Page 1 of 2 12 LastLast
Results 1 to 10 of 16

Thread: Daedalus Multiplayer News/Info - Nintendo 64 Emulator For PSP

                  
   
  1. #1
    Won Hung Lo wraggster's Avatar
    Join Date
    Apr 2003
    Location
    Nottingham, England
    Age
    53
    Posts
    141,451
    Blog Entries
    3209
    Rep Power
    50

    psp Daedalus Multiplayer News/Info - Nintendo 64 Emulator For PSP

    More from our good buddy StrmnNrmn concerning his Nintendo64 emulator for the PSP:

    In response to a recent post, Zeus asked an interesting question:

    I know you've probably been bugged by people on this before, but how hard would multi-player be to implement? More importantly, do you think that there is enough bandwidth, and low enough lag, to allow a host-client multiplayer setup to be playable? (ie, with one psp "hosting" the game and doing the emulation, while the other(s) just receive screen-captures and send back user-input) Or do you think that distributing the computational workload would be a better approach? (at the very minimum, the audio processor shouldn't be too horrible to move to the client psp(s) )

    DIGG THIS



    I have thought about multiplayer a great deal, but I've never made any plans to work on it - there didn't seem to be much point getting multiplayer working before there were a few multiplayer games running quickly and glitch free. Now that MarioKart and Super Smash Bros. are both working reasonably well, there's obviously going to be a lot more demand for multiplayer support. Before I raise expectations and get anyone's hopes up, I should mention that this isn't likely to happen any time soon.

    It would be possible to go down the route of having a host psp which performs emulation and broadcasts the screen to client psps. Sony's Remote Play between the PS3 and PSP shows that this kind of 'dumb terminal' approach can work in the right situations. That's with the PS3 doing the grunt work of compressing the framebuffer and sending it over to the PSP. For for a PSP running Daedalus as a host, I'm not quite sure there would be enough spare horsepower to compress the framebuffer and audio and then send it to 1 or more connected clients.

    Also, I don't think that it would be possible to decouple the audio processing from the main cpu thread so that this work could be distributed to one of the clients. Although the audio and graphics processing is notionally run in parallel on the RSP (the N64's coprocessor), access is still serialised between audio and graphics tasks so they have to be completed in order. Performing audio processing on a client PSP would just mean that graphics processing on the host would have to wait until the results of the audio processing were received.

    The approach that I'd been considering was running Daedalus in lockstep across 2 or more connected PSPs. As I mentioned previously Daedalus can run deterministically if external inputs such as pad input and timing sources are synchronised. What this would mean would be that every time the rom queried the pad status, each connected psp would have to synchronise its view of the pad input with the host. This would mean sending just 64 bytes across the network from the client to the host and back. This information would have to be sent over a TCP connection rather than UDP as we have to ensure that every PSP sees the exact same input (actually, client->host communication is a bit less critical so it may be possible to transmit this information over UDP if it helps improve lag.)

    One really cool feature about this approach is that as each PSP would be responsible for rendering its own display, it would be possible to scale up each viewport to fill the display; rather than playing 4-player Mario Kart or Goldeneye at 160x120, you'd be able to play at 320x240 (or 480x272 if you wanted to scale it up to entirely fill the PSP's screen).

    As I said at the start of the post, this isn't something that's likely to happen any time soon, but if and when it does happen, it will be amazing

    -StrmnNrmn

  2. #2
    LUA Coder D0N's Avatar
    Join Date
    Jan 2006
    Posts
    863
    Rep Power
    78

    Default

    Damn! I was just about to post this..but anyway, this is good news. Multiplayer would rock!

  3. #3
    DCEmu Rookie HumanIce's Avatar
    Join Date
    Mar 2007
    Location
    Reykjavik, Iceland
    Age
    33
    Posts
    110
    Rep Power
    67

    Thumbs up

    cool! multiplayer.. I play Nintendo 64 very much online/multiplayer on project64k, but playing it multiplayer on PSP is gonna be awesome..

  4. #4
    DCEmu Old Pro pt9087's Avatar
    Join Date
    Feb 2006
    Location
    England, Hull
    Age
    35
    Posts
    1,331
    Rep Power
    84

    Default

    Wow yeah multiplayer! thats good! :thumbup:

  5. #5
    King of killed the_eternal_dark's Avatar
    Join Date
    Dec 2005
    Posts
    1,534
    Rep Power
    80

    Default

    "One really cool feature about this approach is that as each PSP would be responsible for rendering its own display, it would be possible to scale up each viewport to fill the display; rather than playing 4-player Mario Kart or Goldeneye at 160x120, you'd be able to play at 320x240 (or 480x272 if you wanted to scale it up to entirely fill the PSP's screen)."

    I'm sold.

  6. #6
    DCEmu Legend
    Join Date
    Sep 2006
    Location
    USA
    Posts
    2,152
    Rep Power
    79

    Default

    It really is great to hear developers keeping multiplayer on the table as a future option. To me, multiplayer emulators on the PSP is one of the greatest achievements in PSP homebrew.

    This hints at an amazing long-term commitment to this project which is very exciting.

  7. #7

    Default

    this is nice to hear if it does happen me and my hommies can play Mario kart via Wireless!
    DON'T CLICK HERE
    98% of teenage population has tried smoking pot. If you're one of the 2% who hasn't, copy & paste this into your signature

  8. #8
    DCEmu Legend Buddy4point0's Avatar
    Join Date
    May 2006
    Location
    The Lounge Awesomeness: 1337
    Age
    33
    Posts
    4,026
    Rep Power
    139

    Default

    multiplayer will rock!! i cant wait! and good work splitting up the split screen.
    and were you thinking about infrastructure or just adhock. eather way its amazing

  9. #9
    DCEmu Pro emuking's Avatar
    Join Date
    Dec 2005
    Location
    SAN DIEGO
    Age
    34
    Posts
    679
    Rep Power
    74

    Default

    yay we might get multiplayer in a future release

  10. #10

    Default

    I'm a little unsure what StrmnNrmn was talking about here, he was talking about infrastructure not adhoc right.

Page 1 of 2 12 LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •