pm

Okay, i understood :D
Thanks.
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Re: [WIP] PRO ONLINE

Postby noname120 » Sun Apr 01, 2012 7:35 pm

Coldbird wrote:I'm sorry but for consistency reasons... and to keep bug reports under control, PRO Online will remain closed source for the time being.

So no, you can't create your own server. The server.txt file is there to make switching between the public and my debug server easier (for internal testing purposes of mine, so that I don't disturb normal players with server reboots, etc).

Opening things at this stage would be a disaster I fear, as it's simply not ready for that in any way... bugs would spring because server hosts fuck up and people would - no doubt - report them to me giving me extra trouble for bugs that are none to begin with.


I agree with Coldbird: sources should be kept as closed for now: if he unveil it: guys will steal his work and there will so much servers that it'll be quite impossible to handle.

I think coldbird should releas sources only when the project is mature and that guys are on coldbird's server and used to (means that they won't switch to number of servers).

EDIT: In the same time, Coldbird can maybe make servers to be like announcers in torrent: It would allow to be connected in multiple servers at the same time and announce yourself etc but it would be quite complicated to handle this especially to avoid to be two times displayed.
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Re: [WIP] PRO ONLINE

Postby Coldbird » Sun Apr 01, 2012 9:16 pm

There will be a need for multiple servers in the future for sure, simply because there is a limit for ping... its high... but beyond 5 seconds it could become critical... (I'm talking to you there cheap crappy chinese ISPs!)

So servers located in china will probably be necessary on the long run to please the asian crowd.

For US and EU - we seem to be linked quite well with one server already.
And you can watch the list of compatible titles growing with every few new revisions that I post.

Newest supported title is Fat Princess. Works like a charm.
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Re: [WIP] PRO ONLINE

Postby Monk9899 » Mon Apr 02, 2012 3:37 am

That's cool, but fat princess already has an infrastructure mode, and the server works nicely for me.
I played the game yesterday in infrastructure mode and it was fine.
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Re: [WIP] PRO ONLINE

Postby hacker alias » Mon Apr 02, 2012 11:09 am

HeroKing wrote:i doubt we'll ever reach that spot. you need to have upnp or dmz active at all times to allow traffic to and from your psp


Yeah, I figured, so I went and found someone's old DSL modem/router for $1

it's working okay for PSPDisp, I just have to attempt to bridge it into my regular internet.
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