A patch adding TGB Dual style link capability to VBA would
have to do the following:
1. emulate two to four GBA systems on each machine,
2. emulate serial connection between GBA systems, and
3. use something like Kaillera to reflect button presses
between machines each running a copy of VBA.
This would need at least a 3 GHz processor for a 4-player game.
A patch adding UART style link capability would need to
register with Windows as a COM port driver and then pipe
bytes to and from that.
Do you know anybody who would be willing to write such a
patch to the VBA source code?
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If you do a link system like Rascalboy can put the extra
feature that allows to select another rom when trying to
link...all of the current link systems can only link to the open
rom on the emu so that feature could be something that
differs from the other emus....
That would be very usefull to roms like pokmon to transfer
then and then we can really catch them all...lol ;P
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yerricde, you are assuming that this is a request for emulating multiple GBAs on the same box. That's not true. The feature request asks for TCP/IP link capabilities; this means playing on two different machines (or the same machine) over a network.
Personally, I don't see why this couldn't be done. The emulator already has plenty of other features, and this is really the only major feature that I can see missing.
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Emulating multiple GBAs on the same box would be needed in
order to get the latency among GBAs down. You see, GBAs
don't send huge packets to one another like PS2 and Xbox
consoles do; instead, they send tiny packets of 2 bytes or
so, and they expect latency far less than a millisecond,
which is less than any network stack on a home computer can
provide. Thus, you'd have to emulate at least the CPU of all
four GBA systems on each box, displaying only one on each
box and trading keypress data over something like Kaillera.
This is what I meant by the TGB Dual approach, as explained
by the FAQ: http://vba.ngemu.com/faq.shtml#cat11_2
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But on the other hand, couldn't you just suspend emulation until the
response is received from the other VBA emu? On a 10Mbps LAN, I can't
see latency being a *huge* deal, but for some people who just want to
trade Pokemon with someone, latency is a complete non-issue.
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One could suspend emulation, but then the frame rate would
drop far below 1 frame per second. It appears you do not
understand the gravity of the situation. The two machines
would have to synchronize 6,400 times per emulated second,
and I'm not sure Windows's networking stack can handle such
low latency to make it bearable.
Trading Pokemon could more easily be done on a single machine.
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I Have Found the VBALink. The pached version with open
source. You can find at http://vbalink.wz.cz/
Don't fall on VBALink 1.6a, because it's old message. it
VBALink 1.72l. I Have notice that on some links the game
slovs duwn to 50%
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No, read the faq at website.
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It is not planned yet. Maybe in the future..
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A patch adding TGB Dual style link capability to VBA would
have to do the following:
1. emulate two to four GBA systems on each machine,
2. emulate serial connection between GBA systems, and
3. use something like Kaillera to reflect button presses
between machines each running a copy of VBA.
This would need at least a 3 GHz processor for a 4-player game.
A patch adding UART style link capability would need to
register with Windows as a COM port driver and then pipe
bytes to and from that.
Do you know anybody who would be willing to write such a
patch to the VBA source code?
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Since other emulators like RascalBoy Advance has already
added Link support, maybe VBA might have to add it soon to
keep up with the competition.
Hope to see link in the best GBA emulator soon!
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If you do a link system like Rascalboy can put the extra
feature that allows to select another rom when trying to
link...all of the current link systems can only link to the open
rom on the emu so that feature could be something that
differs from the other emus....
That would be very usefull to roms like pokmon to transfer
then and then we can really catch them all...lol ;P
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yerricde, you are assuming that this is a request for emulating multiple GBAs on the same box. That's not true. The feature request asks for TCP/IP link capabilities; this means playing on two different machines (or the same machine) over a network.
Personally, I don't see why this couldn't be done. The emulator already has plenty of other features, and this is really the only major feature that I can see missing.
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Emulating multiple GBAs on the same box would be needed in
order to get the latency among GBAs down. You see, GBAs
don't send huge packets to one another like PS2 and Xbox
consoles do; instead, they send tiny packets of 2 bytes or
so, and they expect latency far less than a millisecond,
which is less than any network stack on a home computer can
provide. Thus, you'd have to emulate at least the CPU of all
four GBA systems on each box, displaying only one on each
box and trading keypress data over something like Kaillera.
This is what I meant by the TGB Dual approach, as explained
by the FAQ:
http://vba.ngemu.com/faq.shtml#cat11_2
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But on the other hand, couldn't you just suspend emulation until the
response is received from the other VBA emu? On a 10Mbps LAN, I can't
see latency being a *huge* deal, but for some people who just want to
trade Pokemon with someone, latency is a complete non-issue.
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One could suspend emulation, but then the frame rate would
drop far below 1 frame per second. It appears you do not
understand the gravity of the situation. The two machines
would have to synchronize 6,400 times per emulated second,
and I'm not sure Windows's networking stack can handle such
low latency to make it bearable.
Trading Pokemon could more easily be done on a single machine.
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I can't see why the emulated GBAs have to be synchronized at
all. I'm sure most roms are coded to handle lag resulting
from a slow connection.
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No, GBA games are not coded to handle lag.
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I Have Found the VBALink. The pached version with open
source. You can find at http://vbalink.wz.cz/
Don't fall on VBALink 1.6a, because it's old message. it
VBALink 1.72l. I Have notice that on some links the game
slovs duwn to 50%