A
1. How likely is it that an unexposed ds state is occuring?
2. How is a random event, cpu, or hazard any more difficult to 'sync' than the completely random player input?
3. It appears you`re saying that ds is unrelated to game settings, like color or cpus? Is this true?
1) Depends on emulator. PJ64k is very likely to desynch from the start. I just tested it by running 2 exe's and it wasn't in sync from the start! When you play the intro, the characters are different. That's how you know w/e you're using is no good.
2) Because random number generation is based on the previous value, while input is not.
3) Lol never heard of color, but like I said, cpu's only expose the desync, not cause. If you want to be ghetto, sure you can avoid exposing desyncs if you insist. Usually people don't play with cpu's anyway. You could also try avoiding stage hazards if you want to be super safe.
B
1. It`s my understanding that everyone needs to use the same audio plugin, and that Azimer`s .30 is preferred for some reason. If this is not correct, does a reason to use .30 exist?
2. Why should .7 or .6 be used over .3?
3. Does a best option exist, assuming everyone switches? If not, why would anyone "prefer [.6]"?
1) I can't say for sure, but for safety, it might be a good idea to use the same plugin. Why people use 0.30? Probably because someone else told them to. That or they've been playing online for a long time and just never bothered upgrading their audio plugin.
2) Because it's better? Try listening to the sound lol. Big difference. Watch SSB64's intro and you will see the audio is out of sync in 0.30.
3) Well I'd say 0.60 WIP 2 is the most stable, but 0.70 will probably be fixed soon. 0.70 is better, but less stable, so some people may complain about random problems.
C
1. I was under the impression that gameshark codes could not be used, and that this is important to a lot of players. Can gameshark codes be used?
2. If they cannot, or even then: Is it preferrable even to use Gameshark codes for competition? Do they cause ds (not merely expose) ?
3. It seems inexplicable, that if what you say is true, why anyone would use pj64k, yet they do and it is far and away the most used emulator on FU/DCT. Just to reiterate your point, can you list some common functions we want out of an emulator and detail the difference between pjk and mupen that you feel are so astonishingly clear; even though reality is 99% use pjk?
1) that's the one flaw with Mupen64, no gameshark. Lets be real here, how many people actually use gameshark codes? If people are that serious about gameshark codes, it would be counterproductive to use an emulator from
2001 that has
limited gameshark support. Imo 1964 has the best kaillera implementation. Probably even less desync than Mupen64++. The only flaw is that it was programmed for the old version of Kaillera, so someone will have to update the code a bit. Otherwise AQZ is a much better alternative than PJ64k.
2) It won't cause desync, because both players will have the code on. Then again, PJ64k's implementation may suck for all I know and allow player 2 to activate gs codes that player 1 didn't activate. 1964 is so awesome that it has player 1 send gameshark codes, save file, and all current emulator options, this is really helpful and prevents desync!
3) Basically the advantage of PJ64k is simply limited gameshark support, less RAM usage, and 1.4% faster cpu. Where as mupen64 has accurate audio, way better game sync, less buggy, etc.
D
1. I had never heard the claim that pjk is faster, but you appear to go on and prove it. Does the 1.4% uncapped fps difference apply at the desired 60 fps rate? Specifically, does mupen run at 59.15 fps when pjk is at 60?
2. Why is there a higher ds rate, specifically? Is this your conclusion from testing or opinion from playing or both?
1) it only matters when you're playing the game on a toaster or your computer is overheated. As long as you have the processing power, you should run 60fps on both emulators. I'm willing to bet that most people who struggle with fps are using the wrong plugins and settings, unless it's their internet connection that made the fps drop. Idk why people still use Jabo 1.6, but their loss.
2) The ds rate is higher simply because the emulator is less stable & less accurate. This conclusion is based on testing and playing. You know something's up if I'm connecting to myself and desync LOL.