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Joined Oct 19, Messages By following the standards in this thread, you guarantee yourself the ability to sync with anyone else in the Global Melee Netplay Group.
Dan Salvato IE Apr 3, Hopefully plenty of people will report back with a variety of results so we can have a better understanding of the frequency of desyncs in most recent builds.
Try doing this in a local game before running netplay: Load every stage you intend to play at least once. Let Pokemon Stadium transform to each of its own variants.
This only needs to be performed once for each copy of Dolphin. In any case, I hope people see more success now than ever! Hey, InternetExplorer, according to multiple developers, it is perfectly deterministic in certain conditions which were are striving to replicate.
While there may be bugs that prevent it from being deterministic, the feature set I gave has given perfect results in testing with people that know how to use dolphin.
Because you editted your post, you made mine look wrong. I do appreciate that. Joined Apr 3, Messages 1. The emulator is almost perfectly deterministic using the proper settings.
Ask all the people doing TAS with Dolphin they have been doing it for several years already if they could do it if Dolphin was not deterministic enough.
That is technically impossible. The network code also has nothing to do with determinism. Thanks for clearing that up. When it comes down to it, we prefer people to ignore our project right now and continue having fun with netplay.
This is really a giant leap! Though someone needs to make a chat for Melee Netplay Matches. That is how stable the system is at this point.
Thank you everyone for the improvements. Yesterday I played a lot of single core games without desync, but with dual core we can only play one game.
And last thing, that today I was unable connect to someone that was hosting and he could not connect when I was hosting.
Within a few hours, the cooperation paid off as the list of probable causes was narrowed down to one annoying feature: Since the Dolphin 5.
As a part of that, a lot of the major GUI features from the desktop version of Dolphin have been ported over.
Unfortunately, trying to bring the desktop experience to phones has caused some confusion that would seem like second nature to desktop users.
Savestates in Dolphin are not compatible between builds and a lot of phone users that had been solely relying on savestates were in for a rude awakening during the next auto-update.
An unfortunate series of events lead to some deserved negative reviews on the Appstore and other mediums. With the brand-new auto-update feature came a bunch of broken savestates for users with no warning whatsoever.
Unlike the desktop builds, savestates are immediately available directly from the context menu during emulation without any warnings or other information.
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Users with unscrubbed Wii discs can rely on them as well to install the System Menu after they go down, but, depending on when the game was released, it may not be fully updated.
Stalwarts like the Super Smash Bros. Brawl Mod , Project M have been around for years, but now there are many other communities around various games breathing new life into them.
You can find codes to help balance games like Mario Party 5 , content mods for Kirby Air Ride that add tons of new rides and hundreds of songs, and trackpacks for Mario Kart Wii that add hundreds of custom tracks to the game.
While most of these mods can be enjoyed on a hacked Wii, many users rely on Dolphin in order to play them.
Emulating these mods can be quite the challenge, as they often will do things in ways that game developers would not. Assumptions that Dolphin makes can often be broken and certain features that mod developers use can be extremely slow or downright unreasonable to emulate.
Not wanting to leave their emulated users high and dry, they reported the bug to us. Hide the progress bar forever?
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Also, can you set the memory card file to read only, or would that cause problems? Fishaman P Smash Apprentice Apr 4, How often will the main post be updated?
JMC is already aware that both the crashing-at-end and OSX video issues are resolved, yet he recommends an older version. Also, when you say Brawl is less taxing than Melee, I doubt that.
Brawl is less taxing than Melee on most computers because Brawl has less difficult effects to emulate more basic Wii featureset and far less stringent timings for making everything run.
Darktooth77 Smash Rookie Apr 4, Joined Mar 28, Messages Yeah, you can do a lot of things to increase the speed of the emulator at the risk of causing desyncs.
Depending on how you play, dualcore can work for 3 - 4 rounds. Then again, dropping a frame, slowdown, etc. The end goal is to play with ZERO desyncs on a particular group of settings.
Speaking of netplay; is there any interest for us to organize a Melee Netplay Tournament once a few more features are ironed out? We also are finding that this time around, most people have been able to play 1 vs 1 full speed, where as before it was a very small minority.
Current Features on request: Do note this feature will only work on perfect syncing settings. Any other features that people think would help Melee, or other games, should be mentioned as well.
People are using the system to play other gamecube games, such as Mario Party 4 - 7 and Soul Calibur as well!
Sangoku Smash Master Apr 5, If anybody has tested 3 or 4 player over netplay and not had problems with latency, please let me know. Upke Smash Journeyman Apr 7, I may not be on the west coast, but I have a pretty good connection.
Fishaman P Smash Apprentice Apr 7, Updating the recommended rev 6 minutes after committed I told you I would do a better job!
Sangoku Smash Master Apr 8, Then I was lagging internet which leads me to a question: And about the delay, is there a way like in kaillera to have it select the appropriate delay automatically?
Or is it only to be set manually? Oh and for the benchmark: If a player is having a problem with speed, move to D3D9 Apparently there was a regression in OpenGL performance very recently.
Secondly, you can set pad buffer while you play the game. As for the internet problems, it appears that as of right now, yes, maxing out your connection will cause it to lag.
We are working on way to make it less noticeable, and less problematic. The best way to currently setup pad buffer is to go into the menus of Melee, and then adjust the padbuffer as low as you can without it affecting the framerate.
Then, from that point on, you know that lag is either caused by latency spikes host can see this on the netplay dialog or slowdown by a computer.
I recommend you find another opponent sometime. Dan Salvato IE Apr 8, Ping is more important than connection speed, and your router can only process packets so quickly.
From my understanding, if there are more packets being sent to the router from different sources YouTube, etc.