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Add kaillera netplay support #1792
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Interesting, I didn't know about this before. However, I spent a little bit of time exploring the project, and unfortunately, it is, quite frankly, unusable in its current state. I couldn't find any documentation whatsoever for the protocol itself, only some reverse engineered pieces here and there, some searches indicate there are multiple vulnerabilities, the "sdk" is just a Windows DLL with no source, and the two "client sources" I could find are some unusable Windows-only undocumented pieces of code. I'm sorry, but that just won't do. I am going to keep this issue open, in case the state of things evolves in the future, but I don't currently see any easy path forward to supporting this at the moment. |
I'm working on a way to play Multiplayer on PSX games, but they require reverse engineering to find read and write points (Movement, Character State, Level, Enemies, etc.) Unity will be used as the main connection bridge to read and write to the emulator and Online communication. I'm currently experimenting with it for a game called Vigilante 8. About Kaillera, its operation is very complicated, since it "hijacks" the emulator to keep control of the game and avoid desynchronization, and it's very easy to lose the connection or freeze the emulator if someone loses the connection. And I think there are already enough emulators that try to use it and it works fairly well as long as the RAM doesn't get desynchronized. On the other hand there are Lua libraries that implement Socket that can be worked on, and I think PCSX-Redux supports Lua. |
https://kaillerareborn.github.io/
Hopefully support for kaillera netplay can be added in subsequent releases!
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