Page 2 of 2
Posted: Tue Aug 30, 2011 7:30 pm
by nikachi
It might be better to replace KailleraClient with OpenKaillera.
http://sourceforge.net/projects/okai/
Posted: Tue Aug 30, 2011 8:57 pm
by goebish
I just tried openkaillera but it is not like kaillera... I mean no server list, no centralized server... it's P2P, just like original snes9x netplay system.
Or maybe I missed something ?
Posted: Wed Aug 31, 2011 8:52 am
by goebish
Just saw some Open Kaillera screenshots on google image, looks like it can be compiled with original kaillera 0.9 support, I need to have a further look at it.
Of course if I can get it to work it will be better to integrate this one instead of the old one.
I'm at work now...have to wait until this evening to try :p
Posted: Wed Aug 31, 2011 6:05 pm
by Ryan
This would be very cool to have working. I've often wondered exactly what all netplay needed to work, from a technical end. I get that latency is a key issue, but beyond that I don't see the big deal. I'm guessing the netplay parts merely send key presses and durations, passing them to the emulator as if player 2 was also at the same machine. As long as latency didn't go above say 100 or 150ms, I can't see how that'd be too big a deal, it doesn't hurt play of games like TF2 or CS much if at all. it could just be my own ignorance of how things work though.
Posted: Wed Aug 31, 2011 7:31 pm
by SparroHawc
Ryan wrote:This would be very cool to have working. I've often wondered exactly what all netplay needed to work, from a technical end. I get that latency is a key issue, but beyond that I don't see the big deal. I'm guessing the netplay parts merely send key presses and durations, passing them to the emulator as if player 2 was also at the same machine. As long as latency didn't go above say 100 or 150ms, I can't see how that'd be too big a deal, it doesn't hurt play of games like TF2 or CS much if at all. it could just be my own ignorance of how things work though.
The issue you run across with the SNES is that a lot of how the game reacts to what's going on depends heavily on the precise timing of inputs. Luck manipulation in particular is an issue there; any game that incorporates player input into its randomization is going to desync the moment one person's computer thinks the timing is even slightly different from the other's. Enemy AI will react differently with slightly different positioning of the characters. The list goes on.
TF2 and CS are built from the ground up expecting those kinds of inconsistencies, so the methods to deal with them are built in; specifically, there's one computer that is the 'master' and everything really takes place on that server. All the clients connecting to it just make a 'best guess' on what's going on based on the information it gets from the master server. With the SNES, it has to be frame-perfect, every frame. It's possible, but not easy, and you entirely lose the 'best guess' capability of netplay-based engines.
Posted: Thu Sep 01, 2011 1:16 pm
by nikachi
>goebish
I'm sorry. It was my insufficient explanation.
There is an upper compatibility version of kaillera 0.9 "Open Kaillera - kaillera 0.9 compatible" though it already seems to have understood.
Posted: Thu Sep 01, 2011 1:22 pm
by goebish
Ok nikachi, I found the compiled dll yesterday, and it works !
Let me one or two weeks to polish it and I'll release it.
Posted: Thu Sep 08, 2011 9:34 pm
by nikachi
I am looking forward to the release, wish you good luck!
Posted: Thu Oct 27, 2011 5:54 pm
by WormJim
goebish wrote:Ok nikachi, I found the compiled dll yesterday, and it works !
Let me one or two weeks to polish it and I'll release it.
Greetings!
You just can not imagine how many are waiting to play on kaillera))
Is there any news or details of the work on the new version?
Good luck!
Re: About netplay in general
Posted: Wed Feb 20, 2013 7:32 pm
by Gew
Thought I'd bring this topic up, since net play is my main concern with Snes9x. I've tried it, but I'm getting heavy lag, even when I'm not playing over the Internet but in the very same LAN area. I'm talking about games like Donkey Kong and Super Mario World here. Is this a known problem? Is playing through KailleraClient (or OpenKaillera) less lagged? Also, is there any differences in the net play part of v1.52 and v1.53? I'm running the former (didn't know about v1.53 till minutes ago when I stumbled onto this forum), and didn't notice anything about net play mentioned in the change log.
Thoughts?
Re: About netplay in general
Posted: Thu Feb 21, 2013 8:47 pm
by adventure_of_link
Yes, sadly playing online and lag are known issues... your best bet is to play it on a LAN instead.