The local multiplayer saga, ep 10
This tenth episode is going to close the first season of this saga. At this point, local multiplayer has been tested and found to be smooth in most cases, so we are mostly done with the actual wifi work.

We have also been porting our semaphore code so that our shared-memory based communication layer could work under Linux and macOS. This has shown to be a bit challenging, and I've been making several attempts to try and determine what was the best method for fast and reliable IPC.

What is left is mostly UI-related work. Handling several situations that can be problematic during multiplayer: supporting multiple controllers, maybe also things like multiple firmware settings, making sure the multiple running games don't write to the same save file, firmware file, and so on. I have a few ideas for that.

That will help turn local multiplayer support into a more finished product and less of a clunky experimental thing.

But for now, I'm going to take a break. I've been pouring a lot of my free time into this, and I think I need to relax for a lil' while.

I'm also going to debate the direction to take now with the rest of the melonDS team. There will be a second season to this saga, and it will be about implementing netplay. The results of all this wifi work are well beyond my original expectations, and now we have big ideas and hopes for this. But first, I want to take a collective decision about whether to make a release before season 2, whether to go straight for melonDS 1.0, these things. Stable local multiplayer was one of the must-haves for melonDS 1.0, but that's not all there is.

I'm also collecting ideas for netplay, so if you know more about this than I do (which is, relatively little), feel free to reach out to me!
Ant says:
Sep 18th 2022
I’m 100% being honest rn the too cause I was gonna drop 500 on 2 ds and the games and then maybe 2 more for my brothers. If this shit gets working I’ll just pay it forward to y’all. I do appreciate all the work you been putting in! You’re a beast
CoffeeCakes says:
Sep 19th 2022
edoliva says:
Sep 20th 2022
ill sell my left testicle to be able to play multiplayer of DQ9. Other than that, you're the goat and deserve a well deserved break. love you king :)
D says:
Sep 20th 2022
You deserve that break. I second the hamachi idea that sounds promising. Please release a local play version before 1.0 for bug testing. And then do net play later!
maskyyu says:
Sep 20th 2022
Heroic work
you and the ppl helping with this project are amazing
I wouldn't have been able to enjoy DS games as much without y'all
Name says:
Sep 21st 2022
I've already done DQ9 multiplayer over parsec. Just have to turn framerate limit off for more than 2 players.
Zinx says:
Sep 21st 2022
Citra and Yuzu use a middleware called ENet for the netplay.
Maybe it could apply here as well.
lemonzzz says:
Sep 21st 2022
this is so sick Ariso
A says:
Sep 22nd 2022
@name what other settings did you use to get DQ9 to work because for me it lags my 2nd player out after about 5 mins
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