Emulator Issues #9449
closedReimplement Wiimote Netplay
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Description
Wiimote Netplay was disabled when we realized it just doesn't work that well. While it was a hack when it was first implemented, there was a method to the madness and it was a fairly cool feature. If it were fixed up before the next release, it could have made a really great feature. Unfortunately, it never really got the love it needed to become a full fledged working feature.
Here's what needs to be done for the Wiimote Netplay rewrite
1: Don't let Wiimote settings leak into the netplay session: Biggest cause of desyncs was that each users Wiimote settings had to be identical, down to seemingly unsettable options that required syncing the entire settings folder to get right.
2: Support Accessories: Wiimotes only worked on netplay, but without support for nunchucks and other things, many games didn't work.
3: Fix Wii compatibility: When Wiimotes were connected, Netplay became unstable in certain games. This is unacceptable.
Optional:
1: Implement a single save system on Wii Netplay. This would allow the blank NAND to have something on it without compromising determinism. Fog_TAS mentioned a way to do this.
2: Implement Real Wiimotes somehow. Dunno how this would work.
3: Implement savestates on netplay. This would allow people to save without risking desyncs. Unfortunately, savestates seem to desync anyway right now even in TASes.
4: Smart choosing of Wiimotes/GC Controllers based on Wiki database of what controllers a game supports. I wouldn't force this, but if a game supported GameCube controllers, wouldn't it be cool to have it start out assigning GC controllers to people who join. You can still switch to Wiimotes if you somehow prefer that, but, it'd save time for games that don't support GameCube controllers at all and reduce confusion.