Oh, and yet another note:

Unfortunately, RZX format is full of mistakes. For example, the authors 
define RZX security-protection schemes to be used in tournaments. But all 
these so-called "protections" are absolutely void! It can be hacked even 
with the original RZX SDK! I can' believe it. So, when I read the specs and 
see all the nonsense, I'm not sure the whole project is worthy...

----------------------------------------------------------
Mgr.(MSc.) Ales Keprt (also known as Aley)
[EMAIL PROTECTED] *** www.keprt.cz *** ICQ: 82357182
Dept. of Computer Science, VSB Technical University
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
----------------------------------------------------------

----- Original Message ----- 
From: "Aley Keprt" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Monday, January 03, 2005 1:33 AM
Subject: Re: Multiplayer Sam


>> Aley Keprt wrote:
>>> You just define what particular keys will be accepted from
>>> remote computer, and you send just the keys (in both directions).
>>
>> That doesn't solve the main problem, which is keeping both emulations
>> perfectly in sync.  Even time-stamping the input would require everything
>> (including local input) to be delayed until both sides agreed on it, 
>> adding
>> lots of lag.
>
> This is partially incorrect. One machine is a master (server), and other 
> ones must simply take, what their master says. So works the 
> synchonization. Slaves send their pressed keys with time stamps, master 
> sends back what keys should be really passed to the emulator (with 
> timestamps). Slaves ust halt the emulation until master says "it's another 
> 1/50s tick". This way the delay is a few ticks, which is acceptable. (and 
> it's the same as network gameplay on a PC - in Windows games like Doom, 
> Quake, Half-Life etc.) Basically, this is the main idea. It can be 
> optimized, but I think we could start with this basic algorithm. :-)
>
> Note that all peers must use the same version of emulator to be able to be 
> in a sync. That's the prerequisity.
>
>> It's something that has been discussed a number of times in CSS, with no
>> perfect solution.  One of the better ones seemed to be to have a master
>> emulation, with the secondary emulation state updated from that.  The 
>> state
>> does includes the full RAM image (or some sort of delta image) updated
>> frequently, with the secondary emulation continuing as normal in-between.
>> Modern FPS games seem to use that method too, but with the state 
>> information
>> being smaller and easier to manage.
>
> Simon, you are a bit outdated. I played "1943" shooter in a 2-player mode 
> with a man thousands kilometers far away. And we successfully finished it! 
> With POKE / infinite lives, of course. :-)
>
>>> I added .AIR support even to Win32 SimCoupe, but these changes
>>> never went into the original development source code version.... ;-)
>>
>> That might have something to do with AIR being a closed file format, 
>> which
>> isn't compatible with an Open Source emulator!  RZX
>> (http://www.worldofspectrum.org/faq/reference/formats.htm#RZX) is much 
>> more
>> likely to be added instead, and is already the format used by most 
>> Spectrum
>> emulators that have an input recording feature.
>
> Actually, AIR was a predecessor of all ZXS recording stuff - it was the 
> first time a ZXS emulator could do the record and playback. I never wanted 
> to send AIR into open source, so the people who liked AIR invented the 
> other thing. I think it's obvious - AIR is for tournaments, it's full of 
> security code, and there's no reason in using it in every single emulator. 
> I just mentioned AIR, since it's an example of that just a 5KB file can 
> contain a 1 hour game play. (This huge compression applies to AIR only, I 
> can't say much about the other format.)
>
> NOTE THAT THERE EXIST EVEN SIMCOUPE 0.81 WITH AIR SUPPORT!!! It just 
> haven't been publicly released, since it would be against GNU GPL license 
> without the source code, and against the AIR license with the source code. 
> :-)
>
> I think we can discuss it off the sam-users list, since it's too technical 
> for the majority of the people. I just end with my statement: Network 
> gameplay is possible, and is not too hard to implement.
>
> /--
> Aley
>
>
> 

Reply via email to