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Main - Posts by mohamm11


mohamm11
Posted on 08-26-20 04:21 AM, in Local play issues with bind socket Link | #2254
So I tried using the bind socket address (so far only with one game atm being: Kirby Super Star Ultra) and I was able to connect but shortly after it freezes for a second and disconnects both systems. I can keep trying it but I get the same result. I also noticed something interesting when using pictochat. When bind socket is enable on both systems and they both join the same room, only one system can send messages while the other can't (like the symbol for sending is missing the arrow and doesn't work). Sometimes it switches but I think it depends on which connects to the room first or last? I am not sure if this has anything to do with it or not but just throwing that out there. Is it just a compatibility issue with certain games or is it just a work in progress? If certain games work with this can anyone please tell me the names so I can try it out and see if its an issue on my end or not.

mohamm11
Posted on 08-26-20 09:03 PM, in Local play issues with bind socket Link | #2257
Thank you so much. So I figured out the problem, I turned ON the frame limiter so it wasn't crazy fast (but I only turned it on for one system and it was the one hosting the game) and I turned off audio sync for both and when the super speedy one without frame limit joined the frame limited one it kept them at the same normal speed and no connection errors so far.

mohamm11
Posted on 08-29-20 11:47 PM, in Local play issues with bind socket Link | #2267
Posted by SIGMA
I have tried this for Mega Man Battle Network 5 Double Team. Somehow, when doing what you mentioned, the game remains quite stable. I don't receive any connection errors, crashes or random slowdown. The only downside is the fact that the client has to mute the music since it's still sped up.


I'm glad it helped you ?, I had to mute one of the emulators since they would both be hearing the same thing.


Main - Posts by mohamm11

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