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Question to Netplayers

SinsOfApathy

Smash Journeyman
Joined
Feb 24, 2015
Messages
474
NNID
Psion312
With Cheats active, Global Melee Netplay settings on, plus Memory Card Slot B set to USB Gecko, do you desync with enough evidence to show it's the USB Gecko?

If not, I've got a tool I quickly wrote for Dolphin based on what Fizzi prototyped that could easily be used for Netplay to report match statistics to you or a server, if I chose to add that functionality. Also, if I did report to a server, I'd create a handshake and a few checks to help ensure match integrity. It'd be stupid simple on Dolphin with Anther's Ladder.

Let me know results and your thoughts.
 

CeLL

Smash Lord
Joined
Jan 26, 2014
Messages
1,026
Location
Washington
I played for over an hour with nothing enabled except Netplay Community Settings (new netplay code set as of 7161) and a USB Gecko in slot B (for both players) and did not desync. It triggered the desync detector before the CSS was even loaded though.
 

SinsOfApathy

Smash Journeyman
Joined
Feb 24, 2015
Messages
474
NNID
Psion312
I played for over an hour with nothing enabled except Netplay Community Settings (new netplay code set as of 7161) and a USB Gecko in slot B (for both players) and did not desync. It triggered the desync detector before the CSS was even loaded though.
Alrighty, thanks. Going to patch up a few crashes, expand on the software a bit, and see if I can get a baseline for folks to see.
 

404House

Smash Cadet
Joined
Oct 9, 2014
Messages
43
I played for over an hour with nothing enabled except Netplay Community Settings (new netplay code set as of 7161) and a USB Gecko in slot B (for both players) and did not desync. It triggered the desync detector before the CSS was even loaded though.
I believe most people who do netplay notice the desync detector triggers on frame 1 or something like that.
 

CeLL

Smash Lord
Joined
Jan 26, 2014
Messages
1,026
Location
Washington
I believe most people who do netplay notice the desync detector triggers on frame 1 or something like that.
It's triggered a lot of the time because we run the kill music code, textures, rumble codes, etc.. Personally it hits on frame 0 (or like 10% of the time frame 1) every game because of the kill music code (my CSS textures don't "desync" until around frame 1000). So yeah, it's not very useful, but it does mean that something different is going on with the RAM between the two clients, which I thought could possibly be relevant.
 

404House

Smash Cadet
Joined
Oct 9, 2014
Messages
43
It's triggered a lot of the time because we run the kill music code, textures, rumble codes, etc.. Personally it hits on frame 0 (or like 10% of the time frame 1) every game because of the kill music code (my CSS textures don't "desync" until around frame 1000). So yeah, it's not very useful, but it does mean that something different is going on with the RAM between the two clients, which I thought could possibly be relevant.
Never really understood why this was happening until now then. Thanks for the explanation.
 

SinsOfApathy

Smash Journeyman
Joined
Feb 24, 2015
Messages
474
NNID
Psion312
Well, here's the extremely rough prototype. I'll build an enum for those IDs later. Actually had it in a earlier build, but scrapped it. Next up is adding more to the Gecko codes, then I'll be pushing test data to one of my servers.

 
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SinsOfApathy

Smash Journeyman
Joined
Feb 24, 2015
Messages
474
NNID
Psion312
Baby steps. Most of the time I spent debugging the fact that Dolphin may or may not send my opcode byte separately from my player ID and stock value. So, I had to account for it with the hackiest code I've ever written. There's also the issue of Shiek and Zelda allocating 2 player slots, resulting in my code showing "Character: Shiek Character: Shiek" or whatever. But not always. So bizarre.

Edit: Also, the Netplay Community Code is way too long. It'll crash with that active right now.

 
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