Aley wrote: > No complete dump! You just need to start with the same > emulator.exe file, the same ROM files, and DSK/TAP file. Then > you send keys (+ additional I/O input, if it's random). > That's all you need to handle. > > Sam doesn't have any ability of real random number > generation. It's never random. All pseudo-random numbers are > generated from register values, which are always all the > same, except I/O input. So I/O is the only thing you need to store.
That won't work. Sorry. Games run on a 1/50th of a second clock. That's one tick every 20ms. It takes 10ms to get to the first hop outside of my home on the network. Which means that the minimum round trip - assuming perfect network conditions - is 20ms. With that little leeway, the moment anything stalls, everyones game will have to freeze. (Sometimes, I get 15ms to the local backbone... Other times, I get 66ms). Modern games go to HUGE lengths to get around network lag, including user action prediction, interpolation, etc etc. (take a look at how they did it on Halo 2 - you can find the article on howitworks.com ). You could get Chaos to work, because it's a turn-by-turn game. That's about it.

