Hacking Pokken Mode Lan with GX2

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Masterwin

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Hello, today I bring the demonstration of how it works pokken in lan mode with GX2
Now let's test mode Lan to use virtual network, as hamachi , Tunngle , xbslink .
The idea is to get a virtual lan mode for everyone! future virtual network.
If you understand how it works and want to help, any help is welcome , thanks!



This test was performed with 2 WiiU in local network with WIFI connection ,
the lan cable is not required.
http://www.serebii.net/pokken/lanbattle.shtml
we have used the method B

Connection B - Wireless Networking

The second method is another that runs over a standard wired network. This works with the Wii U's wireless capabilities which can result in some interference, but should run smoothly.

Hardware Required
2 Wii U with GX2
2 backup Pokkén Tournament software
2 TV/Monitors
1 Wireless Router

Setup
On both Wii U consoles, go into Settings > Internet > Connect to the Internet and select the Wireless option. Make sure both Wii U consoles are connected to the same access point.

edit the post with instructions to use this method , when we finish testing, Thank you!
 
Last edited by Masterwin,
all this and consult with @dimok and @NWPlayer123 before posting, it thought it was possible to work and we will keep trying to get it to work in virtual network.

I do not need to lie.
 
I guess it should work perfectly fine indeed in Loadiine if you use LAN mode.

But I'm not sure it will work nice with virtual networks because of the additional internet lag.
 
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I guess it should work perfectly fine indeed in Loadiine if you use LAN mode.

But I'm not sure it will work nice with virtual networks because of the additional internet lag.

we have conducted several tests with xbslink ,
we have managed to connect , but not start the fight , continue testing
 
This reminds me of when I was using hamachi with Starcraft1 :)

And I wonder if a local/remote server for games (ex: Splatoon/Mariokart8...) could be made to emulate server side operations (like StarFriend for Starcraft 2).
Client side, you would just have to connect on a router that redirects the Dns required by the games to this custom server (or change the WiiU DNS to a DNS that does the same thing).

This would improve local testing for game modding and avoid being banned after messing testing things online with splatoon.

Nice idea anyway, have fun !
 
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Will this work with one console running loadiine, one console running the disk version with two usb lan adaptors?
 
If the Wii U is anything like the Xbox 360 the console detect the high latency (over 15ms I think?) and stops the connection. On Xbox it was done so people would pay for Xbox Live instead of using Xlink but they could be testing the latency for quality purpose only on Wii U.
 
Wii U with GX2?
Isn't GX2 the main library used for handling graphics on the Wii U, ergo, all Wii U's have it?

Why is there no mention of Loadiine?
Why not simply specify "Loadiine GX2"?
 
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Oh ok, reading further; this is still in testing? Pokken via 2x lan adaptors and a cross-cable still not working with loadiinegx2?
 
This is actually very impressive work. It looks very smooth for a wireless lan connection.

I'm guessing the problems you need to iron out/test are related to using this over software like Tunngle and Hamachi. As has been mentioned if the WiiU doesn't stop the connection for latency issues this could prove to be a very cool way of playing online using Loadiine.

What are the problems you have encountered so far? I know you have been able to connect but what has the ping time been like and what happened when tried to start the fight?
I have a EUR and Pokken Tournament on Loadiine GX2 if you need any testers for anything. I'm based in the UK
 
So just to clarify;
currently, this will work if you keep the latency super low, ie using a local network / preferably hard-line connections?
 
Yeah it should do. The problem comes in when you start trying it over a WAN connection. Nintendo's servers don't have that issue as they load balance and do all the network commnication locally. If you were to use a Peer to Peer connection, like the connections provided by Tunngle and Hamachi, you have to make sure that all the players within that Virtual Network are capable of processing what can be large amounts of data quick enough to reduce latency. This is where the testing comes in as neither player will be able to guaranteee the quality of the connection until they connect to each other.
 
That's awesome, I just want to test pokken on LAN.

Can you just hard line 2 WiiU's together?

Or do you need to use a switch for IP data?
 
Yeah, that's an option. I just wanted the most minimal setup possible for latency.
So I'm hoping you can just hardline 2 consoles directly together.
 

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