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#1 (permalink) |
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Registered User
Join Date: Mar 2003
Location: United States
Posts: 13
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Chankast Network Play
I have a question
Will I be able to play with the Chankast around the Internet or the network Lan?
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ASUS M2N32-SLI, AMD Phenom QCore 9600, 2GB Crucial Ballistix DDR2,eVGA e-GeForce 8800 GT 512MB DDR3 PCI-E 2.0 Graphics Card (512-P3-N801-AR) Spider Instinct! |
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#4 (permalink) |
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Registered User
![]() Join Date: Oct 2003
Posts: 58
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they need to add some more stability, speed optimizations, frame limting, etc before they can add support for that, although it probably wouldnt be hard to do it via kaillera.. if you're talking about the actual network adapter emulation, that might be harder (but in the end would probably yield better results for games that supported it)
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#7 (permalink) | |
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Registered User
Join Date: Jul 2003
Location: sweden
Posts: 44
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#9 (permalink) |
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Registered User
Join Date: Jun 2004
Posts: 12
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So can't they use the same method that some of those nes emulators use? The original nes didn't have a tcp/ip network, yet some of these emulators have em. I've been playin people in tetris at my tech school on em for a long time. Wouldn't tcp/ip be eaiser then emulating the actual network connection on the dreamcast? However, I guess that chankast users would only be able to see chankast users on pso and not the other pso users online correct?
tcp/ip would be great for games like Soul Calibur and racing/sports etc... Then again they would need a frame limiter or something to keep in sync with each other... |
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#10 (permalink) | |
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Linux's worst nightmare..
![]() ![]() ![]() ![]() Join Date: Feb 2004
Location: USA
Posts: 515
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Quote:
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#11 (permalink) |
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Link to the Underworld
![]() ![]() ![]() ![]() ![]() Join Date: Aug 2003
Location: Detroit
Posts: 1,147
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also, it's potentially possible for someone who uses a kaileria based input plugin, they did it in ePSXe. But the practicality of such a thing is incredibly low at this point in the emulator's life.
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#12 (permalink) | |
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Kia Ora!
![]() ![]() Join Date: May 2004
Location: Wellington, New Zealand
Posts: 145
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![]() Website: http://www.emunition.tk/ and Forum for My Website: http://www.freepgs.com/emunition/forums Email: cal@calscapers.tk |
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#13 (permalink) |
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Advanced Newbie
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2001
Location: Bogotá... not that it matters...
Posts: 4,728
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i see i difficult right now as using kaillera needs a perfect sync in the emus, and right now chankast is a little unstable on speed and also doesnt have a frame limiter, so nope until chankast team makes a faster and more stable emu
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Main Rig: Pentium Dual-Core E2160 @ 2.3GHz -- 7600GT @ 650/800MHz -- 1GB DDR2-667 4-4-4-12 -- Windows XP Pro SP2 Collecting dust: AMD Athlon XP 2600+ -- ATI Radeon 9500 Pro -- SB Live 5.1 Digital -- 2.5GB DDR 2-2-2-5 Ram -- Windows 2003 server r2 SP1 |
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#14 (permalink) | |
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Registered User
![]() Join Date: Mar 2002
Posts: 82
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MAME will run fine over Kaillera with two people with slow computers; it just won't be a pleasant experience.
And for the fellow who is confused about TCP/IP: There are two ways to get a multiplayer game in these newer consoles. Some that support mulitplayer over the internet, and the old-fashioned two-players-on-one-machine like the old days. One method is over the internet, the typical way, the way that, unfortunately, is most reliable but probably the harder way to do it. This uses TCP/IP natively, which is what PCs use, and has the least chance of desync. The game actually KNOWS that you're playing over the internet and will account for things like slowness on one side. I do gather since the hardware is the same across the board, the games are written to not worry too much about synchronization, though. The other is the two controllers on one machine. This is what Kaillera does: it tricks the machine into thinking both players are together, yet they're only connected by keystrokes. I've already written a long explanation which can be found on the Kaillera forums as to why this desyncs like mad if anyone wants to know and doesn't. Quote:
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#15 (permalink) | |
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Advanced Newbie
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2001
Location: Bogotá... not that it matters...
Posts: 4,728
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Quote:
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Main Rig: Pentium Dual-Core E2160 @ 2.3GHz -- 7600GT @ 650/800MHz -- 1GB DDR2-667 4-4-4-12 -- Windows XP Pro SP2 Collecting dust: AMD Athlon XP 2600+ -- ATI Radeon 9500 Pro -- SB Live 5.1 Digital -- 2.5GB DDR 2-2-2-5 Ram -- Windows 2003 server r2 SP1 |
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#16 (permalink) | |
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Ebichu!
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2001
Location: Tampa Bay, Florida
Posts: 2,089
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#18 (permalink) | |
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Registered User
![]() Join Date: Mar 2002
Posts: 82
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Quote:
MAME will run just fine between said slow computers but there will be lots of choppiness and not necessarily any desynchs. So far all the Kaillera implementations force a framerate consistency by putting the input and game logic on the same thread. If there's a delay in the network thread, it hangs the game thus keeping the participating computers locked on the same frame. You all who play on Kaillera note that one slow computer with a bad frame rate makes everyone else run slow. |
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