M2EM - Daytona USA 4-player "link fix" teasing

  Рет қаралды 7,859

Ariane Fugmann

Ariane Fugmann

Күн бұрын

4 Instances of M2EM 1.1a running Daytona USA linked.
Notice: 4 Slaves :)

Пікірлер: 12
@ClaySilvia
@ClaySilvia 7 жыл бұрын
I live near Salt Lake City, and we used to have a GameWorks where a Daytona USA 4-player with motion seats was the main attraction. It was great. for like 6 months my friends and I would take the ~20 minute drive just to play. Nobody went because Utah's arcade scene is dead.
@arcadeencasa
@arcadeencasa 8 жыл бұрын
bravo!! this is what i need. i am waiting your post about this in arcade controls. :)
@arcadeencasa
@arcadeencasa 7 жыл бұрын
actually i am using your m2lagfix but for a second or two the game freeze sometines. can you fixed this? thank you
@RamjetX
@RamjetX 8 жыл бұрын
Hey, I was just telling my Sim racing community about this. Got them all hyped up for a Daytona Multiplayer night. Does it have a server to join? maybe some auto IP ini configuration and joining?
@cristianovoa
@cristianovoa 8 жыл бұрын
really hard to implement this; sine it was tought as a lan only mode; they all connect to each other on a ring; the system it's not tolerant to packet loss, it would need to be a really stable vpn for it to work
@RamjetX
@RamjetX 8 жыл бұрын
Actually, it's not as initially difficult to implement as you'd think. So if you had a hosted socket server where people could join in. You could simply assign each person/session joiner a car number. Automatically write a ini file with the ring IP information of everyone within the room. Start a macro script to on boot of the game to run through and configure a car ID setup. Reboot the game and let them all sync up. It's a bit of faffing around I'll admit, but definitely possible from an external application point of view.
@cristianovoa
@cristianovoa 8 жыл бұрын
RamjetX not necessarily difficult to implement, but to keep it stable, as soon packets start to be lost, everything goes haywire
@RamjetX
@RamjetX 8 жыл бұрын
Realistically, what needs to happen is to read the network buffer, externally send this packet to all users and NOP out the token ring call. The packets will likely be in an array and if all the emulations are lan sync'd and we can memory probe them at the same time, we will find the replication of those packets in sequence on all virtual machines. Injecting the data into these memory locations is relatively easy from the external application. It's a horrible hack, but if your wanting to avoid token ring at all costs, your essentially rewriting and injecting network code over a new layer 1 protocol. I sadly haven't been keeping up with the arcade controls forums for a little while, Uni, kids, work etc.. but if anyone wants to catch up and take a closer look at changing the Model 2 network code out for an internet ready protocol. It could be a fun project.
@alexandreleclere2819
@alexandreleclere2819 8 жыл бұрын
Fixed with m2lagfix?
@Soft15kHz
@Soft15kHz 8 жыл бұрын
nope, fixed with the successor to m2lagfix ^^ not finished yet though.
@alexandreleclere2819
@alexandreleclere2819 8 жыл бұрын
Need a Jumbo frame switch?
@Soft15kHz
@Soft15kHz 8 жыл бұрын
jumbo frames DO help, but are no requirement.
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