Netplay
This is a hub for various information about netplay. Most info was gathered from the guys over at /vr/, so if you have any questions or need someone to play retro games with, visit their IRC channel at #/vr/_Netplay on rizon.net & and their official website here
- Before we begin;
- The term 'netplay' is occasionally used as a general descriptor for online play, which is the subject of this page. This usage, however, may cause confusion for those unfamiliar with the term's nuances. It is essential to differentiate 'netplay' from the local multiplayer over internet functionality offered by some emulators, which was discussed in detail above.
- Port forwarding: You should note that some emulators and clients may require you to forward your ports. To do that, follow the Port forwarding guide for netplay.
Methods for playing multiplayer games
[edit | edit source]You have two options;
Local multiplayer
[edit | edit source]This section will cover consoles that originally supported local multiplayer, either through LAN connections or traditional couch co-op. Out of convenience, handheld consoles that required link cable or wireless within a small distance in the same room between two units will be considered local multiplayer as well.
Playing local multiplayer over internet
[edit | edit source]You have three options for playing local multiplayer over internet;
- #LAN tunneling programs - Needs to be supported by the emulator to support games that utilized the original system's local multiplayer functionality which the game utilizes.
- #Streaming programs - If emulated system had multiple controller ports for couch co-op and game supports it as well, you're all set...
- #Netplay - The emulator needs to implement Netplay to support games that utilized the original system's local multiplayer functionality which the game utilizes.
- Before diving in
First you need to know which consoles had local connection capabilities over via LAN or wireless technologies, this type is usually good with #LAN tunneling programs;
- System Link feature on Xbox consoles
- LAN tunneling feature on PlayStation consoles
- Local wireless connection using Ad-Hoc feature on PlayStation handhelds (PSP connectivity, Vita communication)
- LAN Tunneling feature on Wii U
- Local connection features on Switch and Switch 2
- GameCube thanks to Broadband Adapter
There are niche cases though, for example, some systems designed to use a proprietary wireless format that makes #LAN tunneling programs compatibility virtually impossible. The DS/3DS uses NiFi (Nintendo Wifi) which has no TCP layer unlike regular wifi. Because of this, it demands that incoming packets have to be received pretty much instantly, which is not really possible with online connection (Local connection over Internet),[1] because of this the 3DS/DS will just instantly disconnect you from the game. That is why the emulators usually has own solutions for this type of connections;
- Local Wireless connectivity and Download Play features on NDS (See emulators own solution for this one)
- Download Play feature on 3DS (See #Netplay section for this one)
And then, most systems had either multiple controller ports for couch co-op or link cable support for local multiplayer/simple communication, this type is good for their convenience with #Streaming programs or #Netplay;
- Most systems
- Connectivity features on GBA
LAN tunneling programs
[edit | edit source]These kind of programs usually creates/uses a network configuration that creates a virtual LAN connection and then allow systems to network with each other over the internet simulates connecting over LAN. This allows you to play games that support LAN multiplayer mode with others over the internet, as if you were all on the same local network, replicating the fun of a LAN party or LAN gaming center but without needing to be in the same physical location. Some programs even offer additional features like lobbies and chat, further enhancing the online experience. LAN tunneling software isn't just for PC games, for example, XLink Kai supports lots of system if the system and game supports LAN/local connection. This means you can use some of these LAN tunneling programs for your consoles as well. See PCGamingWiki: List of games with LAN multiplayer on PC, or see Consoles category for individual dedicated system pages to see LAN tunneling support and compatibility.
| Name | Active | Recommended | Notes |
|---|---|---|---|
| XLink Kai | ✓ | ✓ | Been around forever, works with 15+ consoles (PS2, PSP, Xbox, Switch, etc.) and most emulators (PCSX2, Xemu, Dolphin, etc.). Massive community support. |
| GameRanger | ✓ | ✓ | Focused on classic games with built-in lobbies, voice chat, rankings, and matchmaking. Supports over 700 curated titles. Primarily uses virtual LAN tunneling for seamless integration, but following the 2014 GameSpy shutdown, added support for many former GameSpy games by adapting them to its system, often shifting to LAN mode or providing alternative hosting. Not a full GameSpy protocol emulator like OpenSpy; ideal for supported games but limited to the curated list. Secure, stable, low ping. |
| Lanemu | ✓ | ✓ | A fork of P2PVPN. Simple, reliable, and requires no central server (more private, won't go down if a company shuts down). Good for small, private, or secure sessions. |
| ZeroTier | ✓ | ~ | Extremely powerful, fast, and great for technical users/work, but the desktop UI isn't ideal for casual gaming. Can be overly complex for simple LAN tunneling. |
| pLAN Revive | ✓ | ~ | P2P functionality likely similar to Lanemu, but less current community/development. |
| Radmin VPN | ✓ | ~ | Praised for being easy "install-and-run," but may have fewer features or community for dedicated retro-LAN-gaming compared to the top picks. |
| Hamachi | ✓ | ~ | The OG, works everywhere, but notorious for restrictive 5-user limits on the free tier, slow speeds, and setup issues (often needs port forwarding/config). |
Also, there are other solutions exists, such as built-in server for PPSSPP called Ad-Hoc PRO Online (using local multiplayer over internet thanks to PSP's Ad-Hoc feature). See PlayStation Portable emulators#Connectivity section for more information.
Streaming programs
[edit | edit source]if the game supports local co-op option, you can use streaming software for playing with your friends over the internet replicating the fun of a couch co-op experience but without needing to be in the same physical location.
- Parsec is a program to allow streaming local multiplayer games to others over the internet. Parsec only supports hosting from Windows or macOS. Windows, Mac, Linux, Android and web browsers can connect to Parsec hosts however.
- Steam Remote Play Together can be used to allow games in Steam to be played with people through streaming. You can add emulators and any non-Steam games into your library by clicking "Games" from the title bar, and click "Add a non-Steam game to my library". Remote Play Together is supported on any device that can run Steam, and is the only option for hosting from Linux. Additionally, Android and iOS can connect to games via the Steam Chat app, making this the only option for iOS as a client.
- Sunshine is self-hosted game stream host for Moonlight project (formerly Limelight).
- NVIDIA GameStream, similarly to Sunshine, it was using Moonlight project but in late 2022 NVIDIA announced that they have chosen to discontinue their NVIDIA GameStream technology.[2]
Netplay
[edit | edit source]Netplay enhancement feature implementations for emulators and middleware such as GGPO; typically with the help of rollback networking technique, pure Peer-to-Peer connections or only use servers for matchmaking section, allowing for players across the globe to play the same game that has the local multiplayer capability as if they were in the same room. Emulator netplay is NOT perfect. Desyncs WILL occur very often. Choppy/stuttery gameplay is also very common, and sometimes there is controller input lag, or even takes several consecutive tries for the game to stay synced well enough to enjoy some multiplayer action. This type of connection have potential to just instantly disconnect you from the game. You need to try again until it works. When using netplay, make sure not to have anything downloading (torrents, YouTube videos, etc.), try not to move the emulator window around, or switch focus to windows other than the chat/Kaillera window and emulator, or you risk desyncing the game. It's highly recommended to use a controller. Some emulators still register input from keyboards while you're chatting on separate chat windows.
Nintendo consoles
[edit | edit source]- NES
- RetroArch *: FCEUmm, QuickNES, or Nestopia[3] cores support netplay. Save states cannot be used during netplay, and bringing up the menu screen will cause disconnection.
- Mesen: Mesen has a netplay feature, available by going to Tools -> Netplay. Hamachi (and other methods) or a port forward is required.
- VirtuaNES *
- Mednafen *: FCEU core
- Nestopia *
- RockNESX 2.0: A very old NES emulator. Has a very nice interface but the documentation doesn't indicate what ports it uses, so you're limited to using a VPN like Hamachi. The author did away with netplay in more recent versions.
- Jnes: Still shows signs of being updated, but it absolutely HATES anything other than stock Kaillera. I'm not sure if it's possible to get it to work.
- SNES
- RetroArch *: Snes9x or bsnes cores.
- Snes9k
- Mednafen *: bsnes core
- ZSNES *
- Mesen (and obsolete version Mesen S): Mesen has a netplay feature, available by going to Tools -> Netplay. Hamachi (and other methods) or a port forward is required.
- Fightcade: SNES rollback netplay, experimental
- Nintendo 64
- Project64 Netplay *
- Project64k *
- Project64 v1.7 *
- gopher64
- Project64KSE (specifically built for Super Smash Bros. and mods of it)
- GameCube / Wii
- Dolphin: This guide should help, although it should be noted that netplay is not perfect. This is for playing with other Dolphin emulators.
- Slippi: The best option for Super Smash Bros. Melee specifically, as it features rollback netcode and online matchmaking for it.
- Game Boy
- TGB Dual Vol. 8.3.1 *
- RetroArch: SameBoy and TGB-Dual cores.
- Game Boy Advance
- My Boy
- VBA-M
- 3DS
- Citra had Netplay support for Download Play feature supported titles? Current situation with Citra#Forks is unknown, placeholder text.
Sega consoles
[edit | edit source]- Master System
- Kega Fusion *: Besides RetroArch, this is really the only one worthwhile netplay option for systems older than the Saturn. It emulates practically every single console and peripheral prior to the Saturn, all while allowing for some decent netplay capabilities on the side.
- Mednafen *: SMS Plus core
- Genesis/Mega Drive & Peripherals
- GENS *: An acceptable alternative to Kega Fusion. While it only emulates Genesis/Mega Drive, Sega CD and 32X, it uses Kaillera for online multiplayer, which is helpful in case you get consistent desyncs while using Kega Fusion.
- Mednafen *: Genesis Plus core is experimental but mostly functional; 2 players only.
- Fightcade: Supports Genesis games.
- Saturn
- Mednafen *
- Dreamcast
- Flycast Dojo: Netplay fork of Flycast supports Dreamcast games. Also featured in Fightcade for NAOMI & Atomiswave emulation.
Sony consoles
[edit | edit source]- PlayStation 1
- DuckStation GGPO fork
- Arkadyzja: matchmaking frontend for DuckStation Netplay & Flycast, in the style of Fightcade.
- DuckStation Pull request for rollback netplay implementation
- Mednafen *
- ePSXe 1.60 *
- PlayStation 2
- PCSX2 (unofficial netplay build): Netplay has never officially been added to PCSX2, but someone tried making their own branch a few years ago to implement it. Only about seven fighting games work, and the project has since been abandoned. There is a feature request for this.
Other
[edit | edit source]None of the existing emulators for the following Sony devices currently offer solutions for local multiplayer emulation through netplay.
Arcade
[edit | edit source]The many platforms that conform to the term "arcade" have got to be considered the most extensively researched and emulated platforms in existence. Choosing the right emulator is quite a daunting task since there are so many different versions that accomplish the same thing in almost imperceptibly different ways. Branching off from a standard official emulator that, by itself, is commonly regarded to leave much to be desired.
- MAME32 Plus Plus *
- Kawaks 1.63 * (And later versions)
- Kaillera
- Fightcade: A matchmaking platform bundled with different arcade and home console emulators with P2P online play. Core multi-arcade emulator based off of FinalBurn Neo with a custom implementation of GGPO for rollback netplay. Also has support for NAOMI and Atomiswave games via Flycast *, now also with rollback.
- Arkadyzja: matchmaking frontend for DuckStation Netplay & Flycast, in the style of Fightcade.
- GGPO: Arcade emulator built around netplay. Pioneered rollback netplay, widely considered to have the best multiplayer netcode available. It's so great that its used in some more recent commercial games. The only disadvantage is that you need to open ports to use it, and it's severely limited to games that were made or modified specifically to use this technology. Originally built on the same emulator as Fightcade, FinalBurn Alpha.
- NullDC BEAR: A Serverless, self-contained package for online Retro Games, Supports: Naomi, Dreamcast, Atomiswave via custom build of NullDC. NES, SNES, PSX, Sega Saturn, Sega Megadrive, Gameboy Advance, Gameboy Color, Neo-Geo Pocket via Mednafen.
- MameHUB: Said to have a comparable netcode to GGPO, it's also capable of emulating console games through MESS. However, using MameHUB requires registration, and the frontend, is coded in Java, is an absolute resource-hog which heavily impairs your gaming experience if you're using a low-end computer. You can join a game that's already in session. Newer versions of MAMEHub use much fewer resources.
- Supermodel-dojo fork
Other systems
[edit | edit source]- Amiga line
- FS-UAE: Netplay info and guides for FS-UAE
- AmigaLive project : FS-UAE Front-End
- NEC
For both the PC-Engine (US: TurboGrafx-16) and the PC-FX, check:
- Mednafen *: Option for both accuracy and fast cores.
- RetroArch
- Fightcade: Supports only Hu-Card games.
Online multiplayer emulation
[edit | edit source]- Main article: Preservation projects#Private platform servers
- Main article: Preservation projects#Private game servers
- Main article: Category:Online services
Some consoles and systems offered during their lifetime options to connect to the internet (or similar services) to play against other people online.
While most of these servers went defunct, some of them are (or were) still up and the emulators were developed far enough to be able to interface with the actual official servers. The others had replacement servers, that could host both real hardware players and PC emulator users. However in many cases emulator users were banned over cheating or concerns that emulation lag gave them unfair advantage (which is the case with Wiimfi's project, and some of its associated game mods that took it a step further to prevent the game from running on emulators).
Requirements may include:
- images of network certification files ripped from real hardware, which might be further complicated by the fact that the ones distributed online are much more likely to be banned. This is the case for Wii and Wii U online.
- if using custom servers, patching out the original URL addresses in the game to point at the newer servers instead. This is achieved either through Action Replay/Cheat codes, or modifying the game's image with dedicated tools.
- See #Hardware features and peripherals of each dedicated console/system page for further details about online multiplayer and service emulation.
Microsoft consoles
[edit | edit source]- Main article: Xbox Live
Sony consoles
[edit | edit source]- PlayStation 2
- PCSX2: Has an option to connect to Sony's own servers (or replacement servers) provided the game is still up. See Early online services: Network Adaptor for PS2 section for more information and check out Online PS2 games to see what games still have servers up.
- PlayStation 3
- Main article: PlayStation Network
Hen PS3 or CFW capable of connecting a private server using the dns change method. RPCS3 provide server for ps3 and emulator to play with each other
- Private server list:https://docs.google.com/spreadsheets/d/1Wn2EkQj_bZpgrT-xiDbqHkx91jcCHn34nXkl2Sv0GOs/edit#gid=0
- https://wiki.rpcs3.net/index.php?title=Help:Netplay
- https://derole.co.uk/modnation/
- PSP (Infrastructure mode)
- Main article: PlayStation Portable emulators#Connectivity
Nintendo consoles
[edit | edit source]- Wii and Nintendo DS
- Main article: Nintendo Wi-Fi Connection
- Because Nintendo shut down its servers for Wi-Fi, it can't be connected to. Wiimmfi is the only option, but Dolphin will not be able to connect normally, as you require a normal Wii's files. This guide has instructions on how to get the certificates needed to connect to their servers, but do note that you cannot connect if you cannot run the game full speed. This also includes lag spikes that may occur. Your emulator will be banned from the servers if the game is unable to run full speed. It's more recommended to connect via your Wii since you require files from it to play it on Dolphin, and it's risky to try with Dolphin regardless. CFG and USB Loader GX both support Wiimmfi without patching the game and do it on the fly. Looking into different custom servers than Wiimmfi is another option.
- DeSmuME: Main version 0.9.7 used to include an option to connect to Nintendo's own servers, and later, the custom servers. It works pretty well. However, since the project maintainers had creative differences and decided further development on it is to stop, it was never developed any further and as such existed for a long while as unofficial forks requiring an Ethernet connection (though further workarounds were found to enable any kind of connection). Very recently, it was added back in that state to the main builds.
- melonDS: A newer DS emulator by the developer who used to work on that feature. It has stable support for official Nintendo WFC games (see also this list) when connecting to fan servers like Wiimmfi (see also this list). However, local wireless (NiFi) multiplayer over the internet (native netplay) remains unstable due to the DS hardware's zero-latency requirements. For these local wireless games, using remote play software like Parsec to share a single-PC local play session is more reliable.
- Wii U and Nintendo 3DS
- Main article: Nintendo Network
- Cemu: Supports online play pretty well, however custom servers are still not up so you'll have to risk your own Wii U's network certification files to use this feature. See Cemu Online Play Official Guide.
- Switch
- Main article: Nintendo Switch Online#Emulation of the service
Sega consoles
[edit | edit source]- Dreamcast
- Main article: Early online services#Dreamcast Online services
- Flycast: Thanks to DCNet feature implementation it is auto-configured to connect to Dreamcast Live servers for games that are supported. Also supports networking for NAOMI arcade games.
When trying to hit "Homepage" in game, ocasionaly crashes the emulator, but some games like PSOv1, Samba de Amigo and first revision of Jet Grind Radio are crashing only when exiting the browser. Planetweb browsers get stuck while loading pages.
Other systems
[edit | edit source]Status of various other consoles and their emulation of online features down below, see #Hardware features and peripherals of each dedicated console/system page for more information about these. Also see Cross-platform play.
- Satellaview (SNES): Custom broadcasts already can be emulated on bsnes-plus, see Early online services page for more information.
- XBAND (Genesis/SNES/Saturn): SNES XBAND emulation revival WIP, see Early online services page for more information.
- GB Online Adapter (GBC/GBA): WIP, see Game Boy/Game Boy Color emulators#Hardware features and accessories section for more information.
- Android: Emulators can already connect online.
Inactive online feature development:
- Sony online services for PSV, PS4 and PSM: custom servers up for some games, nearly no emulation interest at the moment though (maybe other than PS4). See those systems pages for more information about them.
- Horse betting service modem (NES, SNES), WonderSwan online (WSC), PS1 online (PS1/i-mode): zero interest, see Early online services page for more information.
Methods for sharing single-player experiences online
[edit | edit source]While memory card files, hard drive images, or save files for various emulators allows you to share your single-player game progress with your friends (sharing a controller on the couch over internet), it's far from a seamless process compared to sharing emulator's save states. Furthermore; for some systems, there are even more convenient solutions are available nowadays.
- Your Turn!
- There is a new app called "Your Turn!" for simulating sharing a controller on the couch but over internet. This is different than #Playing local multiplayer over internet solutions, due to focusing on sharing a controller for singleplayer experience using emulator's save state enhancement.[4]
How it works:
- You and your friend load the same ROM on the same emulator on your devices (Currently supported emulators for BETA: John GBA or John GBC - lite or otherwise)
- Open the Your Turn! app and invite your friend to start a game.
- Take your turn, save the game using the emulator’s save state, add a note, and upload it in the app.
- Your friend gets a notification, reads your note, downloads your save, and plays their turn.
- Repeat back and forth - just like passing the controller! See their discord channel.
- Streaming programs
- Another option is using low-latency focused streaming programs for this.
Scheduling gaming sessions
[edit | edit source]GameDate is a public, anonymous platform for scheduling gaming sessions. It solves the discoverability problem for dead games, niche mods, retro netplay, and anything else that has players but no coordination mechanism. No account required. No downloads. Just pick a game, set a time, and share.