Aley Keprt wrote:
Sent: Tuesday, January 04, 2005 1:18 PM
To: sam-users@nvg.ntnu.no
Subject: Re: Multiplayer Sam
Sorry, I am really busy now, so I really can't continue this.
I will end up with a short message:
IT'S ALREADY DONE AND IT WORKS!
If this is not enough, I can't help you
Aley Keprt wrote:
Sent: Tuesday, January 04, 2005 1:18 PM
To: sam-users@nvg.ntnu.no
Subject: Re: Multiplayer Sam
Sorry, I am really busy now, so I really can't continue this.
I will end up with a short message:
IT'S ALREADY DONE AND IT WORKS!
If this is not enough, I can't help you
Cooke [EMAIL PROTECTED]
To: sam-users@nvg.ntnu.no
Sent: Monday, January 03, 2005 10:52 AM
Subject: RE: Multiplayer Sam
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
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
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
Ostrava, CZ - [EMAIL PROTECTED] - www.cs.vsb.cz
--
- Original Message -
From: Aley Keprt [EMAIL PROTECTED]
To: sam-users@nvg.ntnu.no
Sent: Monday, January 03, 2005 1:33 AM
Subject: Re: Multiplayer Sam
Aley Keprt wrote:
You just
I haven't looked into it. But it's sounds interresting. I think some keys
and a time stamp are not enough. How would you play a game that has random
elements ?
Edwin
I haven't looked into it. But it's sounds interresting. I think some keys
and a time stamp are not enough. How would you play a game that has random
elements ?
Edwin
Blink [EMAIL PROTECTED]
To: sam-users@nvg.ntnu.no
Sent: Monday, January 03, 2005 2:15 AM
Subject: Re: Multiplayer Sam
I haven't looked into it. But it's sounds interresting. I think some keys
and a time stamp are not enough. How would you play a game that has random
elements ?
Edwin
- Original Message -
From: Aley Keprt [EMAIL PROTECTED]
To: sam-users@nvg.ntnu.no
Sent: Monday, January 03, 2005 3:49 AM
Subject: Re: Multiplayer Sam
all peers must use the same emulator version,
Are you saying a complete emulator memory/register dump is send to all peers
? so any
- Original Message -
From: Aley Keprt [EMAIL PROTECTED]
To: sam-users@nvg.ntnu.no
Sent: Monday, January 03, 2005 3:49 AM
Subject: Re: Multiplayer Sam
all peers must use the same emulator version,
Are you saying a complete emulator memory/register dump is send to all peers
? so any
Aley Keprt wrote:
Slaves send their pressed keys with time stamps, master sends
back what keys should be really passed to the emulator (with
timestamps).
That sounds better, with the additional detail :-)
I'm not sure the clients need to time-stamp their input though, as the
server
Aley Keprt wrote:
Slaves send their pressed keys with time stamps, master sends
back what keys should be really passed to the emulator (with
timestamps).
That sounds better, with the additional detail :-)
I'm not sure the clients need to time-stamp their input though, as the
server
Edwin Blink wrote:
How would you play a game that has random elements ?
The emulator state would be enough to seed the pseudo-randomness in each
case. There's not much scope for getting random values anyway - reading the
refresh register and values from I/O ports pretty much cover it, and
is the only thing you need
to store.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Edwin Blink
Sent: Monday, January 03, 2005 4:00 AM
To: sam-users@nvg.ntnu.no
Subject: Re: Multiplayer Sam
- Original Message -
From: Aley Keprt [EMAIL PROTECTED
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
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
Hi Folks,
I've been mulling over an idea for playing Sam games over a network.
Imagine if you will, a version of the very excellent SimCoupe that acted
as a server which would send the current screen to clients (with VNC
like encoding), and also act on key presses sent by the clients. The end
Hi Folks,
I've been mulling over an idea for playing Sam games over a network.
Imagine if you will, a version of the very excellent SimCoupe that acted
as a server which would send the current screen to clients (with VNC
like encoding), and also act on key presses sent by the clients. The end
Regarding SimCoupe, who is currently maintaining it?
The only version I can find on simcoupe.org is 0.81a, but I have version
0.90 beta 10 installed - and I cant remember where I got it
from..
Simon Owen is"Mr Simcoupe"you can find him
at
www.simcoupe.org..
Simon has been making a
Regarding SimCoupe, who is currently maintaining it? The only version I can
find on simcoupe.org is 0.81a, but I have version 0.90 beta 10 installed -
and I cant remember where I got it from..
Simon Owen is Mr Simcoupe you can find him at
www.simcoupe.org..
Simon has been making a
, January 01, 2005 3:32 PM
Subject: Multiplayer Sam
Hi Folks,
I've been mulling over an idea for playing Sam games over a network.
Imagine if you will, a version of the very excellent SimCoupe that acted
as a server which would send the current screen to clients (with VNC like
encoding
: Saturday, January 01, 2005 3:32 PM
Subject: Multiplayer Sam
Hi Folks,
I've been mulling over an idea for playing Sam games over a network.
Imagine if you will, a version of the very excellent SimCoupe that acted
as a server which would send the current screen to clients (with VNC like
encoding
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
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
25 matches
Mail list logo