• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Project 64k+ / Kaillera+

Sempiternity

Smash Lord
Joined
Sep 11, 2010
Messages
1,695
Location
Connecticut
(CONTINUED)

If we're planning on sitting our lazy ***** down thinking, HEY! Imma just sit here and ***** till someone comes on along to work on the project.

THATS GONNA GET US NO WHERE.

Life Lesson
If you want something done you gotta do it yourself

*on mobile*
Okay, then get it done.
 

Sempiternity

Smash Lord
Joined
Sep 11, 2010
Messages
1,695
Location
Connecticut
LOL C++ is not something you can learn in a day mah boy.

Couple a years from now I'll be able to pull off, but right now I'm too unexperienced to take it on alone. If it was that easy hell yeah I would get it done
Exactly.

We aren't lazy because we don't want to or don't have a few YEARS to spare to learn how to code.
 

ballin4life

Smash Hero
Joined
Nov 12, 2008
Messages
5,534
Location
disproving determinism
Learning how to code for the purposes of making a better emulator would probably be a waste.

But that ignores the other benefits of learning how to code (aka JOBZZZZZ)
 

Sempiternity

Smash Lord
Joined
Sep 11, 2010
Messages
1,695
Location
Connecticut
Learning how to code effectively isn't easy, which leads me to believe that you don't have much experience in coding! It's not something you can just be all "Oh, well, I've got some spare time, may as well pick up coding!" and expect to learn how to code something as complex as Kaillera on your own.

And if you're so motivated to code another Kaillera, I'd like to see it! I'd be curious to see how long your motivation lasts!

A lot of us just don't have the time to learn C++ in addition to our other studies, too.
 

th3kuzinator

Smash Master
Joined
Mar 17, 2010
Messages
3,620
Location
Winning
Exactly. I have my own goals, ambitions and interests to focus on.

Why would I want to devote 2-3 years to learn c++ when I do not plan to do anything related with code in my future. I still would like someone to get the emu fixed, though, so I can only hope.
 

Korrupshen

Smash Ace
Joined
Apr 4, 2010
Messages
518
Location
dat place
"which leads me to believe that you don't have much experience in coding!"

I explained that I didn't have much experience.Read above plz. Another point, how would you know how complex Kaillera is if you don't even know a thing about coding. Its just like looking at a language and thats new to you and saying. My God that looks hard. Spanish for example. I thought it was complex as hell. When I took classes I started to understand the concept. If I was to look at Japanese chars. of course it will be hard
 

dandan

Smash Lord
Joined
Feb 11, 2009
Messages
1,373
learning a language is easy, and can be done in a really short while, learning how to code though takes a long time.
 

Korrupshen

Smash Ace
Joined
Apr 4, 2010
Messages
518
Location
dat place
(CONTINUED)

Of course it would be hard as hell if you don't nothing about the language. Yeah I understand some ppl don't have time. I agree with you 100% on that. BTW what happened to Near anyways he just disappeared.
 

Korrupshen

Smash Ace
Joined
Apr 4, 2010
Messages
518
Location
dat place
learning a language is easy, and can be done in a really short while, learning how to code though takes a long time.
Not exactly. It depends on what the coding language. There's html, javasript, actionscript, C++, and etc. Some take longer than others to learn. Same goes with a verbal language. Hebrew and Arabic look like mind fawk
 

th3kuzinator

Smash Master
Joined
Mar 17, 2010
Messages
3,620
Location
Winning
and to top that off c++ is way harder than actionscript.

No way, no how I would be able to remake kaillera in 2 years
 

Korrupshen

Smash Ace
Joined
Apr 4, 2010
Messages
518
Location
dat place
Alright kuz you got it out of me. It takes about a half a decade to take on Kaillera. U guyz happy T^T

The only ppl I think in OUR community who will be able to pull it off atm are Smasher and firo . But they get along too well. This other guy who hacked project64 for all plugins to be playable online might be able to help to but he's inactive right now
 

NovaSmash

Banned via Administration
Joined
Dec 28, 2009
Messages
2,012
Location
Marietta, Ga
3DS FC
2079-8171-3301
smasher is actually good at coding, he's made a bunch of versions of pj64k that no one uses but I dont think he would spend time coding for something he's banned from for life.
 

dandan

Smash Lord
Joined
Feb 11, 2009
Messages
1,373
Not exactly. It depends on what the coding language. There's html, javasript, actionscript, C++, and etc. Some take longer than others to learn. Same goes with a verbal language. Hebrew and Arabic look like mind fawk
actually not, learning syntax is really easy for a skilled programmer, and can also be expected as sometimes if you switch jobs, you have to learn a new language to a really good level in a matter of a few weeks or even less.

and hebrew is my native language, and i believe it is easier than english. yeah there is the part where nouns have sex and the such, lika a table being male but a car being female, but hebrew grammar is much less complex and convoluted than the english one (and there are many fewer exceptions to the rules unlike english)
 

Sempiternity

Smash Lord
Joined
Sep 11, 2010
Messages
1,695
Location
Connecticut
"which leads me to believe that you don't have much experience in coding!"

I explained that I didn't have much experience.Read above plz. Another point, how would you know how complex Kaillera is if you don't even know a thing about coding. Its just like looking at a language and thats new to you and saying. My God that looks hard. Spanish for example. I thought it was complex as hell. When I took classes I started to understand the concept. If I was to look at Japanese chars. of course it will be hard
I do know a few things about coding. I was a master (lol) BASIC programmer on my TI-83 for a while, and could make cheap shooters and **** that ran at like 2 frames per second. I also took a course on MATLAB and C++ (focus wasn't too much on programming, and more on robot-making, so I still don't know much about C++). Do you even know how Kaillera works?

This leads me to my next point in the discussion about language and coding. Language is different in that, generally speaking, there is only one way to say something. When coding, there are infinite ways to express and code what you want to do, some more efficient than others. Unfortunately, I can code a little bit of stupid crap here and there, but even I know that I use the most round-about ways and inefficient code. I just don't have the expertise to make it more efficient.

This is what Kaillera suffers from, in a sense. The current code just isn't as good as it could be, and is a half-***** attempt (an outdated half-***** attempt, at that) for the most part. It works, but it does not work as well as it could if somebody actually spent a lot of time optimizing the code for maximum performance.
 

MarioReincarnate

Smash Journeyman
Joined
Nov 16, 2006
Messages
449
Location
MD
I was a physics major, went to Wall St. after college (hated it) and now I work as a software developer (love it). The first two weeks on the job I learned a new language and now I'm pro at it.

Coding is logic. The language is just syntax. If you can read a book you can learn a new language in no time, if you're a decent programmer already.
 

ballin4life

Smash Hero
Joined
Nov 12, 2008
Messages
5,534
Location
disproving determinism
So MarioReincarnate, any tips for getting a Wall St job or internship? I'm particularly interested in being a quant or a trader.

I'm a math major with some coding experience.
 

Battlecow

Play to Win
Joined
May 19, 2009
Messages
8,740
Location
Chicago
PM's, Ballin'.

When someone shows me something better than what we have (no, not mupen) I'll switch to it. Until then, "Dropping Kaillera and starting from scratch" is a bad idea.

Korrupshen, you're getting on my nerves. Think before you post.

Firo obviously knows a lot more than the rest of us, and he doesn't classify himself among those with the time and knowledge to do it. So who's going to do it?

I don't think it's a possibility at the moment. But I would love it as much as anyone.
 

firo

Smash Ace
Joined
Jul 27, 2008
Messages
600
Location
Champaign, Illinois
Optimizing kaillera will not solve the issues, neither will rebuilding it from scratch. What needs to be done, as I said in my previous post, is to integrate netplay within the emulator. The way kaillera works is that a few lines of code are added into an emulator that pretty much says "look here for players' 2-4 key presses" and then kaillera/emulinker handle the sending of the button presses back and forth over a network. Kaillera is not involved in the emulator in any other way. I can go much more in depth if anyone is interested about how this process works. Integrating kaillera into Mupen64plus would only take a few days to get familiar with the code.

I'm going to talk to the Mupen64plus guys to see what the status of netplay is. Two years ago they brought up the issue, as you can see here.

http://code.google.com/p/mupen64plu...Status Priority Stars Milestone Owner Summary

Maybe if we are lucky, the Mupen64plus team will code netplay themselves. If they have no plans to, then the project will have to be kicked off elsewhere.

And also, although someone might know how to program (ie smasher, who only changed some lines through hex edits) that is very different from knowing computer science and thinking abstractly to find solutions.

Maybe at some point I'll have the time to work on a project like this, but I might need to take a few more classes first. I'd also need help.
 

Korrupshen

Smash Ace
Joined
Apr 4, 2010
Messages
518
Location
dat place
Korrupshen, you're getting on my nerves. Think before you post.
w/e Say no more ¬_¬

I can go much more in depth if anyone is interested about how this process works.
Go deep (if you don't mind)

And also, although someone might know how to program (ie smasher, who only changed some lines through hex edits) that is very different from knowing computer science and thinking abstractly to find solutions.
Really only hex? I've seen him programming in VB on tinychat.
 

Skrlx

Smash Champion
Joined
Jan 18, 2008
Messages
2,673
@surri
there's progress

HOLD TIGHT

Optimizing kaillera will not solve the issues, neither will rebuilding it from scratch. What needs to be done, as I said in my previous post, is to integrate netplay within the emulator. The way kaillera works is that a few lines of code are added into an emulator that pretty much says "look here for players' 2-4 key presses" and then kaillera/emulinker handle the sending of the button presses back and forth over a network. Kaillera is not involved in the emulator in any other way. I can go much more in depth if anyone is interested about how this process works. Integrating kaillera into Mupen64plus would only take a few days to get familiar with the code.

I'm going to talk to the Mupen64plus guys to see what the status of netplay is. Two years ago they brought up the issue, as you can see here.

http://code.google.com/p/mupen64plu...Status Priority Stars Milestone Owner Summary

Maybe if we are lucky, the Mupen64plus team will code netplay themselves. If they have no plans to, then the project will have to be kicked off elsewhere.

And also, although someone might know how to program (ie smasher, who only changed some lines through hex edits) that is very different from knowing computer science and thinking abstractly to find solutions.

Maybe at some point I'll have the time to work on a project like this, but I might need to take a few more classes first. I'd also need help.
lol
 

firo

Smash Ace
Joined
Jul 27, 2008
Messages
600
Location
Champaign, Illinois
That's the second time you've just said "lol" to my posts. I'm not sure what makes them funny

Anyway, the mupen guys said that development has been slow and that netplay has not been a priority, but he did say that netplay was worked on for a while and that a semi-working version was made. It's definitely something that is worth looking at further.
 

rawrimamonster

Smash Ace
Joined
Mar 28, 2010
Messages
745
Location
dearborn heights MI
I played on something called GGPO very recently for sf3 3rd strike and I have to say it was a freakin awesome experience. I experienced nearly no delay and only slight lag here and there which was completely ignorable. What makes this awesome is, the person I was playing with was all the way in central mexico, someone i should normally get 7-9 frames with. Maybe GGPO should be looked at as a good example of redoing smash online.
 

Skrlx

Smash Champion
Joined
Jan 18, 2008
Messages
2,673
That's the second time you've just said "lol" to my posts. I'm not sure what makes them funny

Anyway, the mupen guys said that development has been slow and that netplay has not been a priority, but he did say that netplay was worked on for a while and that a semi-working version was made. It's definitely something that is worth looking at further.
let me know in about 2 years

indeed a thorough and detailed argument.
riiight
 

Peek~

Smash Lord
Joined
Dec 9, 2007
Messages
1,284
Location
˙͜ >˙
I played on something called GGPO very recently for sf3 3rd strike and I have to say it was a freakin awesome experience. I experienced nearly no delay and only slight lag here and there which was completely ignorable. What makes this awesome is, the person I was playing with was all the way in central mexico, someone i should normally get 7-9 frames with. Maybe GGPO should be looked at as a good example of redoing smash online.
I remember trying it once in the past

GGPO is cool beans
 

NovaSmash

Banned via Administration
Joined
Dec 28, 2009
Messages
2,012
Location
Marietta, Ga
3DS FC
2079-8171-3301
here's something smasherx74 told me on youtube: "I'm adding GGPO's source to PJ64 1.4's source and compiling it. I'm still working with GGPO's header files trying to see if I can make it load my own "master server"

is this even possible? and would it make it better?
 

dandan

Smash Lord
Joined
Feb 11, 2009
Messages
1,373
from what i remember, smasher is not a programmer, but just edits hex, and if that is the case, good luck in making such changes.

i have no in depth knowledge about ggpo's online protocols, but they sure act better than the kaillera ones.
if someone were to program a new online feature for a 64 emulator, i would suggest taking a good look at ggpo.
 

firo

Smash Ace
Joined
Jul 27, 2008
Messages
600
Location
Champaign, Illinois
GGPO is a very different technology. It is only on one emulator, FBA (Final Burn Alpha) and is P2P (ie. 2 players) only. It is also only supported by a few games, since it requires the overhead to be very integrated in the game to the point where it can detect desynchs and roll back the game if necessary. Unlike kaillera which waits for packets, GGPO does not. Trying to integrate the code into project64 would be a huge ordeal. When you download the source code of GGPO, the emulator code for FBA is part of the package.

Here's some more info on this:
http://ggpo.net/forums/viewtopic.php?f=9&t=2503

not surprisingly, with a few posts from members of the community.
 
Top Bottom