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Jim Dunne's video: ALTTP multiplayer demo part 2

@ALTTP multiplayer demo part 2
This is a work-in-progress demo where two players (using my modified fork of the bsnes emulator) can connect to each other over a network and see the other player's Link avatar in their game as he moves around the Hyrule world. See Part 1 at https://www.youtube.com/watch?v=FIM6SbTDSsQ Night builds here: https://cirrus-ci.com/github/JamesDunne/bsnes-angelscript IMPROVEMENTS SINCE PART 1: * A very basic configuration GUI has been added that's controlled entirely by the script; you can see it within the first 5 seconds of the video and then it's gone. It only exists to configure the network IP addresses for server and client for each player so that this doesn't get hard-coded into scripts and have to be cloned/modified. * Implemented better PPU integration for rendering extra objects received from the network. * More OAM sprites are detected and synchronized over the network like shadows, Link's sword, charging particles, water splashes, tall grass, etc. In this video, two modified SNES emulators are running side by side on the same machine (MacOS Mojave 10.14.6), both playing the SNES title "The Legend of Zelda: A Link To The Past [U] v1.2" and connected via a loopback network over UDP/IP listening on 127.0.0.1 (left) and 127.0.0.2 (right). DISCLAIMER: At this point this is just a technical demo and is not made to be user-friendly yet. No other game state is synced between emulators, just the appearance of Link. A MacOS-only release is available now at https://github.com/JamesDunne/bsnes-angelscript/releases/tag/v109.3-angelscript . For other platforms (Windows, Linux), all the source code is available and one can build a copy of the emulator and run the demo. I may cave in and establish a nightly build system for these platforms to make those binary releases available. WHERE TO FIND IT: This is all accomplished using my own fork of byuu's fantastic bsnes emulator. You can find my fork at https://github.com/JamesDunne/bsnes-angelscript . My bsnes fork integrates a scripting language called AngelScript ( https://www.angelcode.com/angelscript/ ) with the emulator and exposes some very basic functions and properties for scripts to access memory and state with. Scripts also define well-known functions pre_frame and post_frame which are called before a frame is rendered and after a frame is rendered, respectively. This demo video was rendered using the code from this specific git commit https://github.com/JamesDunne/bsnes-angelscript/commit/f00afad26d3108e98fe02f48c0676134fc038f98 HOW TO RUN IT: Run `sudo ifconfig lo0 alias 127.0.0.2 up` to create a loopback alias for 127.0.0.2. Run `./test.sh` script in a Terminal tab to open instance 1 Run `./test.sh` script in a new Terminal tab to open instance 2 (or in Finder, right-click the app bundle and shift-option-left-click on Open to open a new instance) The IP address in instance 1 should work as-is so just click Start there. In instance 2 you'll want to swap the two values so the Server IP is 127.0.0.2 and the client IP is 127.0.0.1. Click Start on both instances and load a saved state or play through the game on both emulators to see both Link avatars on both screens.

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Jim Dunne
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This video was published on 2019-09-16 02:20:13 GMT by @jsd1982 on Youtube. Jim Dunne has total 2.4K subscribers on Youtube and has a total of 65 video.This video has received 7 Likes which are lower than the average likes that Jim Dunne gets . @jsd1982 receives an average views of 21.5K per video on Youtube.This video has received 5 comments which are lower than the average comments that Jim Dunne gets . Overall the views for this video was lower than the average for the profile.

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