Welcome!
Final Burn Neo => FBN Development => Topic started by: furiadeoso on January 12, 2017, 04:12:57 PM
-
Hi!
Would be possible to save savestates in netplay game and load them after?
Some mame kaillera versions allow it. It's very useful if you wish to include a new online player.
It would be really amazing if it could be included in our favourite emulator, fba of course :)
-
Currently you can save a state from a netplay game but you can't load states while netplaying. I havn't found a way to do that yet :(
-
Isn't this what GGPO does all the time? generates a savestate for each frame, and does a rollback when both machines are not synced, which happens really fast. Probably worth taking a look at source code
-
Is there a public/recent source code for GGPO avaiable somewhere?
-
https://github.com/wuziq/ggpofba/blob/master/src/burner/win32/fba_ggpo.cpp
Take a look at functions ggpo_save_game_state_callback and ggpo_load_game_state_callback, which basically call BurnAreaScan for reading/writing
And also when a game is started, both clients load the same savestate (via BurnStateLoad), so they start at same point, usually in the VS select screen. If somehow you could send your savestate to the other client (creating a socket, or a service somewhere) then it would be simple to start in that state
-
If somehow you could send your savestate to the other client (creating a socket, or a service somewhere) then it would be simple to start in that state
That's exactly what ggpo does when someone tries to spectate a match. Every time that happens, there's a light pause in the game to do just that, otherwise, how would you receive the streamable input replay and watch at pseudo-live time without ggpo sending you a savestate?