Hectamatatortron
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Since: 09-19-07
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The greatest hack ever (for the N64 gem "Jet Force Gemini") is in my doc at the location
Hextator's Doc/Console Games/Jet Force Gemini/Training/Co-Op Hack/Patch and How to Use/
However, it has a problem. The hack is intended to work online. In fact, it sort of does. Offline, and only by using this hack, you can play this game's single player mode with more than one person (up to four actually) and all of the people playing are capable of using the same weapons (so no player is stuck using a little robot that can't do nearly as many interesting things).
You can even do this online.
The catch is when you play online using a service that provides networking of the emulator that supports this hack, any attempt to load your game's saves will cause desynchronization and end the escapade.
So what I need from all of you
is to offer your help playing this hack online with me so we can try to figure out what the hell is causing the desync and how to fix it. I'll be posting this ad on other forums because I really want this hack done. It will enable online co-op of this game's campaign mode, effectively nullifying any sane person's desire to waste their money on playing other modern shooters with their friends when this game is so much better.
Contact me on AIM (my handle is "hextator") or MSN (append "@gmail.com" to my AIM handle) if you're interested.
Note: We'll be using "Mupen64++ Beta 0.1.3.12"
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dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Since: 07-28-09
From: Spain
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Hmm...
Just curious, are you sure it isn't a bug in the emulator?
I mean, it sounds like if you play offline (on the same computer) it works well, and online it works well until you load a save state.... Save states are supposed to be "snapshots" of the cpu and ram so there shouldn't be any out of sync...
Another suggestion (probably useless because it would be hard to implement in rom hacking): Calculate each frame a "checksum" of every sprite/object/whatever ingame and print it out (if mupen can do it, i dunno). Then compare them manually to see which sprite is causing the desyncing.
I used that trick a while back with a Mario fangame. It featured multiplayer based on sending the keys. I had a bug somewhere which caused it to desync. So the clients calculated a "checksum" of all the sprites and sent it to the server. When the server detected a mismatch, it immediately stopped the game. That way, touching spikes halted instantly the game so i knew where the bug was
It's probably impossible to implement in your case, i'm just throwing possibly helpful ideas at you
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Hectamatatortron
Member
Level: 35
   
Posts: 215/232
EXP: 258214 For next: 21722
Since: 09-19-07
Since last post: 7.2 years Last activity: 5.3 years
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I would really like to connect to myself so that I could take advantage of things like that, but I don't see a way to do it. Kaillera seems to refuse me connecting to myself, for one thing...
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