Nba street showdown ppsspp cheats
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Are you sure the other player you're playing with able to play multiplayer on other PSP games without issue?
#Nba street showdown ppsspp cheats how to
How long does it takes before it disconnects while playing the game match?ĭoes both instance running at the same FPS?ĭoes enabling "Force real clock sync" helped preventing the disconnection? (i always have it enabled while testing multiplayer)ītw do you know how to get verified on PPSSPP discord? LOL the Gaius bot didn't responds to the !IhaveReadAndAcceptTheRules command :( was it because i'm using the web version of discord?
The reason it will repeatedly calling AdhocctlScan is becaue it haven't fully logged into AdhocServer (still waiting for reply to tell the game that it successfully connected to AdhocServer) thus any attempt to send another opode to AdhocServer will be returning "Busy", this also happened on Windows' multiple-instance but just a few repetition (doesn't flood that much), may takes longer over the internet due to latency and how fast the AdhocServer can process your "login".Īnd yes, i also notice a 2 seconds of 0/0 FPS when the match is started, it started to drop to 0/0 FPS after an Atract syscall appeared in the log, probably loading some stuff (lower FPS normal to happen during "Loading" screen), but i was able to enter the field and play the game match (but i didn't played it long enough) my logcat always ended halted and no longer producing any logs if the logs are flooding too fast on Verbose logs)
#Nba street showdown ppsspp cheats android
I haven't investigate where is this mysterious 1 byte came from, since debugging on Android is a pain (ie.
#Nba street showdown ppsspp cheats driver
PS: This game is using sceNetAdhocGetPdpStat alot, which is to check how many bytes are available to be received (RecvSbCC), and this reminds me of a strange issue while testing infrastructure HLE on Driver 76 in the past, that use similar method to check available data to be received (using ioctlsocket(sock, FIONREAD, &n) on Windows and ioctl(sock, FIONREAD, &n) on non-Windows), where on android there is a mysterious 1 byte data in the recv buffer even when nobody sending any data yet, thus causing strange behavior on android. The only issue that can't be detected on regular PDP are port remapping issue, because we can only detects such issue on known ports such as AdhocMatching/GameMode.
This game doesn't use high level library like AdhocMatching to do the lobby, it use regular/low level PDP socket (similar to MH games), so there shouldn't be any issue on this game if MH games worked (but not sure whether MH games are using sceNetAdhocGetPdpStat or not tho)
But I also tested on the ancient 1.11.2-432 build. It just freezes and/or disconnects while trying to do so.īeen broken for like forever. When the other person joins and you try to send a request and create a game. If you go to wireless in NBA ballers rebound (requires creating a profile after you do this), then click on newly made profile it initializes adhoc networking and takes you to lobby.