By ragnaroky1.
Rollback netcode for Ultimate Marvel vs. Capcom 3 (Steam, PC). It replaces the game's built-in delay-based online play with rollback netcode (GGPO) during online matches between two players who both have the mod. it has been vibecoded (sorry Pat and Woolie)
This is a BETA. It has been tested between two PCs. Expect bugs. Please read Risks before installing.
- Both players install the mod and play a normal Player Match through the game's own online menus.
- When the fight starts, the mod takes over the match netcode with rollback. When the match ends, control goes back to the game.
- If your opponent does not have the mod (or has a different version), the game's normal netcode is used.
- A status overlay at the top of the screen shows what is running:
Status: ROLLBACK: rollback is active for this match.Status: DELAY (game netcode) - <reason>: the game's own netcode is running, and why (for exampleopponent has no rollback mod,config mismatch,switching to rollback...).Status: offline.
So far the mod has only been tested with the vanilla Steam version of UMvC3. It has not been tested with Community Edition, Clone Engine or other mods yet, and it needs testing with them. If you play with other mods installed, your logs are especially useful: the log records which other mods and files are in your game folder (file and folder names, sizes, dates and version numbers) so problems can be matched to specific mod setups.
Only Ultimate Marvel vs. Capcom 3 on Steam (Windows). Nothing else needs to be downloaded: the zip contains the ASI loader, and the DirectX files the mod uses are the same ones the game already needs to run.
- Download the latest release zip.
- Open your game folder: in Steam, right-click the game > Manage > Browse local files.
- Copy these files from the zip into that folder:
UMvC3Rollback.asiUMvC3Rollback.inidinput8.dll(Ultimate ASI Loader). Skip this file if your game folder already has adinput8.dll(for example from another mod).
- Start the game. The overlay text at the top of the screen means the mod is loaded.
Both players need the same version of the mod. Other code mods (.asi / .dll files in the game folder) must
match too: if they differ, the overlay shows config mismatch and the game's own netcode is used. Differences in mod
data (costumes, Clone Engine / ColorExpand folders, other mods' .ini files) do not turn rollback off; the
overlay then shows Status: ROLLBACK (opponent's mod files differ). If such a match desyncs, please send the logs: they
show the difference.
When the game starts, the mod reads one small file from this GitHub repository (latest.txt, which holds only the newest
version number). If a newer version exists, the overlay shows Update available: vX in the
menus. Nothing is downloaded or opened, and if the check fails (offline, for example) nothing is shown. Like any
web request it is visible to GitHub (your IP address); it sends nothing else. Turn it off with [update] check=0 in
UMvC3Rollback.ini.
Delete UMvC3Rollback.asi from the game folder (and dinput8.dll if you installed it only for this mod). Nothing else
in the game is changed.
None reported yet. Reports from Community Edition and other mod setups will be listed here.
- Beta software: matches can desync (the two screens disagree) or the game can crash.
- Online penalties: the mod runs inside the game's own online mode. A crash during an online match may count as a disconnect, however the game normally treats that. Play at your own risk.
- Performance: detailed logging is on during the beta, which costs a few frames per second on slower PCs.
- This is a fan project, not affiliated with or endorsed by Capcom.
After you play, the game folder contains:
UMvC3Rollback.log: the current session.rollback logs\: older sessions (the last 40 are kept).
Before you start the game again, e-mail UMvC3Rollback.log (plus any older ones from that day) to
umvc3rollback@gmail.com with a short note: what happened (crash, desync, freeze, or worked fine), roughly when, and
your connection type (wired / Wi-Fi).
Privacy: the logs do not contain your Steam name, your opponent's Steam name, Steam IDs, lobby IDs, IP addresses or
your Windows user name. They are replaced with placeholders such as <steamid> and <ip> before anything is written.
The logs contain technical data only: timings, frame counts, rollback statistics, crash details, and the list of
files and mod folders in your game folder (names, sizes, dates, versions) for compatibility testing.
| Key | Meaning | Default |
|---|---|---|
[netplay] overlay |
1 = show the overlay | 1 |
[netplay] frame_delay |
input delay in frames during rollback matches | 2 |
[steam] takeover |
1 = rollback for online matches, 0 = game netcode only | 1 |
[log] privacy |
1 = remove names / IDs / IPs from the logs | 1 |
[log] system |
1 = add one line with Windows version, CPU, RAM, graphics card and refresh rate to the log (helps with performance problems) | 0 |
[update] check |
1 = check GitHub for a newer version at game start | 1 |
[debug] hotkeys |
test hotkeys (leave at 0) | 0 |
Requires Visual Studio 2022 (MSVC, x64). Run scripts\build.ps1 (edit the vcvars64.bat path at the top if your
Visual Studio is installed elsewhere). The output is build\UMvC3Rollback.asi.
UMvC3 Rollback is by ragnaroky1 and released under the MIT License (see LICENSE): you may use, modify and
redistribute it, as long as the copyright notice (the credit) is kept.
It uses:
- GGPO (MIT): rollback networking library, with small modifications (see
src/third_party/ggpo). - MinHook (BSD 2-Clause): function hooking.
- Ultimate ASI Loader (MIT): loads the mod (
dinput8.dll).
See THIRD_PARTY_LICENSES.md.
0 comments
log in to comment.