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Inside of CMake builds I already do pick up the current Git HASH, which is already used inside of the game as a macro that gets printed in the crash log mainly, but also can be used anywhere also. The git hash is the best way to confirm builds are the same. |
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Admittedly if doing netplay, an option to not split the screen at all and just let the other player go off screen if you don't care about or don't want to see what the other player is up to (a great enhancement for Battle Mode, for example) My only other idea to contribute at the moment is that the Super Mario 64 PC Port's Co-Op mod appears to be able to use Discord for setting up games (Not sure how that works at all), but having a simple system like that could help make multiplayer more user-friendly to setup for platforms with access to a Discord client. If that were somehow implemented I'd want to see it be optional though, as not everyone wants to or can do things through Discord. EDIT: Not splitting the screen would also open up the opportunity for special episodes where players need to communicate things each other sees to the other to progress. |
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I say that it be done as a more configurable option, for example, what about someone who wants to play with 5 people? or especially in battle mode, there is going to be the one who wants to play with 8 people at the same time, so that's what I say: make it more configurable by the one who hosts the server |
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The open nature of TheXTech allows it to evolve at a more rapid pace than it's competitors. One of the more exciting possibilities that has been considered is Netplay support - the ability to have multiplayer games via the Internet!
The current idea is to implement a server software that syncs cycle counting between clients. It will lead to some lag on very old PCs or low internet bandwidth, but it will keep the games synchronized.
It would be similar to how common Emulator Netplays work. However, there are many ways to implement such a feature, each of them with their own benefits and limitations.
This discussion is meant to offer a place where players can share their input, so that the best solution for all use-cases will be found.
I think, the two most important first steps to take are dealing with #46 and #132.
#46 talks about suggestions to improve the Screensplit for Multiplayer. I was first thinking about a 2-Window setup, but a single Window with two 800x600 could work as well, at least for 2-Player.
#132 In order to make sure that games stay synchronized, the Clients need to verify that the episode is identical. This can be done by putting them inside a container (like an image or archive) and comparing the Hash-Values.
Another thing that has to be verified is that the TheXTech versions are the same. There are two way to do this:
Complex: Have a value that identifies every auto/manual build.
Simple: Have autobuilds be labelled as development versions (for example 1.3.5-DEVEL) and allow only release versions for Netplay.
How to enter Netplay?
One possibility to do so would be via the #40 Planned Launcher. It could establish a connection to the server, have the Players be assigned by order of arrival, and select an image or archive of an episode, which, during the Netplay, would be the only episode accessible from the menu. Player 1 would select the sav(x) file, which would be saved for both players as GAME.wld-save-net1.savx.
4-Player-Mode?
Before making any concrete steps, it should be discussed whether there is interest in having more than two players. NSMB Wii and U, as well as Mario Maker, allow to have four players, which people seem to enjoy. There is also the Battle Mode, which is somewhat reminiscent of Super Mario War, but with a bigger Playfield.
Compensation for Input Delay?
Netplays cause Input Delay. However, not all games are equally affected by this. A 2-frame-delay could ruin one game, while a 5-frame-delay is barely noticable on another. It comes down to how precise your inputs must be. Whether it'll turn out to be an issue for SMBX remains to be seen.
If it does, however, there are ways to relieve this. One such way is the so-called "Coyote Jump", that is commonplace in many modern Platformers such as the N. Sane Trilogy and Battle for Bikini Bottom (3:21).
Enjl has also brought it to SMBX2:
Other ways to compensate could be a mid-air spin for Mario, or giving Yoshi his flutter.
In Summary
Netplay is a promising, but ambitious prospect. I have shared some of my thoughts on this, and am eager to hear yours!
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