Netplay Guide: Difference between revisions

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Netplay is a defining feature of Dolphin: it allows you to set up online sessions for any GameCube or Wii title with a local multiplayer mode, without the problems or limitations of the [[Wii Network Guide|Nintendo Wi-Fi Connection]] or hassle of the [[Broadband Adapter|BBA]]. It is improving regularly, and GameCube Netplay should be painless. Wii Netplay is much more temperamental and should be treated as an experimental feature for advanced users.
Netplay is a defining feature of Dolphin: it allows you to set up online sessions for any GameCube or Wii title with a local multiplayer mode, without the problems or limitations of the [[Wii Network Guide|Nintendo Wi-Fi Connection]] or hassle of the [[Broadband Adapter|BBA]]. It is improving regularly, and GameCube Netplay should be painless. Wii Netplay is much more temperamental and should be treated as an experimental feature for advanced users.  Netplay is only for the Desktop version of Dolphin.  Dolphin on Android does not currently support Netplay.


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== Requirements ==
== Requirements ==
*The game you want to play <b>MUST</b> be in all player's gamelist.
*The game you want to play <b>MUST</b> be in every player and/or spectator's gamelist.
*Bandwidth requirements are very light: any DSL or Cable internet connection should do. However, the internet demands rapidly increase as more players are added. Because the latency (ping) of the internet connection determines how low input latency can get, using Ethernet instead of Wi-Fi usually improves the gameplay experience.
*Bandwidth requirements are very light: any DSL or Cable internet connection should do. However, the internet demands rapidly increase as more players are added. Because the latency (ping) of the internet connection determines how low input latency can get, using Ethernet instead of Wi-Fi usually improves the gameplay experience.
*Each player must have their own copy of the game, and the region and game revision of all copies must match.  While most compressed game formats are compatible with standard ISOs (with NKit being a notable exception), it is heavily recommended that all players use identical dumps.
*Each player must have their own copy of the game, and the region and game revision of all copies must match.  While most compressed game formats are compatible with standard ISOs (with NKit being a notable exception), it is heavily recommended that all players use identical dumps.
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== Starting a Netplay Session ==
== Starting a Netplay Session ==


A Netplay Session in Dolphin is started <i>without</i> before you run the game.  You can setup a netplay session from the Tools Menu -> Start Netplay Session for options for joining or hosting a netplay session.  If you wish to join a public netplay session, you can use the [https://dolphin-emu.org/blog/2019/04/06/netplay-server-browser/ "Netplay Server Browser"] available in {{revision|5.0-8478}} or newer.
A Netplay Session in Dolphin is started <i>before</i> actually running a game.  You can setup a netplay session from the Tools Menu -> Start Netplay Session for options for joining or hosting a netplay session.  If you wish to join a public netplay session, you can use the [https://dolphin-emu.org/blog/2019/04/06/netplay-server-browser/ "Netplay Server Browser"] available in {{revision|5.0-8478}} or newer.


=== Hosting a Netplay Session ===
=== Hosting a Netplay Session ===
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{{Image|NetplayDataTab.png|The host will have access to more options than clients|br}}
{{Image|NetplayDataTab.png|The host will have access to more options than clients|br}}


*<b>Buffer</b>:  At the bottom of the screen is the buffer option.  Buffer is the amount of latency added to inputs.  If you're noticing slowdown and stuttering <i>even</i> on very low impact scenes like a game's splash screens, odds are the buffer is too low and you might need to increase it.  A simple formula that is accurate for most titles is 1 pad buffer per 15 ms of latency per client. Two players at 50 ms latency would be roughly 3 - 4 buffer, where as three players at 50 and 65 ms would be roughly 7 buffer.  Depending on your computer's performance (higher performance computers finish frames sooner, meaning slightly less buffer may be needed) and the quality of your internet, you may need to adjust this.  Sometimes poll more/less than others, which may result in the formula not working at all.
*<b>Buffer</b>:  At the bottom of the screen is the buffer option.  Buffer is the amount of latency added to inputs.  If you're noticing slowdown and stuttering <i>even</i> on very low impact scenes like a game's splash screens, odds are the buffer is too low and you might need to increase it.  A simple formula that is accurate for most titles is <b>1 pad buffer per 15 ms</b> of latency per client. Two players at 50 ms latency would be roughly 3 - 4 buffer, where as three players at 50 and 65 ms would be roughly 7 buffer.  Depending on your computer's performance (higher performance computers finish frames sooner, meaning slightly less buffer may be needed) and the quality of your internet, you may need to adjust this.  Sometimes poll more/less than others, which may result in the formula not working at all.
*<b>Write Save Data</b>:  If Write Save Data is enabled, this means that progress made on netplay will be saved to the <b>host's</b> Memory Card and will be kept even after the netplay session is over.  This is good for longer games that will take many sessions, like playing through Tales of Symphonia with multiple players.
*<b>Write Save Data</b>:  If Write Save Data is enabled, this means that progress made on netplay will be saved to the <b>host's</b> Memory Card or Wii NAND, depending on which is applicable, and the data will be kept even after the netplay session is over.  This is good for longer games that will take many sessions, like playing through Tales of Symphonia with multiple players.  Note that if netplay crashes, Wii saves may not be properly copied into the host's NAND and may need to recovered manually from the Wii backup folder within the user directory.
*<b>Load Wii Save</b>:  This settings determines whether a Wii Save file is loaded for the <i>initial</i> title selected.  It only loads a single Wii Save if the hosted netplay game is a Wii game.
*<b>Load Wii Save</b>:  This settings determines whether a Wii Save file is loaded for the <i>initial</i> title selected.  It only loads a single Wii Save if the hosted netplay game is a Wii game.
*<b>Sync Saves</b>: This synchronizes savedata for the netplay session.  It will only sync whatever saves are loaded, and these saves are only synchronized temporarily for the current netplay session.  Your original saves will not be overwritten.
*<b>Sync Saves</b>: This synchronizes savedata for the netplay session.  It will only sync whatever saves are loaded, and these saves are only synchronized temporarily for the current netplay session.  Your original saves will not be overwritten.
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{{Image|GBASaveSettings.png|GBA BIOS can be configured in Configuration -> GameCube Tab.|br}}
{{Image|GBASaveSettings.png|GBA BIOS can be configured in Configuration -> GameCube Tab.|br}}


You <b>do not</b> need Integrated GBA currently set as the type of controller.  You just need to make sure the controls are set so Dolphin has a profile to pull from.  Instead, you enable the GBA controller in the "Assign Controller Ports" tab.  Let's say that Player 1 is controlling Link in Wind Waker and Player 2 is controlling the Tingle Tuner.
You <b>do not</b> need Integrated GBA currently set as the controller in the portThe important thing is to just make sure that the controls are set so that Dolphin has an input profile to pull from.  For netplay, the GBA itself is actually enabled in the Netplay Window under Assign Controller Ports.  Let's say that Player 1 is controlling Link in Wind Waker and Player 2 is controlling the Tingle Tuner.


{{Image|NetplayPlayer2GBA.png|Player 1 is a GameCube Controller, while Player 2 is a GBA.|br}}
{{Image|NetplayPlayer2GBA.png|Player 1 is a GameCube Controller, while Player 2 is a GBA.|br}}
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=== Netplay with Wii Remotes ===
=== Netplay with Wii Remotes ===


Everything we've discussed in terms of how ports, profiles, and configurations are loaded need to be thrown out the window for Wii Remote netplay.  Emulated Wii Remotes and their extensions <b>can</b> be used on netplay.  If you would prefer to use Real Wii Remotes on netplay, you must do that through Emulated Wii Remotes via the <i>Connect Wii Remotes for Emulated Controllers</i>.  Your Wii Remote will now show up as an emulated controller that can be assigned buttons, and with Dolphin's stock profile, you can automatically assign everything exactly how it would be if you were using it directly as a real Wii Remote.  The "Real Wii Remote" controller option itself is not supported.
Everything we've discussed in terms of how ports, profiles, and configurations are loaded need to be thrown out the window for Wii Remote netplay.  Emulated Wii Remotes and their extensions <b>can</b> be used on netplay.  If you would prefer to use Real Wii Remotes on netplay, you must do that through Emulated Wii Remotes via the <i>Connect Wii Remotes for Emulated Controllers</i>.  Your Wii Remote will now show up as an emulated controller that can be assigned buttons, and with Dolphin's <i>Wii Remote with MotionPlus Pointing (Stock)</i> profile, you can automatically assign everything exactly how it would be if you were using it directly as a real Wii Remote.  The "Real Wii Remote" controller option itself is not supported on netplay.


Unlike when using GameCube Controllers and GBAs, each player must set a configuration profile to the <b>Wii Remote Slot they will be using on netplay.</b>  That means if you are the host and using Wii Remote 1, you must have the first Emulated Wii Remote configured to your controller on your computer.  If you are a client joining and you are assigned to Wii Remote 2, you must have Emulated Wii Remote 2 configured with your controls.  In order to prevent desyncs, all players should configure the correct attachments to all controllers.  Though Dolphin <i>should</i> attempt to synchronize attachments, it has been known to have issues.  If you are using a physical Wii Remote connected as an emulated controller you do not have to set the attachment ahead of time as the stock profile automatically configures it.
Unlike when using GameCube Controllers and GBAs, each player must set a configuration profile to the <b>Wii Remote Slot they will be using on netplay.</b>  That means if you are the host and using Wii Remote 1, you must have the first Emulated Wii Remote configured to your controller on your computer.  If you are a client joining and you are assigned to Wii Remote 2, you must have Emulated Wii Remote 2 configured with your controls.  In order to prevent desyncs, all players should configure the correct attachments to all controllers.  Though Dolphin <i>should</i> attempt to synchronize attachments, it has been known to have issues.  If you are using a physical Wii Remote connected as an emulated controller you do not have to set the attachment ahead of time as the stock profile automatically configures it.

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