Amiga.org

Amiga computer related discussion => Amiga Gaming => Topic started by: Claw22000 on March 23, 2009, 12:31:33 AM

Title: Kaillera Server for Amiga.org
Post by: Claw22000 on March 23, 2009, 12:31:33 AM
I have hosted a Kailler Games server for Amiga.org.  Hope this is allowed.  I just have seen that there are not many people taking advantage of the multilayer abilities of A1200.

Server Address:
     claw22000.no-ip.com:27888

WinUAE:
     0.8.22 Kaillera Version

If I can find a place to host a config file I will post then.

Please let me know if your interested.  I will leave the server up all the time all are welcome.  Members or not.

Please post games that you have seen work.  This will allow people to know which games are good and working.  Hopefully we will get a good list going here.

Thanks.

If it takes off I will rename the server to be Amiga.org's server.

Title: Re: Kaillera Server for Amiga.org
Post by: mihcael on March 23, 2009, 12:59:46 AM
Thses are known to work!

Alien Breed SE
Alien Breed 2 AGA
Alien Breed - TA AGA
Arcade Pool
Arcade Snooker
Banshee
Bloodwych
Bubble Bobble
Rainbow Islands
Parasol Stars
Chaos Engine
Dalek Attack
Dynablaster
Gauntlet 2
Golden Axe
IK+
Indy Heat
Super Off Road
Jaguar XJ220
Lemmongs
Lotus I, II and III
Midnight Resistance
Miniskies Furballs
Nitro
North and South
Pang
Qwak
Rodland
Sensible Golf
Sensible Soccer
SWOS
Silkworm
SWIV
Ski or Die
Speedball 2
Supercars 2
The Settlers
Wipoe Out
Worms

PD Games-
Biplanes
Dogfight
Chopper Attck
Parachute Joust
Tanx
Tanx and Stuff
Gravity Force
Gravirty Power
Scorched Tanks
Llamatron
Super Foul Egg
Blitz Bombers
Pong
Sneech
Pengo




Title: Re: Kaillera Server for Amiga.org
Post by: Claw22000 on March 23, 2009, 05:45:43 AM
Never knew some of those game were even multiplayer.  Thanks a lot.  Well servers up and as soon as I figure out how to get it working with my registered version of WHDLoad I'm all over some Amiga Gaming action in the mean time every one is free to make use of the server please let me know if you find it useful or if you have problems with it...

Thanks

Claw
Title: Re: Kaillera Server for Amiga.org
Post by: bloodline on March 23, 2009, 11:11:09 PM
I've always wanted to give kaillera a go... But couldn't really be bothered... anybody fancy giving a two player Lemmings a go with me?
Title: Re: Kaillera Server for Amiga.org
Post by: LoadWB on March 23, 2009, 11:58:24 PM
Oh, man, multi-player Sneech would be cool.  Hey, was there ever an NTSC-friendly version released?

Ooo, Bubble Bobble, Gauntlet 2, and any good flying-fighter game would be fun.  I can't wait until summer when I have more time to play around!
Title: Re: Kaillera Server for Amiga.org
Post by: zyphoid on March 24, 2009, 03:33:43 AM
ok novice here..explain how I can take advantage of this
Title: Re: Kaillera Server for Amiga.org
Post by: Claw22000 on March 24, 2009, 08:05:46 AM
well its pretty easy. First google for kaillera winuae. I would post a link but Im typing this on a PSP
Title: Re: Kaillera Server for Amiga.org
Post by: motorollin on March 24, 2009, 09:07:40 AM
Quote
Claw22000 wrote:
not many people taking advantage of the multilayer abilities of A1200.

Does Kaillera work with a real Amiga then?

--
moto
Title: Re: Kaillera Server for Amiga.org
Post by: jj on March 24, 2009, 09:46:24 AM
From memory its only an emulation thing.  Amiga would not have the horsepower
Title: Re: Kaillera Server for Amiga.org
Post by: motorollin on March 24, 2009, 10:10:49 AM
I guess since this works with WHDLoad games, what WinUAE is actually doing is capturing all the mouse/joystick/keyboard events, sending them to the other player's WinUAE which decodes them, and then simulates the corresponding player's mouse/joystick/keyboard events. Surely this could be done with hardware. Something like this maybe:

(http://i298.photobucket.com/albums/mm244/motorollin/aorg/Kaillera.png)

The red lines represent player 1's joystick movements and the blue lines player 2's. The "Kaillera box" passes the player's own joystick movements straight through to the Amiga's joystick port. It also somehow encodes them and communicates them, through the network, to the second player's "Kaillera box". This decodes the joystick movements and outputs them to the player 2 joystick port.

It's totally hardware-based. As far as the Amiga is concerned, there is a real joystick plugged in to the port.

Could something like that work?

--
moto
Title: Re: Kaillera Server for Amiga.org
Post by: jj on March 24, 2009, 10:53:32 AM
Yes it could be made to work.  After all all the other way is doing the same thing but in software.
Title: Re: Kaillera Server for Amiga.org
Post by: AJCopland on March 24, 2009, 11:27:23 AM
That can't be all that its doing though, otherwise the lag  between the two machines would cause them to become hopelessly out-of-sync quite quickly.

If the messaging was instantaneous, i.e; quicker than a single clock tick of the cpu. Then you wouldn't have to worry about the input drift differences between machines. But in practice communication isn't instantaneous.

Its possible to overcome it of course. The software does after all. Is it open source?

Andy
Title: Re: Kaillera Server for Amiga.org
Post by: motorollin on March 24, 2009, 12:26:57 PM
Quote
AJCopland wrote:
That can't be all that its doing though, otherwise the lag  between the two machines would cause them to become hopelessly out-of-sync quite quickly.

If the messaging was instantaneous, i.e; quicker than a single clock tick of the cpu. Then you wouldn't have to worry about the input drift differences between machines. But in practice communication isn't instantaneous.

Ahh, so the other player would not respond immediately due to latency of the communication, so what is happening on one Amiga might not reflect what is happening on the other. Is that what you mean?

Quote
AJCopland wrote:
Its possible to overcome it of course. The software does after all.

Presumably the software can synchronise the two emulators so that what happens on one precisely represents what is happening on the other. I don't see how that could be achieved on a real Amiga without changes either to the hardware, and/or the software. Perhaps WHDLoad could be modified in some way to send/receive the required information to keep the games in sync.

--
moto
Title: Re: Kaillera Server for Amiga.org
Post by: bloodline on March 24, 2009, 01:04:44 PM
@moto

Hey Mark, shall we give this thing a go? What multiplayer games do you have?
Title: Re: Kaillera Server for Amiga.org
Post by: motorollin on March 24, 2009, 01:59:48 PM
I've got loads of multi-player WHDLoad games on my A1200, but I haven't got WinUAE set up. I could try to run it in Parallels but I don't know how well it would run. I'll give it a go though and let you know!

--
moto
Title: Re: Kaillera Server for Amiga.org
Post by: bloodline on March 24, 2009, 02:11:10 PM
Quote

motorollin wrote:
I've got loads of multi-player WHDLoad games on my A1200, but I haven't got WinUAE set up. I could try to run it in Parallels but I don't know how well it would run. I'll give it a go though and let you know!

--
moto


Cool, let me know how you get on :-)
Title: Re: Kaillera Server for Amiga.org
Post by: motorollin on March 24, 2009, 02:14:30 PM
Ok, just tried WinUAE Kaillera version in Parallels and it was, unsurprisingly, awful. I tried XTR and after two frames, the computer cars were already gone :lol: Shame I don't have a Windows machine to try this out! :-(

--
moto
Title: Re: Kaillera Server for Amiga.org
Post by: Claw22000 on March 24, 2009, 07:45:40 PM
Quote

motorollin wrote:
Quote
Claw22000 wrote:
not many people taking advantage of the multilayer abilities of A1200.

Does Kaillera work with a real Amiga then?

--
moto


I'm not too sure on that one yet however I wouldn't think it would be that hard to port it to a tunneling software capable of allowing you to do this.  Basically if it hasn't already been done all you need to do is get the Kaillera source and have it connect and instead of emulation the port in WinUAE or Mame or some other emulator just have it send the info to the actual serial port of the PC so the Amiga can then think its connected to a Modem/Amiga

Title: Re: Kaillera Server for Amiga.org
Post by: motorollin on March 24, 2009, 08:22:59 PM
@Claw22000
But how would existing software know that it is supposed to send its keyboard/joystick/mouse events to the other machine and listen for events coming back?

--
moto
Title: Re: Kaillera Server for Amiga.org
Post by: Jose on March 24, 2009, 09:12:46 PM
I don't think it would work on a real Amiga, at least on the games that bang the hardware. This is the kind of thing that I'd love to see implemented in WHDLoad (which I finally registered 2 weeks ago BTW  :-))...
Title: Re: Kaillera Server for Amiga.org
Post by: lionstorm on March 24, 2009, 10:12:18 PM
KickOff2 works too.
die hard fans are even making tournament here : http://www.ko-gathering.com  :-)
Title: Re: Kaillera Server for Amiga.org
Post by: Claw22000 on March 25, 2009, 03:01:34 AM
Yeah I just registered WHDLoad Myself.  I think that the games that are supposed to support play Via Modem/Serial Cable should be able to be setup through some tunneling software.  Even if its not Kaillera.  
Title: Re: Kaillera Server for Amiga.org
Post by: Jose on March 25, 2009, 08:48:59 PM
Somewhere in the WHDLoad docs it says that all games that hit the hardware and mess with interrupts risk hanging / crashing the machine if you leave a TCP/IP stack working because that uses interrupts... So probably not even that is possible unfortunately.
Title: Re: Kaillera Server for Amiga.org
Post by: Claw22000 on March 26, 2009, 08:52:42 AM
The PC would be handling all the TCP/IP stuff. Amiga serial--> PC serial. PC --> internet. Running tunneling software of course. Im typing from my PSP right now so will give a better explanation tomorrow.

Has any one tried the server yet?
Title: Re: Kaillera Server for Amiga.org
Post by: motorollin on March 26, 2009, 09:05:30 AM
Quote
Claw22000 wrote:
The PC would be handling all the TCP/IP stuff. Amiga serial--> PC serial. PC --> internet. Running tunneling software of course.

You can do that already. I've done it using the Mac software Multicom. It bridges between combinations of TCP server, TCP client and serial port.

- P1 Amiga would connect to Serial->USB->Mac
- P1 Mac runs Multicom bridging serial port to TCP server
- P2 Mac runs Multicom bridging TCP client (connected to P1 Multicom) to serial port
- P2 Amiga connected to Serial->USB-Mac

I have done this, but not with Amigas. I have no idea how well it would work considering latency etc, and of course it would only work at all with games which are designed to use a serial port for multiplayer. Something built in to WHDLoad to enable all multiplayer games to use the serial port would provide a solution.

Quote
Claw22000 wrote:
Has any one tried the server yet?

Bloodline and I were going to, but I don't have a Windows box and UAE is too slow under Parallels :-(

--
moto