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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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HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 01-16-05 10:57 PM Link | Quote
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.
Kei-kun

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Posted on 01-17-05 07:13 PM Link | Quote
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
Parasyte

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Posted on 01-17-05 07:47 PM Link | Quote
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.
ziratha

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Posted on 01-17-05 09:20 PM Link | Quote
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...
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 01-17-05 11:07 PM Link | Quote
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.
Parasyte

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Posted on 01-17-05 11:16 PM Link | Quote
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
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 01-19-05 01:18 AM Link | Quote
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

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Posted on 01-19-05 03:47 AM Link | Quote
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.
ShadowSonic

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Posted on 06-09-05 05:57 AM Link | Quote
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.
Violent J

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Posted on 06-09-05 06:02 AM Link | Quote
Ok Shadow, stop bumping these old topics...your just getting yourself in trouble.
Deathknight

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Posted on 06-09-05 07:45 AM Link | Quote
well my question is how exactly does this software work? How will you send the data to your Gamecube?
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