Everyday Together [NPJA00001]
Started by Etokapa




4 posts in this topic
Etokapa
Unregistered


 
06-10-2017, 01:36 AM -
#1
Game: Everyday Together | Mainichi Issho (????????) [NPJA00001]
RPCS3 Version: v0.0.2-5269-9c6b134 Alpha | 08 June, 2017 | FW 4.81
Specs: i7-4770 | GTX 1080 | 24GB DDR3 | Windows 10 x64
Status: Loadable (Started Game)
Core: Automatically load required libraries | Bind SPU threads to secondary cores | Lower SPU thread priority
Graphics: 1280x720 | 16:9 | Frame limit Auto | Use GPU texture scaling
Audio: XAudio2
Input/Output: XInput (Using an official PS3 controller with SCPToolkit drivers)

Tested on 1 combination of the Renderer, PPU, and SPU configurations. Changing to any of the Network settings doesn't fool the game because RPCS3 doesn't have network support and the game's server was shutdown years ago. Spams E {PPU[0x1000003] Thread (console) [0x000a9088]} cellGcmSys: cellGcmSetTileInfo: bad compression mode! (8)/(12).

OPENGL
OGL+Int(p)+Int(p): Loadable. Black screen at 60FPS. Brings up error window that says that it can not connect to PSN.

Deminating
RPCS3 Tester


1
389 posts 106 threads Joined: Mar 2018
04-08-2018, 02:55 PM -
#2
RPCS3 v0.0.5-6647-64992f758 Alpha | HEAD

Intel® Core™ i5-6600K CPU @ 3.50GHz | 4 Threads | 15.92 GiB RAM | AVX+ | TSX

Not really much to say here.
Just wanted to add using both precise interpreters in OpenGL with the internet setting set to "IP Obtained" gets you the farthest into it. (See screenshot)

Error 80710101 is the PS3's DNS error code. Nothing can be done. Even if RPCS3 had online PSN capabilities, the servers are down.

It feels weird just leaving it in loadable when it's not the Emu's fault.


Log added for completeness.
This post was last modified: 04-08-2018, 05:06 PM by Deminating.


Attached Files Thumbnail(s)
   

.7z   RPCS3.7z (Size: 49.94 KB / Downloads: 7)
Ani
Administrator
*******


16
4,387 posts 106 threads Joined: Aug 2017
10-18-2020, 09:46 PM -
#3
RPCS3 v0.0.12-11042-a90801e2 Alpha | HEAD | Firmware version: 4.86
AMD Ryzen 7 2700X Eight-Core Processor | 16 Threads | 15.62 GiB RAM | TSC: 3.693GHz | AVX+ | FMA3
Operating system: POSIX, Name: Linux, Release: 5.9.0-3-MANJARO, Version: #1 SMP PREEMPT Fri Oct 16 12:18:34 UTC 2020
·! 0:00:00.704562 RSX: Found vulkan-compatible GPU: 'AMD RADV TAHITI (ACO)' running on driver 20.2.99

Status: Loadable

As mentioned before, the servers for this game (everyday.scej-online.jp) are already shut down.
Confirming that the game still behaves the same today.

       

.7z   NPJA00001.7z (Size: 50.61 KB / Downloads: 2)
    Desktop: Ryzen 7 5800X,   Radeon RX 6800 XT, 2x8G DDR4 3600MHz, Manjaro Linux
     Laptop: Ryzen 9 5900HX,  Radeon RX 6700M,   2x8G DDR4 3200MHz, Manjaro Linux
Old Desktop: AMD FX-8350,     Radeon R9 280X,    2x4G DDR3 1600MHz, Manjaro Linux
Ani
Administrator
*******


16
4,387 posts 106 threads Joined: Aug 2017
05-07-2022, 11:17 AM -
#4
I debugged the game a bit

DNS redirecting the game to a local server with a self-signed SSL certificate that doesn't match makes the check progress a little bit, but fails on SSL handshake

ssl_callback:verifyErr=00000408 host=[everyday.scej-online.jp] cert#=1:
0:valid through:[Sat, 07 May 2022 11:04:04 +0000]-[Sun, 07 May 2023 11:04:04 +0000]
0:certName: entry_count=4
0:oid=[countryName] v=[JP]
1:oid=[stateOrProvinceName] v=[Tokyo]
2:oid=[localityName] v=[Tokyo]
3:oid=[organizationName] v=[WORKGROUP]
cellHttpSendRequest:failure.(80710a06)

Needs the update.txt fetch functionality to be defused on clientside to see if it can be skipped without the game crashing afterwards

The update.txt file already comes with the game, so we know the structure, the problem is the game wants an HTTPS server with a custom certificate, can't just fix this by making a custom server since the SSL handshake will always fail
This post was last modified: 05-07-2022, 11:19 AM by Ani.
    Desktop: Ryzen 7 5800X,   Radeon RX 6800 XT, 2x8G DDR4 3600MHz, Manjaro Linux
     Laptop: Ryzen 9 5900HX,  Radeon RX 6700M,   2x8G DDR4 3200MHz, Manjaro Linux
Old Desktop: AMD FX-8350,     Radeon R9 280X,    2x4G DDR3 1600MHz, Manjaro Linux
jz4381902
Member


0
1 posts 0 threads Joined: Oct 2022
06-13-2024, 11:48 PM -
#5
(05-07-2022, 11:17 AM)Ani Wrote: I debugged the game a bit

DNS redirecting the game to a local server with a self-signed SSL certificate that doesn't match makes the check progress a little bit, but fails on SSL handshake

ssl_callback:verifyErr=00000408 host=[everyday.scej-online.jp] cert#=1:
0:valid through:[Sat, 07 May 2022 11:04:04 +0000]-[Sun, 07 May 2023 11:04:04 +0000]
0:certName: entry_count=4
  0:oid=[countryName] v=[JP]
  1:oid=[stateOrProvinceName] v=[Tokyo]
  2:oid=[localityName] v=[Tokyo]
  3:oid=[organizationName] v=[WORKGROUP]
cellHttpSendRequest:failure.(80710a06)

Needs the update.txt fetch functionality to be defused on clientside to see if it can be skipped without the game crashing afterwards

The update.txt file already comes with the game, so we know the structure, the problem is the game wants an HTTPS server with a custom certificate, can't just fix this by making a custom server since the SSL handshake will always fail

And even if the SSL handshake was bypassed, the game would probably instantly crash. There is a demo version of Everyday Together in the Japanese copy of Toro Let's Party and when attempting to launch it on RPCS3, it will play for a few seconds or if you try pressing anything the game will instantly crash by a VirtualProtect error or if those few seconds happen.


Forum Jump:


Users browsing this thread: 1 Guest(s)