What about this http://www.youtube.com/watch?v=TyIiQk9AB-s
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It's possible, just not practical or reliable.What about this http://www.youtube.com/watch?v=TyIiQk9AB-s
Feel free to contact either me or IE and we'll see if we can't get you something to do.i'm a programmer and i'd like to help out on making a memory synced version of dolphin
i'm pretty sure IE's analysis is right, I'd bet that if we isolated the important random variables in melee, they're small enough that we could keep them sync'd over a network. as long as we're using p2p. i don't think a cloud solution would work as well (or at all)
IIRC, Boomfan said that he played Mario Party (obviously a random as **** game) with 3 other people for hours with no ds. You send each other save files beforehand or something like that.It's capable of desyncing. The creator simply claimed that he hasn't experienced a desync in Project64 1.7, specifically. He said he's desynced in other versions, meaning it's technically possible. I think netplay that works purely on input always has a chance of desyncing no matter what. But, we're getting a little closer to memory synchronization, which would solve that problem, at least for Melee.
This is well known, (almost) every electronic game ever made uses a random seed for events like this.Brawl uses a random seed. Random events are based on time elapsed and the seed.
Wikipedia for your convenience
We'll make an announcement IF something major happens. We'd rather not build hype without a result being within near sight.Any progress?![]()
is the bratz tv yours?In short:
We've got some code to do memory modification, but we're still working on mapping out memory. We thought we had a really good map of what's where, but it's turning out to be a little trickier than originally thought, so we're looking into a number of things
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omg that would be so fashionable the world would be pretty much perfect then all we would need other than melee online would be to replace melee tournaments with fashion shows and not have our president be an old white guyMelee Online: Very Fashionable
It's the most lag free form of netplay period, it makes input heavy games like 3rd Strike online almost as good as the real thing by using rollback.Haven't worked with GGPO, I'll look into it.
We're using a combination of input delay and state manipulation. A prediction mechanic is basically out of the question due to the vastness of options each frame and the rapidity of button inputs. However, the technique is, in ways, somewhat similar to GGPO. Players with a decent connection will likely experience very little lag, but it's too early to tell at this point how good your connection (or PC) will need to be.Out of curiosity, do you guys plan on using simple input delay for lag compensation? iirc GGPO had an interesting lag compensation mechanic that involved "predicting" player inputs and altering the past as true inputs were acquired through clever game-state manipulation, which might or might not be helpful for Melee given its rather fast-paced nature.
Input delay will be likely implemented, but we're going to try to keep it on the small side (it will be based on the connection quality between clients), melee is not a game you want a lot of input lag on.Out of curiosity, do you guys plan on using simple input delay for lag compensation? iirc GGPO had an interesting lag compensation mechanic that involved "predicting" player inputs and altering the past as true inputs were acquired through clever game-state manipulation, which might or might not be helpful for Melee given its rather fast-paced nature.
It would be nice.....if you could commit more time lol... ofc just a suggestion from an eager online enthusiast.... Actually Do i see you post on the midwest forums in springfield and columbia you seem familiar?I'd think people would get a bit frustrated with the pace I would update it (not likely very often), since my commit frequency is very low and I doubt people would want to listen to my thought process as I plan the implementation out in my head.
I also work 9-5 as a developer anyway and sometimes I just want to come home and play Skyrim/Arkham City/DARK SOULS.
I might consider a blog whenever our alpha version/closed beta is ready, but we're not quite there yet.
Then make it happen? Plz?Not quite. We're a lot closer than you think.
I've been messing around in the emulator, and I discovered something interesting. Massive stated that syncing memory would involve sending about 15MB of data to the other player multiple times per second. I've discovered, however, that as much as 98.5% of this memory does not change while in-game. That reduces the amount of bandwidth required by a ton.
Without manually sifting through the remaining 1.5% and assuming we just send it all over, you'd be sending about 330kB of memory to be synced. Sending this 60 times per second is not feasible, but the memory would sync much less often than that, since controller input is already synced 60 times per second. Memory would sync 10 times per second, perhaps.
This still equals a bandwidth not feasible for most of us (>3MB/sec), but it's a LOT closer than what Massive originally claimed. In fact, a good chunk of that memory is probably related to graphics and unnecessary stage data and thus could be reduced further. Or, memory could simply be synced slightly less often for a more manageable bandwidth. It's all customizable, really.
This is incredibly feasible and can happen in a matter of months, or weeks, if we get the right people to work on it.
Commit frequency is a reference to how often I actually generate and add new code. I would say I spend more time planning where I'm going to drop it than coding, mostly because that's how it should be done. Measure twice, cut once.It would be nice.....if you could commit more time lol... ofc just a suggestion from an eager online enthusiast.... Actually Do i see you post on the midwest forums in springfield and columbia you seem familiar?
All netplay on dolphin currently takes controller inputs, buffers them, and sends them to clients. It also attempts to sync the game clock (with little success). I've never played Kirby Air Ride on dolphin, so I can't really say how well it lends itself to the current netplay scheme.How does netplay for Kirby Air Ride work, since i assume item generation and star generation in city trials is random as **** :V
stfu, this is such a trash postThen make it happen? Plz?
So am i right in assuming Final Fantasy: Crystal Chronicles would work as it is? And yeah I understand what you're saying about being pressured by the community some people would probably lose sight of the fact that you're doing this for free and get frustrated with you.All netplay on dolphin currently takes controller inputs, buffers them, and sends them to clients. It also attempts to sync the game clock (with little success). I've never played Kirby Air Ride on dolphin, so I can't really say how well it lends itself to the current netplay scheme.
I know things like Naruto GNT play fine because they're so deterministic and have such huge input windows, but games like smash or mario kart are nearly unplayable after even a short period of time.
I think you should do the blog, even if you couldn't update it often! The more visibility and attention this catches, the better, because I think there are people there who could help with this if they just knew better about this project and stuff. You could also list stuff that is needed to be done/solved, so we could all work on those issues. But I understand if it takes too much effort.I'd think people would get a bit frustrated with the pace I would update it (not likely very often), since my commit frequency is very low and I doubt people would want to listen to my thought process as I plan the implementation out in my head.
I also work 9-5 as a developer anyway and sometimes I just want to come home and play Skyrim/Arkham City/DARK SOULS.
I might consider a blog whenever our alpha version/closed beta is ready, but we're not quite there yet.