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Post by metaview on Sept 8, 2005 18:44:44 GMT 1
Ok, to start with: Tinnus how is it with mp support in LJP? Where should I start? Any emulator module / rom which would support it? Where is the source? How to compile it?
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Post by Tinnus on Sept 8, 2005 19:57:34 GMT 1
tinnus.gp32z.com/ljp/download.htmTo compile: extract the sources to a folder called "LJP" like follows: --WHATEVER |--Tapwave 1.1 SDK |--LJP Next, hit the "make" button ;D You might need to tweak some access paths maybe, the usual. Nothing fancy though. I'd say start trying with SMS/GG. From my point of view is the most organized one and the only that makes much sense to me Start looking at the LJP-XXXMAIN.c (or whatever) because that's the entry point for the emulators. You can see the program flow from there. All of the modules tend to follow (more of less) the same structure. GBC, SMS, VCS and WS are the most logical ones. The others are quite a mess (NGP is d**n crazy). My idea for MP structure: one player is host, the other is client. Each frame the host waits for the client to send the (his) keys's state (32 bits). The host processes it into the emulator and tell the client it's ok to continue (only 1 byte needed). They then render the current frame. Repeasts for every one of them. I believe that would maintain sync... or did I miss something?
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Post by metaview on Sept 8, 2005 20:34:41 GMT 1
Does it mean, the consoles (genesis) had 2 controllers?
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Post by Tinnus on Sept 8, 2005 22:57:28 GMT 1
Of course! All of them, except the portables. Although the GB had the link cable (but that involves emulating it). Which planet are you in? Anyway, if you prefer, do the multiplayer framework (and test it of course ;D) and I integrate it into each module...
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Post by metaview on Sept 9, 2005 11:20:19 GMT 1
Tinnus: I'm from earth (as far as I know) but never had a game console. I download the source and see what I can do. A problem could be different speeds between both players. Real multiplayer games have tick running fro that. Maybe we have such a thing inside the emulations, so you can compare how far each emulation is?
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Post by Tinnus on Sept 9, 2005 17:23:22 GMT 1
In my opinion, anything besides frame count to keep sync would be not accurate and/or take too much work to keep sync. Different speeds wouldn't be a problem since one device would wait for the next one to complete the current frame (or something), so the frames would be drawn at the exact same time.
If you find this too confusing, try to explain to me how the (general) MP code works (I've no clue, never looked at it) and I'll try to implement this logic.
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