@
_glook
you have a lot of explaining to do...
Haha, I remember that. I still have the files backed up on my site:
http://uglook.net/GCARS/
In response to TerryJ, I believe all random elements were disabled, so the random seed wouldn't be an issue. There were several other issues, mostly the fact that we didn't pause the game when there was lag (which inevitable happens). I also was more of a fan of UDP syncing by updating the "correct state" of things as often as possible, which is why in earlier versions rubber-banding was a big problem (mostly because old versions were updating the displayed value for damage instead of the hidden "real" value for damage, so people would go flying at 10% if you kept hitting them, but then they'd snap back because their positions would get updated).
I personally think it would have been more playable if (a) we updated animation information and (b) if we could alter the program (GCARS) to conditionally send packets instead of everything every frame (there is a hard limit to the packet size, and if you sent more than the packet size, it would send two, which took twice as long, and over time the states of your game would become completely de-synchronized because it would display your opponents being way far behind in time.
Fuzziqer has since abandoned the project; someone else was thinking about picking it up and adding Wii support, but as far as I know, that never happened.
I will say, though, it was pretty amazing, even given all the problems. Projectiles would not spawn on opponent's screen, opponents would teleport on your screen, but for the most part, it worked and was playable (the games were definitely finishable and , and it was using real consoles, during a time where my computer couldn't even play SSBM at half speed on my computer.
Here's a video of one of the first versions of the SSBM script:
https://www.youtube.com/watch?v=JBAoXgIED0k There were still lots of problems (it was Kirby on my screen instead of Mario, that issue was since fixed in later versions).
There was also a video made of a match being played by four people and it was recorded using two of the player's screens:
https://www.youtube.com/watch?v=gqqZJ1Iny1Y It reasonably stayed in sync, except for the massive issue that one of the players was missing. This bug seemed to only affect 4 player matches, as 2 player matches seemed to work okay.
So theoretically, it is possible to play GameCube games on real consoles over the internet, it just hasn't been accomplished well (and likely never will, since we already have Dolphin netplay so there's no need anymore).
Edit: Here's another video that more clearly illustrates the problems with UDP approach, as the opponent would always appear to be slightly behind in gameplay, especially over long distances with crappy internet:
https://www.youtube.com/watch?v=2lgancKccYQ
Edit2: This is bringing back some strange nostalgia:
http://www.fuzziqersoftware.com/projects.html