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sceUtilityLoadNetModule, audio and thread issue #144
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I tried this on my PSP 1000(6.60 PRO-C) but unfortunately, it prints |
Hello, Did you already fix this? I tried this again but this time I just set like this to Device: PSP 1000(6.60 pro-c) |
I was able to fix the issue by adding |
I suspect this is due to the default heap being set to only 512KB. I haven't dug into exactly how all of the allocations happen for the Net stack, but it doesn't seem all that strange to think that you're bumping up against that limit. I'm not sure if we should change the default here, or if we should add a warning.. |
Maybe change default value and add a warning, because I'm not the only one with this problem. I think both are important. It was annoying to thing a fix and an explaination for this problem |
I have noticed a problem with
sceUtilityLoadNetModule
.If I load
PSP_NET_MODULE_COMMON
andPSP_NET_MODULE_INET
and then I callpspAudioInit()
, I will not be able to create a thread withsceKernelCreateThread
. If a thread already exists in my game, it will be stopped.sceKernelCreateThread
will always return a negative thread id.This should prints
Bad thread id
.I don't have a PSP 2000/3000 to test but I have the problem on my PSP 1000 and Street. My FW version is 6.61.
I think there is an issue with
sceUtilityLoadNetModule
or something else about network because most of network samples do not work on my PSP 1000, see: #45 (comment)Small compilable sample code with the issue (there is a precompiled EBOOT too): No_Thread_Issue.zip
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