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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Homebrew Gamecube Hackers have a program that makes any GC game online
  
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Deathknight
Posts: 35/46
well my question is how exactly does this software work? How will you send the data to your Gamecube?
Violent J
Posts: 415/749
Ok Shadow, stop bumping these old topics...your just getting yourself in trouble.
ShadowSonic
Posts: 32/69
Then I suppose the best solution is a group of people that can make a very accurate GameCube emulator. But that would require an insane amount of time to do and not to mention to get it to work online.
Parasyte
Posts: 208/514
All low level hardware access, such as DVD reads and 3D hardware is done by the SDK. And yes, ALL developers use the SDK. There really are no alternatives.
HyperLamer
Posts: 2965/8210
I thought it did provide some basic functions for stuff like reading discs and 3D graphics. Ah well, I imagine most if not all official developers use the official SDK, so all the functions should be pretty much the same. (That's the nice part about hacking games written in C/C++ - all the code is standardized and neat. )
Parasyte
Posts: 203/514
No, there is no "BIOS" on GameCube. There's only the IPL which is gericly referred to as a BIOS. However, the IPL is only used once at boot time, and then never again. (Of cours,e a BIOS would provide functions to the programs at all times. The IPL does not do this.)

There are standard random number generators within the Dolphin SDK, though. And as I've proven with GCNrd, searching for any SDK routine within ANY game is trivial. The task is quite easy, so should be of little worry.
HyperLamer
Posts: 2949/8210
You realize you're talking about sending 24MB to each system every frame? That'd require each user to have both upload and download speeds, simultaneously, of ~1.4GB/sec, not to mention the time it takes to actually copy that much data into and out of RAM.

Really, synchronization and random number generation are the only big problems. If you can slow down the game to wait for a packet (or have a fast enough connection that you don't need to), and can hack the random number generators to always match eachother (either give them all the same seed and reset them simultaneously, or hack them to get all random numbers from the master system, which could simply supply one with each packet), it should work out.

Actually, does the BIOS have a built-in RNG? That could make it a heck of a lot easier.
ziratha
Posts: 81/231
well, suppose instead of a master system, you have a chain type setup? aka each console sends its data to another console? this might work...
Parasyte
Posts: 200/514
GameCube contains 24MB of main system memory, plus 16MB of 'audio memory' (ARAM) for a total of 40MB. Even if you ignore the ARAM, there's no way you could ever get a playable framerate by sending 24MB of data back and forth.
Kei-kun
Posts: 10/27
HH, you're right about the lag. I just thought of exactly the same scenario the night I posted that. One way would be to have a sort of plugin that would display users' ping at the bottom of the screen, but it'll just be up to people whether or not they attack the lagger. ;P It's probably best that non-laggers play.

You guys mentioned the random data, but didn't he mention something about streaming data from RAM? As long as one system is set to be "the master," it should work fine, shouldn't it? This is also how a lagger can keep up in the game when he stops lagging so badly.

Now I see another thing... they're going to have to make their little program different for every game, unless maybe they stream all of RAM at once... not sure how fast that would be. Might require a very good upload speed. ;P
HyperLamer
Posts: 2939/8210
Crap, he's right, random numbers could be a big problem. I guess it might be possible to hack the RNGs to both use the same seed or something along those lines though.
Heian-794
Posts: 605/896
30-player F-Zero GX online!

...would require some hacking, but 4-player would be possible!
Parasyte
Posts: 197/514
Mario Kart: Double Dash!! has native online support. It's CREATED in a way that it handles random numbers and such over the network.

PJ64kaillera sends more information over the network than simple controller and character position data. It's an emulator -- not commercial hardware. They can bend some of the rules for gaming if they have to. Take for example NESticle. It's highly inaccurate, yet it has fair compatibility. That's because the authors bent a lot of rules to get their inaccurate emulator working with so many games. Commercial hardware won't allow rule bending like that. So the comparison is misleading, at the very least.
elixirnova
Posts: 147/177
though i believe by tracking the ram once something is loaded in one's ram it happens on both so i believe it would work. Seeing it worked playing super smash bros for pj64kaillera online for me
Uly
Posts: 9/104
Originally posted by Parasyte
Yes, absolutely.


Does that mean that in MKDD I get a Red shell, but in the other's game it's a green shell so in mine I hit him and win first place and in his he won?

Then where's the fun? ALL games have some sort of Random factor (I think).
Parasyte
Posts: 195/514
Yes, absolutely.
Skreename
Posts: 55/107
Wouldn't there be a distinct problem with random number generation? An example from SSBM would be good for this: GCN A has a Bob-Omb appear. GCN B has a Hammer appear instead. Instant desync... Well, the game would keep running. But each player would see a different game, meaning that neither would do well on the other's console.

It's still an incredibly cool concept. I'd love to see it come to fruition.
HyperLamer
Posts: 2930/8210
Actually, I'd think lag would be the biggest problem. The game won't wait up for you, so the slightest lag would desynchronize everything.
Para: Ehm, they're hacking Gamecube, which has a ROM chip in it?
Kei-kun
Posts: 9/27
Hm. It makes sense how it would work. The hardest sounding part would be to find a way for users to connect to each other easily.
windwaker
Posts: 972/1797
Originally posted by Peardian
Cool! And don't forget that MKD!! can technically support up to 8 human racers. That'll be awesome!


MK:DD HAS ALREADY BEEN DONE BEFORE. (Warp Pipe)
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Acmlm's Board - I2 Archive - Rom Hacking - Homebrew Gamecube Hackers have a program that makes any GC game online


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