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I was thinking that a player would send updates to the playfield to the other player, since sending keys sounds like too big an opportunity to desync. Would take up a lot less bandwidth if I can just send keys though.
I fear that sending playfield updates could make cheating too easy. That's why I decided to tie it to this bug.
FCEUX movies are a saved state followed by a stream of keypresses. Thus desync shouldn't happen so long as
The player and recorder use the same game physics. This means in multiplayer, all players are running the same version of the client.
Game physics use data types whose behavior is well defined by applicable C or C++ standards, of which unsigned integers are most tightly defined and leave the least up to implementation.
Keys are sent and received timely, in order, and without error.
If you can get movies to stay synced, multiplayer should also.
Record keypresses and let you watch gameplay again. Maybe offer to save a recording after a battle with someone.
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