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SlippWii v1.5.1
SlippWii 1.5.1: a fix for 480p. If you play with component cables or Force Progressive, this one is for you. It is also the first update you can install from the Wii.
SlippWii is an unofficial fan project, not affiliated with or endorsed by Project Slippi or Nintendo. It is free and open source (GPLv2). Please report problems here, not to the Slippi team.
Fixed: slow motion and black screens in 480p
With the Wii in 480p (a component cable, or Force Progressive in the settings), online games ran in slow motion and the screen could go black a few seconds into a match. Every version with rollback had this.
In 480p, rollback read your controller only every other screen refresh, so the game ran at about half speed. It then tried to catch up with your opponent in a way that a 480p display can answer with a black screen. Both are fixed: the game runs at full speed, and in 480p SlippWii no longer touches the picture's timing at all.
If you play in 480i (the standard cables), nothing changes for you: 480i was never affected.
Also: the diagnostic log's first line now says whether the game runs in 480p.
Update
From 1.5.0, on the Wii: start SlippWii, press B on the game list, and press A on Check for Updates, the first row of the Slippi Settings page. It installs 1.5.1 in about half a minute. Then start SlippWii again from the Homebrew Channel.
From an older version, or new to SlippWii: download SlippWii-v1.5.1.zip below and extract it onto your Wii's SD card (replace files when asked; your account and settings stay). New players also double-click Copy my Slippi account to SD.bat on the card. Full instructions: README.
You can ignore update.txt below: it is the file Check for Updates reads.
A note on 480p
We test on a Wii with standard cables and a capture card, which cannot show a 480p picture. This fix was found from a player's diagnostic log and tested by running the game in 480p timing: every frame on time and matching Slippi Dolphin. What a 480p screen actually shows we know only from you, so if anything still looks wrong in 480p, please tell us.
If something goes wrong
Open an issue or post in #help on the SlippWii Discord, and attach the slippwii/logs folder from your SD card (zipped). For anything that is not a crash, set Diagnostic Log to Yes on the Slippi Settings page first and play until it happens again.
The known gaps are those of 1.5.0.
SlippWii-v1.5.1.zip sha256: 1ae4821b8efd7da840f969d85cca0f0d64cb59ed24a53caf861a95294bd057ad
SlippWii v1.5.0
SlippWii 1.5.0: update from the Wii, and a No Music switch.
SlippWii is an unofficial fan project, not affiliated with or endorsed by Project Slippi or Nintendo. It is free and open source (GPLv2). Please report problems here, not to the Slippi team.
What's new
Check for Updates
This is the last SlippWii update you need a computer for. From 1.5.0 on, SlippWii updates itself on the Wii:
- Start SlippWii and press B on the game list. Check for Updates is the first row of the Slippi Settings page: press A.
- If a newer version is out, SlippWii shows what is new. Press A to install it.
- Start SlippWii again from the Homebrew Channel.
It takes about half a minute over the same wired connection you play on.
- Your account and your settings are kept. The update replaces SlippWii's own files and nothing else.
- It is safe to fail. Everything is downloaded and checked before the card is touched, and each file is read back after it is written. If the download breaks or the card refuses a file, SlippWii says so and the old version stays.
- Only real releases install. SlippWii installs a release only if it carries SlippWii's own signature.
- Only when you ask. SlippWii contacts GitHub when you press the button, and sends nothing about you or your console.
No Music
A new switch on the Slippi Settings page: set No Music to Yes and the game's music is off, in the menus and in matches, online and offline. Sound effects stay. It is remembered with your other settings, so you set it once.
Install or update
Download SlippWii-v1.5.0.zip below and extract it onto your Wii's SD card (replace files when asked; your account and settings stay). New to SlippWii? Then also double-click Copy my Slippi account to SD.bat on the card. Full instructions: README.
- The top of the SlippWii screen should say 1.5.0. The first start after an update takes a little longer, as always.
- Had the rollback beta? Delete
apps/SlippWii-Rollbackfrom the card: the regular SlippWii replaced it in 1.4.0. - You need a wired USB LAN adapter: the Wii's Wi-Fi is too slow for online play.
You can ignore update.txt below: it is the file Check for Updates reads.
Known gaps
The same as in 1.4.0:
- High ping (about 90 ms and up): rollback still works, but the Wii is near its limit, and you may see brief hitches.
- Wired connection only. You need a USB LAN adapter.
- A very large virtual memory card turns rollback off. With a card of 1019 blocks or more (Memcard Blocks in Nintendont's settings), there is no memory left for rollback and the Wii waits for late inputs, as 1.3 did. The default card (251 blocks) is fine.
- Teams is untested, and "Show Friendly Player Indicators" is not among the optional codes yet.
- No Ranked.
If something goes wrong
Open an issue or post in #help on the SlippWii Discord, and attach the slippwii/logs folder from your SD card (zipped). Say what you saw and roughly when. For anything that is not a crash, set Diagnostic Log to Yes on the Slippi Settings page first and play until it happens again.
If Check for Updates fails, the message on the screen says why; a photo of it helps.
SlippWii-v1.5.0.zip sha256: 996f8831d31978ec59113fe47a83c75bf04eb20d3dda96578e71bc5e1d0eef57
SlippWii v1.4.0
SlippWii 1.4.0: rollback netcode. The rollback beta is now the regular SlippWii: one app, one download.
SlippWii is an unofficial fan project, not affiliated with or endorsed by Project Slippi or Nintendo. It is free and open source (GPLv2). Please report problems here, not to the Slippi team.
Install or update
Download SlippWii-v1.4.0.zip below and extract it onto your Wii's SD card (replace files when asked; your account and settings stay). New to SlippWii? Then also double-click Copy my Slippi account to SD.bat on the card. Full instructions: README.
- Had the rollback beta? After updating, delete
apps/SlippWii-Rollbackfrom the card. The regular SlippWii replaces it. - The top of the SlippWii screen should say 1.4.0. The first start after an update takes a little longer, as always.
- You need a wired USB LAN adapter: the Wii's Wi-Fi is too slow for online play.
What's new since 1.3.1
Rollback netcode
In 1.3 the Wii waited for your opponent's input before it showed each frame, so every late input froze the game, for both of you.
Now the Wii does what Slippi does on a PC. When an input is late, it carries on with a guess: your opponent is probably still doing what they were just doing. When the real input arrives and the guess was wrong, the Wii rolls back, replays the missed frames with the real input and catches up, all within a single frame.
- Smoother play. A late packet no longer freezes the game. At worst you see a small correction.
- Fewer delay frames. Slippi's standard 2 delay frames now work at pings that needed more in 1.3.
- Better for your opponent. To a PC player, a Wii now plays like another PC: it no longer makes their game pause for it.
How a 2006 console manages this is in the beta 1 notes and in docs/ROLLBACK.md.
Input lag
| Delay Frames | Button press to the middle of the screen | While your ping is under about |
|---|---|---|
| 2 | about 75 ms | 75 ms |
| 1 | about 59 ms, the same as a Wii playing offline | 42 ms |
Above those pings it is one screen refresh more (about 17 ms). There is nothing to turn on, and the lag never changes in the middle of a game. The numbers are measured inside the console during automated games, to a CRT.
Slippi's optional codes
Four of the optional codes from Slippi Dolphin are switches. On the game list press B, go to the Slippi Settings page (L/R), and set any of these to Yes:
- L-Cancel Red Flash: a character flashes red when it misses an L-cancel.
- No Screen Shake
- Center 2P HUD: with two players, the percents sit in the middle of the screen.
- Freeze FD: Final Destination's background stands still.
They work online and offline, they only change what your console draws, and your opponent does not need them.
Widescreen (the Screen setting on the same page) now works online too.
Crash reports and a diagnostic log
- If the game crashes or freezes, SlippWii saves a crash report on the SD card by itself, in
slippwii/logs. - For anything else (stutter, slowdown, a black screen, disconnects), set Diagnostic Log to Yes on the Slippi Settings page, play until it happens again, and send us the
slippwii/logsfolder. Turn it off again afterwards: while it is on, a match can hitch now and then when the log is written.
The log is plain text. IP addresses and connect codes are masked, and names and your Slippi play key are never written.
For those who tried the betas
This is beta 3 with rollback on in the regular app; nothing else changed. Beta 3 fixed the crash or desync a few seconds into a match that some consoles had again and again ("GO" left on the screen, characters that could not move), so if a beta was "randomly broken" for you, please try this release.
Known gaps
- High ping (about 90 ms and up): rollback still works, but the Wii is near its limit, and you may see brief hitches.
- Wired connection only. You need a USB LAN adapter.
- A very large virtual memory card turns rollback off. With a card of 1019 blocks or more (Memcard Blocks in Nintendont's settings), there is no memory left for rollback and the Wii waits for late inputs, as 1.3 did. The default card (251 blocks) is fine.
- Teams is untested, and "Show Friendly Player Indicators" is not among the optional codes yet.
- No Ranked.
If something goes wrong
Open an issue or post in #help on the SlippWii Discord, and attach the slippwii/logs folder from your SD card (zipped). Say what you saw and roughly when. If the console hung, wait ten seconds before switching it off, so the log gets its last lines.
If online play is worse than 1.3.1 was for you, tell us the same way. Until it is fixed you can add the line rollback=0 to slippwii/config.ini on the card (make the file if it isn't there): the Wii then waits for late inputs, as 1.3 did. 1.3.1 also stays available.
SlippWii-v1.4.0.zip sha256: 0a1df02af94873a6fb36eaf2702e646fb8640e13e14c7cc3fe0d45aa4f0ec7c8
SlippWii Rollback Beta 3 (1.4.0-beta.3)
Rollback beta 3. One important fix, less input lag, Slippi's optional codes, and a way to send us a log when something goes wrong. It installs over beta 1 or 2 (same app, "SlippWii Rollback (beta)"); your normal SlippWii is untouched.
What's new
Fixed: a crash or desync a few seconds into a match
On some consoles, a match would go wrong shortly after it started: "GO" stayed on the screen, the characters could not move, the game desynced, or it crashed. Once a console had it, it could keep happening match after match, and then go away by itself.
The cause was one table in memory that the rollback code used without clearing it first. What it held when a match started depended on what the console had been doing before, which is why it hit some consoles and not others. It is now cleared at the start of every game. If the beta was "randomly broken" for you, this is very likely what you had, and beta 3 should fix it.
Less input lag
On a good connection the Wii now shows each frame one screen refresh (about 17 ms) sooner than beta 2 did.
| Delay Frames | Button press to the middle of the screen, beta 2 | Beta 3 | While your ping is under about |
|---|---|---|---|
| 2 | about 92 ms | about 75 ms | 75 ms |
| 1 | about 75 ms | about 59 ms, the same as a Wii playing offline | 42 ms |
Above those pings a game runs exactly as it did in beta 2. There is nothing to turn on, and the lag never changes in the middle of a game. The numbers are measured inside the console during automated games, to a CRT.
Slippi's optional codes
Four of the optional codes from Slippi Dolphin are now switches. On the game list press B, go to the Slippi Settings page (L/R), and set any of these to Yes:
- L-Cancel Red Flash: a character flashes red when it misses an L-cancel.
- No Screen Shake
- Center 2P HUD: with two players, the percents sit in the middle of the screen.
- Freeze FD: Final Destination's background stands still.
They work online and offline, they only change what your console draws, and your opponent does not need them.
Widescreen (the Screen setting on the same page) now works online too.
Crash reports and a diagnostic log
- If the game crashes or freezes, SlippWii now saves a crash report on the SD card by itself, in
slippwii/logs. - For anything else (stutter, slowdown, a black screen, disconnects), set Diagnostic Log to Yes on the Slippi Settings page, play until it happens again, and send us the
slippwii/logsfolder. Turn it off again afterwards: while it is on, a match can hitch now and then when the log is written.
The log is plain text. IP addresses and connect codes are masked, and names and your Slippi play key are never written.
Install
- You need SlippWii 1.3.0 or later installed and working (this beta uses its
slippwiifolder). - Download
SlippWii-Rollback-v1.4.0-beta.3.zipbelow and extract it onto your SD card. It only replacesapps/SlippWii-Rollback. - Start SlippWii Rollback (beta) from the Homebrew Channel. The top of the screen should say 1.4.0-beta.3.
Your settings carry over. The new switches start at No.
Reporting a problem
Open an issue or post in #help on the SlippWii Discord, and attach the slippwii/logs folder from your SD card (zipped). Say what you saw and roughly when. If the console hung, wait ten seconds before switching it off, so the log gets its last lines.
Known gaps
- High ping (about 90 ms and up): rollback still works, but the Wii is near its limit, and you may see brief hitches. The lower input lag above does not apply there.
- Wired connection only. You need a USB LAN adapter, as with regular SlippWii.
- Large memory card files turn rollback off. With a very large virtual memory card the beta plays delay-based.
- Teams is untested, and "Show Friendly Player Indicators" is not among the optional codes yet.
- No Ranked.
Your normal SlippWii install is not touched. If the beta gives you any trouble, start the regular SlippWii from the Homebrew Channel.
SlippWii-Rollback-v1.4.0-beta.3.zip sha256: 24b3bac144045857bd87da6ef9ce0a3524f3d1ff21dae5077908acf33585f1a2
SlippWii Rollback Beta 2 (1.4.0-beta.2)
Rollback netcode, running on a real Wii. This is an opt-in beta. It installs as its own app ("SlippWii Rollback (beta)") next to your normal SlippWii, so the delay-based version is always one click away.
New in beta 2
- The online settings work from any controller port (#4): Delay Frames, Rumble and Show Ping on the character select screen only responded to port 1. The same fix as SlippWii 1.3.1.
Updating from beta 1: extract the new zip over the old apps/SlippWii-Rollback.
Install
- You need SlippWii 1.3.0 or later installed and working first (it sets up the
slippwiifolder this beta uses). If you don't have it yet, get the latest release and follow its steps. - Download
SlippWii-Rollback-v1.4.0-beta.2.zipbelow and extract it onto your SD card. It only addsapps/SlippWii-Rollback. - Launch SlippWii Rollback (beta) from the Homebrew Channel. Your regular SlippWii app is untouched, so delay-based play is always there.
Rollback switches itself off (and the app plays delay-based) when a very large virtual memory card is in use; see Known gaps.
What's different?
Every online Melee connection has the same problem: your opponent's inputs take time to reach you, and sometimes they arrive late. What matters is how the game handles that wait.
Delay-based (SlippWii 1.3.0 and earlier)
The Wii waits for your opponent's input before it shows each frame. To make the wait less noticeable, both players' inputs are held back by a few "delay frames", which buys time for the input to arrive.
That works on a steady connection, but:
- Any late input freezes the game. A single late packet makes the Wii stop and wait, and you feel it as a stutter or a hitch.
- Higher ping means more delay. Covering a longer trip takes more delay frames, so your inputs feel sluggish.
- The PC player feels it too. When the Wii stops to wait, it falls behind, and Slippi on the PC has to slow down or pause to let it catch up. So a hiccup on either side becomes a hiccup for both of you.
Rollback (this beta)
The Wii doesn't wait. When your opponent's input hasn't arrived yet, the Wii makes an educated guess: they're probably still doing what they were just doing (holding shield, holding a direction, and so on). The game keeps running on that guess.
When the real input arrives:
- If the guess was right, which is most of the time, nothing happens. You never noticed anything.
- If the guess was wrong, the Wii rolls back. It jumps back to the last moment it knew for sure, replays the missed frames with the real input, and catches up to the present, all within a single frame.
The result:
- Smoother play. A late packet no longer freezes the game. At worst you see a small correction, such as your opponent's character snapping a short distance.
- Fewer delay frames at the same ping. Since the game doesn't have to hide the whole trip behind delay frames, you can play with a low Delay Frames setting at a ping that would need more in delay-based play. The Wii itself still takes about as long from button press to screen as before; what you save is the delay frames.
- No more pausing for each other. The Wii keeps its own pace instead of stopping to wait.
This is the same idea Slippi on PC uses. The hard part was making a 2006 console do it.
How does a Wii manage this?
On PC, Dolphin does the heavy lifting from outside the game. It can snapshot the whole console's memory in an instant, because a modern PC is many times faster than a Wii.
A Wii has no "outside". The game, the network code and the rollback all share one 729 MHz CPU, and a frame lasts only 16.7 milliseconds. So SlippWii Rollback takes a few shortcuts:
- It only saves what changed. The Wii's memory hardware tracks which parts of memory the game writes to each frame. A save copies only those parts, usually a small slice of the game's memory, instead of all of it.
- The copying runs in the background. The Wii's cache hardware moves memory in chunks without tying up the CPU, and much of a save happens while the game keeps running.
- It reads your controller a little early. The Wii samples your controller shortly before each frame instead of right at the edge, so your input is ready and sent on time even on frames where the Wii is busy rolling back.
- It stays in step with the PC's clock. The Wii keeps itself in step with your opponent's game, so neither side drifts ahead and forces the other to wait.
Each save takes a few milliseconds, and a typical rollback re-runs one or two frames. That leaves enough room inside each 16.7 ms frame at normal ping.
Why this is better for PC opponents too
A rollback Wii behaves like a PC opponent.
- Its inputs arrive on time. A delay-based Wii stops to wait, so its inputs fall behind and the PC player has to roll back further or pause. A rollback Wii keeps sending its inputs at a steady pace.
- The PC's rollbacks stay small. In our tests at about 60 ms ping, PC players rolled back only one frame at a time, and they saw about as many visible corrections as when playing another PC.
- No pausing during play. Across dozens of test games, the PC never had to pause to wait for the Wii during play.
In short: at normal ping, playing against a Wii should feel like playing against another PC.
What we tested
- Hundreds of games of the Wii against Slippi Dolphin on PC, with simulated internet conditions: added ping, random variation in arrival time (jitter), and lost packets.
- Every frame of every test game is checked against the PC's copy of the game, to catch any desync.
- The Wii's video output is recorded with a capture card and checked frame by frame, so we measure the stutter that actually shows on screen, not just what the logs claim.
- At about 60 ms ping (30 ms each way), over roughly 45 minutes of play, the capture card found essentially no stutter caused by the Wii. The few hitches we saw came from the PC side.
- Hand testing by a real person, who found it smooth with no noticeable stutter.
Known gaps and what we're still improving
This is a beta, and we'd rather be upfront about what isn't there yet.
- High ping (about 90 ms and up): rollback still works, but the Wii is near its limit. The further away your opponent, the more frames it has to replay, and the Wii can only replay so fast. At around 100 ms ping, expect occasional brief hitches: most of a game is smooth, with a few short stutters when the opponent's inputs arrive especially late. Below about 60-70 ms we measured essentially none. The PC player will see more snapping than against another PC: in our tests about 2 visible corrections a minute, against 0.2 between two PCs. Raising your Delay Frames by one makes the PC player's corrections smaller; raising theirs makes the Wii's stutter rarer.
- When your opponent's PC stutters: if their computer freezes for a moment, any opponent sees a jump. A PC catches up within a frame; the Wii needs a few frames, so you may see a short burst of stutter.
- Sending is slow on the Wii. Each packet takes the Wii about 1.5 to 2 ms to send. That adds a little lateness to every input the PC receives. It's small, but it's the main reason the PC sees more snapping at high ping than against another PC.
- Tiny differences between a Wii and Dolphin: in one beta game, the Wii and the PC briefly disagreed on exactly where a character was while they flew off-stage, by less than Slippi's own tolerance. It corrected itself as soon as they grabbed the ledge, and the game went on normally. Slippi allows for this, so it isn't a desync, but we're keeping an eye on it. If you ever get a "desync" message, please tell us the stage and what was happening.
- Pokémon Stadium transformations: the moment a transformation loads, the Wii has extra work to do, and if a rollback lands on that exact moment you may see a brief hitch. We've made the load much faster, so it should be rare, but Stadium is still the heaviest legal stage for the Wii to roll back, especially while it's transformed and the ping is high.
- Wired connection only. As with regular SlippWii, you need a USB LAN adapter. The Wii's Wi-Fi is far too slow to send inputs 60 times a second.
- Large memory card files turn rollback off. Rollback needs memory that the Wii otherwise uses for very large virtual memory cards. With a big card file, the beta falls back to delay-based play on its own, so nothing breaks, but you won't get rollback.
- Not yet tested widely. It has mostly been tested on one setup. Different routers, adapters, internet connections and opponents will turn up things we haven't seen. That's what this beta is for.
- No Ranked. As with regular SlippWii, Ranked isn't supported. Unranked and Direct work.
How to help
- Play it! Unranked and Direct both work.
- If you see stutter, freezes, desyncs or anything strange, open an issue and include what stage you were on, roughly when it happened, and your opponent's general region or ping if you know it.
- If it feels great, tell us that too. It helps to know what's working.
Your normal SlippWii install isn't touched. If the beta gives you any trouble, just launch the regular SlippWii from the Homebrew Channel.
SlippWii-Rollback-v1.4.0-beta.2.zip sha256: 38aac91fd8d00c494d76ce28509bc8c5d9e3c0ff8588efacb0fe042f54e259f8
SlippWii Rollback Beta 1 (1.4.0-beta.1)
Rollback netcode, running on a real Wii. This is an opt-in beta. It installs as its own app ("SlippWii Rollback (beta)") next to your normal SlippWii, so the delay-based version is always one click away.
Install
- You need SlippWii 1.3.0 installed and working first (it sets up the
slippwiifolder this beta uses). If you don't have it yet, get it from the 1.3.0 release and follow its steps. - Download
SlippWii-Rollback-v1.4.0-beta.1.zipbelow and extract it onto your SD card. It only addsapps/SlippWii-Rollback. - Launch SlippWii Rollback (beta) from the Homebrew Channel. Your regular SlippWii app is untouched, so delay-based play is always there.
Rollback switches itself off (and the app plays delay-based) when a very large virtual memory card is in use; see Known gaps.
What's different?
Every online Melee connection has the same problem: your opponent's inputs take time to reach you, and sometimes they arrive late. What matters is how the game handles that wait.
Delay-based (SlippWii 1.3.0 and earlier)
The Wii waits for your opponent's input before it shows each frame. To make the wait less noticeable, both players' inputs are held back by a few "delay frames", which buys time for the input to arrive.
That works on a steady connection, but:
- Any late input freezes the game. A single late packet makes the Wii stop and wait, and you feel it as a stutter or a hitch.
- Higher ping means more delay. Covering a longer trip takes more delay frames, so your inputs feel sluggish.
- The PC player feels it too. When the Wii stops to wait, it falls behind, and Slippi on the PC has to slow down or pause to let it catch up. So a hiccup on either side becomes a hiccup for both of you.
Rollback (this beta)
The Wii doesn't wait. When your opponent's input hasn't arrived yet, the Wii makes an educated guess: they're probably still doing what they were just doing (holding shield, holding a direction, and so on). The game keeps running on that guess.
When the real input arrives:
- If the guess was right, which is most of the time, nothing happens. You never noticed anything.
- If the guess was wrong, the Wii rolls back. It jumps back to the last moment it knew for sure, replays the missed frames with the real input, and catches up to the present, all within a single frame.
The result:
- Smoother play. A late packet no longer freezes the game. At worst you see a small correction, such as your opponent's character snapping a short distance.
- Fewer delay frames at the same ping. Since the game doesn't have to hide the whole trip behind delay frames, you can play with a low Delay Frames setting at a ping that would need more in delay-based play. The Wii itself still takes about as long from button press to screen as before; what you save is the delay frames.
- No more pausing for each other. The Wii keeps its own pace instead of stopping to wait.
This is the same idea Slippi on PC uses. The hard part was making a 2006 console do it.
How does a Wii manage this?
On PC, Dolphin does the heavy lifting from outside the game. It can snapshot the whole console's memory in an instant, because a modern PC is many times faster than a Wii.
A Wii has no "outside". The game, the network code and the rollback all share one 729 MHz CPU, and a frame lasts only 16.7 milliseconds. So SlippWii Rollback takes a few shortcuts:
- It only saves what changed. The Wii's memory hardware tracks which parts of memory the game writes to each frame. A save copies only those parts, usually a small slice of the game's memory, instead of all of it.
- The copying runs in the background. The Wii's cache hardware moves memory in chunks without tying up the CPU, and much of a save happens while the game keeps running.
- It reads your controller a little early. The Wii samples your controller shortly before each frame instead of right at the edge, so your input is ready and sent on time even on frames where the Wii is busy rolling back.
- It stays in step with the PC's clock. The Wii keeps itself in step with your opponent's game, so neither side drifts ahead and forces the other to wait.
Each save takes a few milliseconds, and a typical rollback re-runs one or two frames. That leaves enough room inside each 16.7 ms frame at normal ping.
Why this is better for PC opponents too
A rollback Wii behaves like a PC opponent.
- Its inputs arrive on time. A delay-based Wii stops to wait, so its inputs fall behind and the PC player has to roll back further or pause. A rollback Wii keeps sending its inputs at a steady pace.
- The PC's rollbacks stay small. In our tests at about 60 ms ping, PC players rolled back only one frame at a time, and they saw about as many visible corrections as when playing another PC.
- No pausing during play. Across dozens of test games, the PC never had to pause to wait for the Wii during play.
In short: at normal ping, playing against a Wii should feel like playing against another PC.
What we tested
- Hundreds of games of the Wii against Slippi Dolphin on PC, with simulated internet conditions: added ping, random variation in arrival time (jitter), and lost packets.
- Every frame of every test game is checked against the PC's copy of the game, to catch any desync.
- The Wii's video output is recorded with a capture card and checked frame by frame, so we measure the stutter that actually shows on screen, not just what the logs claim.
- At about 60 ms ping (30 ms each way), over roughly 45 minutes of play, the capture card found essentially no stutter caused by the Wii. The few hitches we saw came from the PC side.
- Hand testing by a real person, who found it smooth with no noticeable stutter.
Known gaps and what we're still improving
This is a beta, and we'd rather be upfront about what isn't there yet.
- High ping (about 90 ms and up): rollback still works, but the Wii is near its limit. The further away your opponent, the more frames it has to replay, and the Wii can only replay so fast. At around 100 ms ping, expect occasional brief hitches: most of a game is smooth, with a few short stutters when the opponent's inputs arrive especially late. Below about 60-70 ms we measured essentially none. The PC player will see more snapping than against another PC: in our tests about 2 visible corrections a minute, against 0.2 between two PCs. Raising your Delay Frames by one makes the PC player's corrections smaller; raising theirs makes the Wii's stutter rarer.
- When your opponent's PC stutters: if their computer freezes for a moment, any opponent sees a jump. A PC catches up within a frame; the Wii needs a few frames, so you may see a short burst of stutter.
- Sending is slow on the Wii. Each packet takes the Wii about 1.5 to 2 ms to send. That adds a little lateness to every input the PC receives. It's small, but it's the main reason the PC sees more snapping at high ping than against another PC.
- Tiny differences between a Wii and Dolphin: in one beta game, the Wii and the PC briefly disagreed on exactly where a character was while they flew off-stage, by less than Slippi's own tolerance. It corrected itself as soon as they grabbed the ledge, and the game went on normally. Slippi allows for this, so it isn't a desync, but we're keeping an eye on it. If you ever get a "desync" message, please tell us the stage and what was happening.
- Pokémon Stadium transformations: the moment a transformation loads, the Wii has extra work to do, and if a rollback lands on that exact moment you may see a brief hitch. We've made the load much faster, so it should be rare, but Stadium is still the heaviest legal stage for the Wii to roll back, especially while it's transformed and the ping is high.
- Wired connection only. As with regular SlippWii, you need a USB LAN adapter. The Wii's Wi-Fi is far too slow to send inputs 60 times a second.
- Large memory card files turn rollback off. Rollback needs memory that the Wii otherwise uses for very large virtual memory cards. With a big card file, the beta falls back to delay-based play on its own, so nothing breaks, but you won't get rollback.
- Not yet tested widely. It has mostly been tested on one setup. Different routers, adapters, internet connections and opponents will turn up things we haven't seen. That's what this beta is for.
- No Ranked. As with regular SlippWii, Ranked isn't supported. Unranked and Direct work.
How to help
- Play it! Unranked and Direct both work.
- If you see stutter, freezes, desyncs or anything strange, open an issue and include what stage you were on, roughly when it happened, and your opponent's general region or ping if you know it.
- If it feels great, tell us that too. It helps to know what's working.
Your normal SlippWii install isn't touched. If the beta gives you any trouble, just launch the regular SlippWii from the Homebrew Channel.
SlippWii-Rollback-v1.4.0-beta.1.zip sha256: f3ec584056d571d9f8a1b966ee4a0f82bfbf9adca12f0fa7e156d887fb134283
SlippWii v1.3.1
SlippWii 1.3.1: the online settings now work from any controller port.
SlippWii is an unofficial fan project, not affiliated with or endorsed by Project Slippi or Nintendo. It is free and open source (GPLv2). Please report problems here, not to the Slippi team.
Fixed
- Delay Frames, Rumble and Show Ping only worked from port 1 (#4): with your controller in port 2, 3 or 4, the buttons on the online character select screen never lit up or changed. They now work from any port. Thanks to @dacahua for the report.
Nothing else changed since 1.3.0.
Install or update
Download SlippWii-v1.3.1.zip below and extract it onto your Wii's SD card (replace files when asked; your account and settings stay). New to SlippWii? Then also double-click Copy my Slippi account to SD.bat on the card. Full instructions: README.
You need a wired USB LAN adapter: the Wii's Wi-Fi is too slow for online play.
Looking for rollback netcode? Try the SlippWii Rollback beta (installs as a separate app next to this one).
SlippWii-v1.3.1.zip sha256: 71f8b868480a1509b1a72f6830650a317988a0fa26b2a6274b1721edf41ff22b
SlippWii v1.3.0
SlippWii 1.3.0: ping display, change your delay while connected, replays, and a crash fix.
SlippWii is an unofficial fan project, not affiliated with or endorsed by Project Slippi or Nintendo. It is free and open source (GPLv2). Please report problems here, not to the Slippi team.
What's new
- Ping display: your ping to your opponent in the top left corner during a game, in the same cyan as Slippi Dolphin, updated once a second and sized to read on a small CRT. Turn it on or off with the new Show Ping switch beside Rumble on the online character select screen. It's on by default and stays as you set it.
- Change your delay while connected: the Delay Frames buttons no longer lock while searching or connected to an opponent, so there's no need to disconnect. A change applies from the next game.
- Replays in online games: turn on Slippi Replays in the settings (press B on the game list, then R for the Slippi page). As on Slippi Nintendont, each game is saved as a
.slpin aSlippifolder on your other drive: a USB drive if your game is on the SD card, the SD card if your game is on a USB drive. Both must be plugged in, so the USB drive goes in the port your LAN adapter isn't using. Plug it in before you start SlippWii. - Polling drift fix on by default in the settings (Lag Reduction: PDF), for games without online play. Slippi's online code always has it.
Fixed
- Crash at the end of a timed-out game: when the timer ran out with a player over the ledge grab limit of 45, the Wii crashed. The game now ends with Slippi's "Exceeded Ledge Grab Limit" message, as on Dolphin.
- Nintendont's settings weren't kept: they went back to the defaults on every start. They're now saved when you leave the settings screen, exit or start a game. Settings saved by an earlier version will now take effect for the first time, so it's worth a quick look at them after updating.
- Disconnects in the middle of a game: the Wii could stop sending its inputs for good, ending the game in a disconnect 7 seconds later. It was seen in about 1 game in 18 at 25-30 ms ping.
- Replays not saving: a USB drive plugged in from the start could stop replays from saving, and nothing could be saved until a
Slippifolder existed. It's now made when it's missing. - Connect code autocomplete works as on Dolphin: scrolling past the last code no longer clears it.
Not tested yet
- Replays going to the SD card with your game on a USB drive (a game on the SD card with replays on a USB drive has been tested on a Wii).
- Plugging the USB drive in after SlippWii has started.
If you try either, please say how it went on the issues page.
Install or update
Download SlippWii-v1.3.0.zip below and extract it onto your Wii's SD card (replace files when asked; your account and settings stay). New to SlippWii? Then also double-click Copy my Slippi account to SD.bat on the card. Full instructions: README.
You need a wired USB LAN adapter: the Wii's Wi-Fi is too slow for online play.
SlippWii v1.2.0
SlippWii 1.2.0: a rumble switch for online play.
SlippWii is an unofficial fan project, not affiliated with or endorsed by Project Slippi or Nintendo. It is free and open source (GPLv2). Please report problems here, not to the Slippi team.
What's new
- Rumble on/off for online play (#1): on the online character select screen, under Delay Frames, point at On/Off next to Rumble and press A. It's saved on the SD card, so it stays as you set it between sessions.
Melee's own Options > Rumble couldn't do this online: there your character is often in a different port than your controller, and Slippi sends your character's rumble to your controller.
Install or update
Download SlippWii-v1.2.0.zip below and extract it onto your Wii's SD card (replace files when asked; your account and settings stay). New to SlippWii? Then also double-click Copy my Slippi account to SD.bat on the card. Full instructions: README.
You need a wired USB LAN adapter: the Wii's Wi-Fi is too slow for online play.
SlippWii v1.1.0
SlippWii 1.1.0: no more installer. SlippWii is now just files to put on your SD card, like Slippi Nintendont.
SlippWii is an unofficial fan project, not affiliated with or endorsed by Project Slippi or Nintendo. It is free and open source (GPLv2). Please report problems here, not to the Slippi team.
Install
- Download SlippWii-v1.1.0.zip below and extract it onto your Wii's SD card (it adds the
appsandslippwiifolders). - On the SD card, double-click Copy my Slippi account to SD.bat. It copies your Slippi login from Slippi Launcher on your PC. (macOS/Linux: copy
user.jsonby hand, see the README.) - Put the card in the Wii, start SlippWii from the Homebrew Channel and pick Melee (NTSC 1.02). The first start takes a little longer while SlippWii prepares Slippi's online menus.
You need a wired USB LAN adapter: the Wii's Wi-Fi is too slow for online play.
What's new
- No installer and no Python: extract the zip onto the card, copy your account, done. Updating works the same way (your account and settings stay).
- On the first start, the Wii makes Slippi's online menus from your own disc and checks every file, so a modded or wrong disc gets a clear message instead of broken menus.
- Before Melee starts, SlippWii shows your Slippi account. A missing or damaged account is explained on the TV, with the choice to play offline.
- Games on a USB drive work without extra steps.
- Still no Ranked: it's Slippi's protected mode, so SlippWii leaves it out.
Nothing from Melee is included: the zip has SlippWii and Project Slippi's own files (its online code, menu files and patches); the patches are applied on the Wii to your disc.