NetPlay Setup

Now that your Dolphin is ready for playing the game, we can move forward with hosting/connecting to NetPlay sessions.

Warning

Make sure to utilize a wired (Ethernet) connection when engaging in NetPlay. Wireless (Wi-Fi) connections are prone to instability and can result in issues such as lag and instability during gameplay.

Note

The guide doesn’t include instructions for setting up NetPlay via server browser, as Dolphin already provides documentation on configuring this feature. However, if you’re familiar with the process, you’re welcome to utilize this option.

Hosting NetPlay

Host with Netplay

Right Click > Host with NetPlay

_images/ns-host_with_netplay.png

Verify and Copy Information

Verify you are hosting Kirby Air Ride Hack Pack > Copy Room ID > Ensure Dolphin Revisions match.

_images/ns-host_with_netplay2.png

Finalize Setup

Share the code with your NetPlay partner to facilitate their connection. Afterward, adjust your buffer settings. There isn’t a specific formula to follow for buffer settings. Instead, gradually increase the buffer until you achieve consistently smooth 60FPS gameplay. Adjusting the buffer in this way should help optimize the gameplay experience.

Important

Ensure you are setting up your Gecko Codes, located at the bottom of the page.

Connecting NetPlay

Connect to Netplay

Tools > Connect with Netplay OR Browse NetPlay sessions

_images/ns-connect_with_netplay2.png

Traversal Connection

Connection Type Traversal > Input Code received from Host

_images/ns-connect_with_netplay2.png

Configuring Gecko Codes

Accessing Gecko Codes

Previously covered in the Dolphin Setup, you will navigate to the Gecko Codes and ensure your Fullscreen codes are enabled.

Right Click Game > Properties > Gecko Codes Tab

_images/ns-gecko_codes.png

Fullscreen Codes

You will set fullscreen codes corresponding to your GCN controller port as shown above.

Note

Using fullscreen codes normally cause a desynchronization on a frame within the thousands, but it typically isn’t game-breaking. You can generally ignore this desync unless players exhibit erratic movement or get stuck on walls.