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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== Setting Up Dolphin ==
== Setting Up Dolphin ==


Your Netplay Experience will greatly vary depending on what version of Dolphin that you are using.  Because Dolphin 5.0 is lacking so many netplay features, we highly recommend to use either the latest available beta or dev build.  Dolphin 5.0 won't have have Wii Save Synchronization ({{revision|5.0-8478}}), Automated Settings Synchronization ({{revision|5.0-8502}}), Cheat Code Synchronization ({{revision|5.0-9032}}), Synchronize All Wii Saves ({{revision|5.0-9037}}) as well as protections for recovering saves if Netplay crashes.  Dolphin 5.0 also lacks experimental Wii Remote Netplay, and while that feature is considered to be for advanced users, it is possible to use on the latest builds.
Your Netplay Experience will greatly vary depending on what version of Dolphin that you are using.  Because Dolphin 5.0 is lacking so many netplay features, we highly recommend to use either the latest available beta or dev build.  Dolphin 5.0 won't have have Wii Save Synchronization ({{revision|5.0-8478}}), Automated Settings Synchronization ({{revision|5.0-8502}}), Cheat Code Synchronization ({{revision|5.0-9032}}), Synchronize All Wii Saves ({{revision|5.0-9037}}) as well as protections for recovering saves if Netplay crashes.  If you're looking to play a Wii title that requires using Wii Remotes and/or their attachments, it is highly recommended to use {{revision|5.0-17527}} or newer as Wii Remote Netplay has been rewritten and standardized to netplay conventions.


If you're inexperienced with netplay, then the biggest rule of thumb is not to change too much and try to follow this guide, as it will go through most of the important things to know.  The following information reflects the latest available development build as of its writing.
If you're inexperienced with netplay, then the biggest rule of thumb is not to change too much and try to follow this guide, as it will go through most of the important things to know.  The following information reflects the latest available development build as of its writing.
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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 or Wii NAND, depending on which is applicable, and the data will be kept even after the netplay session is overThis 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>No Save Data</b>: This setting is when you're playing a game that does not need save data and you do not need to record your progress.  The netplay session will be entirely contained inside of itself, and will not permanently save any data.
*<b>Load Wii Save</b>:  This settings determines whether a Wii Save file is loaded for the <i>initial</i> title selectedIt only loads a single Wii Save if the hosted netplay game is a Wii game.
*<b>Load Host's Save Data Only</b>:  This setting loads the host's save for the netplay title, but will not save any progressCan be useful when using stock saves on games like Super Smash Bros. Melee and Brawl.
*<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 sessionYour original saves will not be overwritten.
*<b>Load and Write Host's Save Data</b>:  This setting loads the host's save for the game, and will update the host's save as you progressThis setting is particularly useful for long-form game sessions.  **Note**: Clients do not get their saves overwritten by this setting.  Their local saves will be unaffected.
*<b>Sync AR/Gecko Codes</b>: This option synchronizes which Action Replay and Gecko Codes are enabled between players.  The codes enabled on the host's computer will automatically be enabled on clients when the netplay game starts.  Note that it only synchronizes which codes are enabled, it will not transfer new codes between players.  If this feature causes problems, it may be because the codes differ in each player's GameINI.
*<b>Sync All Wii Saves</b>: This synchronizes all Wii Save Data instead of just the active title's save data for the netplay session.  Useful if you're booting a romhack that uses different savedata than the actual file you're loadingExample: Project M uses a .elf, but loads savedata from the NAND under a different title name.
*<b>Sync All Wii Saves</b>: This synchronizes all Wii Save Data for a netplay session.  Useful if you're booting a romhack that uses different savedata than the actual file you're loading.  Example: Project M uses a .elf, but loads savedata from the NAND under a different title name.
*<b>Sync AR/Gecko Codes</b>: This option synchronizes which Action Replay and Gecko Codes are enabled between players.  The codes enabled on the host's computer will automatically be enabled on clients when the netplay game starts.  Note that it only synchronizes which codes are enabled, it will not transfer new codes between players.  If this feature causes problems, it may be because the codes differ in each player's install of Dolphin.
*<b>Strict Settings Sync</b>: This setting more aggressively synchronizes various volatile settings in Dolphin, such as minor Graphics Settings such as Internal Resolution.  This can be used if you have a desync caused by a setting that you cannot identify.
*<b>Strict Settings Sync</b>: This setting more aggressively synchronizes various volatile settings in Dolphin, such as minor Graphics Settings such as Internal Resolution.  This can be used if you have a desync caused by a setting that you cannot identify.


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== Setting Up Netplay Controllers ==
== Setting Up Netplay Controllers ==


Setting up netplay controllers is a very simple system that is confusing because Wii Remotes have to be configured a bit differentlyWe'll first go through how to setup every other controller, and then talk about the differences for Emulated Wii Remotes at the end.
Setting up netplay controllers is a very simple system.  Note that as of ({{revision|5.0-9037}}), Wii Remotes now follow the standard configuration procedureIf you need to use Wii Remote netplay on an older build, please skip to the later part of the guide.


=== Setting Up Standard Controllers for Netplay ===
=== Setting Up Standard Controllers for Netplay ===
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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.
As of {{revision|5.0-17527}}, Wii Remotes mostly work the same as other controllersYou have to use Emulated Wii Remotes 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.
==== Using Wii Remote Netplay prior to {{revision|5.0-17527}} ===
 
On older builds, Wii Remote Netplay was a lot more confusing to setup due to the fact that controllers were not automatically reordered like with standard controllers. 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.


{{Image|NetplayPlayer2WiiRemote2.png|Player 2 on Netplay must have their controls setup for Wii Remote 2|br}}
{{Image|NetplayPlayer2WiiRemote2.png|Player 2 on Netplay must have their controls setup for Wii Remote 2|br}}

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