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Post by Leif Bloomquist on Apr 20, 2006 12:23:16 GMT -5
To start with, I'd like to mimic the original Weather War's game play as closely as possible. You can get both versions here: www.gb64.com/game.php?id=14852&d=18&h=0 (Ouranos) www.gb64.com/game.php?id=8532&d=18&h=0 (Weather War II) Plus I'd like to have a very simple "Chat" function. At any time the player can press (i.e.) F1 and send a line of text to the opponent. It would appear at the bottom of the opponent's screen.
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Post by Leif Bloomquist on Apr 20, 2006 12:31:37 GMT -5
It will be a little bit trickier because of the network connection and the need to "synchronize" the two instances of the game. But I envision it working like this:
Player A goes first. Before he even starts however, his 64 chooses values for the cloud location and windspeed. This information is transmitted to Player B, and Player B's screen is updated to match Player A's.
Player B's screen then shows "Player A is taking his turn" and waits.
When Player A chooses a Weapon and Direction, this data is sent to Player B. Both instances then show the animation for the weapon. Ideally, this will have the exact same effect on both sides. (Maybe it would be a good idea to repeat cloud location and windspeed in this packet).
At the end of the weapon attack, both sides update each other as to the status of their "house". If neither player is defeated, then control passes over to Player B and the game resumes.
I thought it would be best if the individual instances are responsible for tracking their own "health" and transmitting it to the opponent.
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Post by fuzz64 on Apr 23, 2006 20:29:41 GMT -5
2 questions! Are you worried about
1) People hacking the game to cheat?
2) People using Vice being able to play or will this be an RRNet only sort of deal?
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Post by Leif Bloomquist on Apr 24, 2006 8:33:15 GMT -5
2 questions! Are you worried about 1) People hacking the game to cheat? 2) People using Vice being able to play or will this be an RRNet only sort of deal? 1) Of course, this is possible. I really don't want to complicate the code by having to encrypt the packets or anything. Part of the fun of the 64 is that games are so hackable. Heck, the original Weather War was written in BASIC so you could easily mod it to cheat! 2) The RR-Net is already emulated with VICE, so if people want to use VICE, that's fine. I suspect I'll be doing a lot of the testing between my real 64 and an instance of VICE anyway.
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Post by fuzz64 on Apr 25, 2006 20:33:01 GMT -5
Oki.. I was just thinking that someone could easily mod the game and have their copy report to the other party playing that no damage was taken... or something like that.. on the other hand though you could figure out pretty fast that someone is cheating and simply not play against them anymore.. Great to hear about RR-Net and VICE.. I didn't know this
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Post by Leif Bloomquist on Apr 26, 2006 12:33:09 GMT -5
vicekb.trikaliotis.net/13-005.shtml has all the details! Although Six has noticed that the emulation isn't completely perfect. In one case you "see'" your own packets, whereas you can't in the other (I forget which is which)
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Post by Six on Apr 27, 2006 11:42:56 GMT -5
That would be on VICE. Since VICE uses pcap and is basicly packet sniffing, you see a lot of packets you normally wouldn't.
Another bug on VICE I just found is in NTSC, when you open the sideborders you can see that the sprites are off by 8 pixels on sprite x wraparound.
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Post by Leif Bloomquist on May 8, 2006 12:57:52 GMT -5
I had several hours of free time recently (on an 8-hour flight to Ireland ) so I read through the original BASIC code. What a mess!! But I realized I had completely forgotten about the "Acts of Nature" - 66% of the time in between turns, the computer takes a turn and does something at random. For now, I'd suggest leaving this out.
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