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Netplay

One player hosts, others join by IP. The emulator runs with rollback netcode, the same approach fighting games use, so inputs are predicted and corrected rather than waited for.

Beyond the game itself, the room is shared: player poses are broadcast, so you can see each other as avatars, and objects stay in sync. The core and the ROM can be transferred to whoever does not have them.

Open the NET tab. One person hosts; the others enter that machine’s address to join.

The NET tab: a Multiplayer (LAN) panel with a player name field, a Host Game button, and a host IP field with an on-screen numeric keypad.

Both machines need to be able to reach each other on the network. Across the internet that means port forwarding, with all the usual difficulty that implies.

  • Very lightly tested — expect desyncs.
  • Both ends need the same core and the same ROM.
  • There is no matchmaking, no lobby list and no NAT traversal. It is an IP address.