Beyley Cardellio
Beyley Cardellio
> Oops, those test build probably didn't have this PR included yet, although the one i had on my laptop already included it but i haven't update the test build...
> `Unimplemented HLE function` in the logs may trigger the game to terminates everything as it returned an error (-1) by default, the game may think something went wrong, unlike...
Stubbing out a bunch of unimplemented things to just return `0` seems to have made a bit of progress, but now its dying due to it trying to parse a...
> It's currently a pile of stashed code as i haven't had the time to separate it into smaller commits, or at least separate it by library as things can...
Using these patches [half-stable-patch.txt](https://github.com/hrydgard/ppsspp/files/12505312/half-stable-patch.txt) i am able to semi-consistently get in-game and connect to a custom server, if you would like more details on how to setup said custom server...
> What kind of crash did you get? game crash (Blue/Purple screen on PPSSPP) or PPSSPP crash (in case another issue where current thread is null)? many many crashes like...
> Anyway, since LBP is using HTTPS, it won't be covered on this PR (may be until i replaced HTTPClient with naett) I have a game patch which forces HTTP,...
The latest patch did not seem to help, as it looks like the game is sending in a blank string for `hostString` 
> Is there any other syscall before sceHttpCreateConnection that shows a valid domain? If there are no other way to find the host domain, the game shouldn't put an empty...
And i did just confirm that removing `hleDelayResult` from `sceHttp::sceHttpReadData` makes the handshake (`/login`, `/news`, `/announce`) 100% consistent, while with `hleDelayResult` in read data it will usually crash immediately after...