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Idea for playing melee online

seX_panTHeR

Smash Rookie
Joined
Apr 25, 2009
Messages
10
Location
nor cal cupertino
I am a 64 player mainly, though play melee from time to time, and I have noticed that lag online is a huge barrier to online play. I have an idea/experiment that I think could massively reduce lag. here it is:

Online play currently is limited to emulators. Im not sure exactly how the net play works on these but its not great.

Instead, people will be able to play online through their gamecube and gamecube controllers. NO MODIFICATION of the gamecube, melee itself or any of that. You hook up your controller, then hook up a box that has an internet connection and a controller output.

Now, how will this "box" be made? Im gonna cut the wire to a controller and analyze the signal moving back and forth with an arduino and some type of chipset on top of it that can process electric signals. Then, when an A is pressed, a certain signal passes through. When B is pressed a certain signal passes through. When B is released the signal changes again. With these recorded observations, the controller inputs can be manufactured by mimicking these signals with a computer program. Thus you could tell the computer (box) to press- A,B,z, R, L, left stick up, right stick down, etc. When someone is playing there is a string of these signals that travel down the controller wire into the gamecube.

However if they can be manufactured, then your friend who lives 50 miles away could set up a connection streaming bites over to your box, and then the box outputs them into the gamecube. the gamecube wouldn't know the difference and you would access this "net play" through the regular melee versus mode. Again, no modification of the gamecube or melee software would be necessary. Then at your friends house he has the same setup. He is player 2 though, and has a similar "box" at his house streaming all of the button inputs you are sending. basically this box would take your controller as input as well as an internet connection (ethernet or wireless), an output a gamecube controller signal. Ta da! you are playing online and you gamecube doesn't even know!

Now why would there be no lag - because the gamecube doesn't know the difference. Its just like multiplayer. even if the internet connection was lost the character would stand there because the gamecube wouldn't get controller input for him. However you don't have to deal with the reduction in fps that you would in an emulator. Additionally, sending the information needed to reproduce an electrical signal requires very little bandwidth. I don't think lost signals would be nearly as big of an issue as they would if the gamecube itself was trying to juggle packets from 4 different players and render them on the screen - as opposed to 4 player which we all know it can handle perfectly well.


SO, what do you think? does it sound feasible, necessary, interesting, intriguing, stupid, awesome,.......? I am a software dev and have worked with arduinos some (3d printers) but this would certainly be a research project. I am interested in any help or feedback you can give. Thanks!
 

Y-L

Smash Champion
Joined
Jan 16, 2014
Messages
2,436
Location
Ventura, CA
I see a lot of fundamental issues with this idea..

First of all, I don't think you understand how any of this works. Netplay is great and only has 1-3 frames of delay assuming you have good enough hardware to run the game at full speed. Netplay connects users peer to peer, which is the least laggiest solution out there. You don't seem to understand that there must be a frame delay or else how are the packets going to reach the other user and vice versa? You have to have a buffer to account for the time it takes for packets to reach each other. Again, Netplay is peer to peer so the bandwidth would be about the same. Netplay mimicks being at the same console.

If you had your controller running through this box and into your gamecube, (I still have no idea how you'd plan to have this hook into your gamecube while also having an internet connection) think about trying to run your inputs in realtime vs the time it takes to send those packets to your partner; it would take longer for your partner to receive the inputs so you'd be desynced. That's why you need a buffer. And how would you set the buffer? The amount of time it would take to receive packets (see ping) would vary per opponent.

Also another problem is that you can't just have the controls as electrical signals because gamecube controllers have analog inputs both in the sticks and in the shoulder buttons.

There's wayyy too many problems with this to make this feasible. Netplay is as good as it's going to get.
 
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