Już jakiś czas temu pojawiła się nowa wersja tego pluginu do gry w sieci dla emulatorów Nintendo 64 (aczkolwiek autor aqwertyz poleca ją przede wszystkim do pracy z Project64 1.7). W obecnej wersji plugin wierząc wpisom na forum p64 sprawuje się świetnie, warto też w razie problemów z jego współpracą zerknąć na wątek na forum projektu64 (wystarczy się zarejestrować;P)
W nowej wersji 0.20 dodano możliwość "chatowania" i tzw. tryb "golf mode" służący do obsługi tylko jednego tytułu Mario Golf 64.
- Added chat.
- Added support for Memory Pak.
- Added "golf mode".
- Corrected the version numbering to reflect the current version (version 0.12 reported to the emulator that it was version 0.1)
- The NetPlay dialog (that lets you adjust lag) now appears immediately when the game starts. If a game is running and you want to configure the underlying controller plugin, go to Configure Controller Plugin
- Fixed a bug that sometimes caused a crash when the emulator was closed
- Increased the maximum lag to 60 frames
- Fixed a bug that made it impossible to run the server on Windows XP
- Unzip the dll into the Plugin folder.
- Open Project64 and select AQZ NetPlay as the input plugin.
- Go to Options, Configure Input Plugin. Select and configure an input plugin to use. My netplay plugin basically acts as a middleman, relying on a normal input plugin to read input from the keyboard/controller. Only plugins in the same directory as my plugin are listed. Also, my plugin does not work with Jabo DirectInput7 1.7, but it does work with Jabo DirectInput7 1.6 that comes with Project64 1.6. When you have selected and configured an input plugin, click OK.
- Pick a game to play. Send the save file for that game to each player you plan to play with. The save file is located in the Save folder by default. If each player does not have the same save file, the emulators will probably desync.
- Open the game. A message will appear telling you to plug in controllers for each local player. Click OK.
- The config window for the plugin you have selected will appear. Check the "Controller is plugged in" check box for each player playing at your computer. (For example, if 3 people are planning to play, 2 people can play at one computer and the 3rd person can play at another computer.) Which controllers you decide to plug in (player 1, 2, etc) does not matter. My plugin will automatically assign each player to player 1, 2, etc automatically when the game starts. Finally, if you want to be a spectator and just watch, uncheck all 4 "Controller is plugged in" check boxes. When you are done, click OK.
- The connect window will appear. Decide who will host the game. This person must leave the host box blank, pick a port number (the default, 27999, should work fine), and click Start Server. A message from a firewall may appear. Be sure to click Allow. Also, if the host is behind an NAT (home router), the host must forward the port they selected to their computer. Google how to do that if you don't know. Every other player should enter the IP address of the host in the host box, choose the port the host chose, and click Connect. When everyone has connected, click Start Game. (Note: If anyone is using WiFi (excluding spectators), the game will probably be laggy unless they have a strong signal with low interference. You're better off using an ethernet cable.)
- Once the game starts, go to Options, Configure Input Plugin. A window will appear. Here you can adjust the lag setting. Set the value as low a possible. If you set it too low, the game will not run at full frame rate. However, the higher you set it, the more delay between the time when you press a key on your keyboard or button on your controller and the time that information reaches the game. The optimum lag is dependent on the connection latency (ping) between the host and each of the other players.