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DS development > what's required for two DS consoles to wifi play?

#114770 - stepfresh - Wed Jan 10, 2007 7:37 pm

Hey,

I have a DS Lite, an M3 Lite and a Passcard 3. I'e been toying with the idea of buying another DS Lite and make the game im currently developing into a multiplayer game.
I'm aware i'd have to update the firmware of one of the consoles (with FlashMe v7 i assume)... but would i require another M3 Lite to have the game run on both consoles? Or am i able to transfer the game to the flashed console via DS Download Play.. ?

Any help is appreciated..

#114772 - Jeremysr - Wed Jan 10, 2007 7:52 pm

I don't have an M3 but on my GBAMP I can pull out the GBAMP after a program has been loaded into the memory, then I can use my GBAMP on another DS if I want. But the program won't be able to access the storage card (some of them will if I plug it back in when they do access the storage card.)

#114788 - Dwedit - Wed Jan 10, 2007 8:35 pm

Yeah, you could either use flashme to remove RSA signiture check for WMB, or use ejection methods. Both will work, but ejection methods limit the size to whatever fits in the DS's ram.
Alternatively, you can do wifi linking with two cards.
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#114810 - tepples - Wed Jan 10, 2007 9:38 pm

Dwedit wrote:
Yeah, you could either use flashme to remove RSA signiture check for WMB, or use ejection methods. Both will work, but ejection methods limit the size to whatever fits in the DS's ram.

Not if the "slaves" request files from the "master" that has the card. This is how at least Mario Kart DS works.
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#114836 - Dood77 - Thu Jan 11, 2007 12:23 am

Is there an ad-hoc protocol though? I didnt think sgstair has done one...
Am I getting something confuzed with NAT?

#114854 - Lynx - Thu Jan 11, 2007 3:56 am

NAT is only used if you are going out to the internet. But, you are correct, there isn't ad-hoc mode available yet. So, best you could do right now would be to create an FTP server on one DS and allow the rest to download from it, but they would still need to be able to run a homebrew FTP client to get the file from.. So, unless you have a WiFiMe compatible connection you're back to card swapping.
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#114865 - amphoterous - Thu Jan 11, 2007 5:12 am

tepples wrote:
Dwedit wrote:
Yeah, you could either use flashme to remove RSA signiture check for WMB, or use ejection methods. Both will work, but ejection methods limit the size to whatever fits in the DS's ram.

Not if the "slaves" request files from the "master" that has the card. This is how at least Mario Kart DS works.


So I'm confused. If you had one DS Lite with FlashMe + M3 Lite and another DS with just a Passcard3, will download play work? Since I'm not interested in download play with pirated games, would the scenario mentioned above work with homebrew games instead?

#114883 - tepples - Thu Jan 11, 2007 6:52 am

Dood77 wrote:
Is there an ad-hoc protocol though? I didnt think sgstair has done one...

The DS doesn't do ad-hoc. In commercial games using Ni-Fi (local multiplayer), the "master" machine acts as a software access point with no Internet uplink.
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#114989 - Dood77 - Fri Jan 12, 2007 1:33 am

Yes, I was getting NiFi confuzed with NAT... silly me.
Anyway sgstair hasnt done nifi yet right? Thats why his DStunnel project hasnt gone anywhere correct?

#115019 - amphoterous - Fri Jan 12, 2007 6:35 am

tepples wrote:
Dood77 wrote:
Is there an ad-hoc protocol though? I didnt think sgstair has done one...

The DS doesn't do ad-hoc. In commercial games using Ni-Fi (local multiplayer), the "master" machine acts as a software access point with no Internet uplink.


So then wouldn't it be possible to use a homebrew enabled DS to act as a master server to distribute the game to another DS ( which has no extra hardware)?

#115024 - tepples - Fri Jan 12, 2007 8:01 am

The other DS would have to be flashed first, as DS Download Play in the stock firmware won't run binaries not digitally signed by Nintendo.
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#115025 - thegamefreak0134 - Fri Jan 12, 2007 8:17 am

And I assume of course that there is no way of figuring out how to digitally sign the files so they look legit to an un-flashed DS? I thought the encryption had been cracked already... perhaps I was mistaken though.

Wait a second... doesn't wifime show up in regular download play? How does it work that out? (reminder yo self: go try wifime on your repaired DS later)

Anywho, I am interested in the ability to set up my games to run in wifi, so this is all good to me. Could someone point out where the appropriate library (and any tutorials on the subject) is(are)? Thanks.

-thegamefreak
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#115026 - felix123 - Fri Jan 12, 2007 8:35 am

thegamefreak0134 wrote:
Wait a second... doesn't wifime show up in regular download play? How does it work that out? (reminder yo self: go try wifime on your repaired DS later)

That's because it is a hacked Mario game.
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#115027 - thegamefreak0134 - Fri Jan 12, 2007 8:38 am

Oh. So all we can do at this point is simply use header information from another game to fool the system? OK then, a different approach it is for me.

-gamefreak
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#115029 - tepples - Fri Jan 12, 2007 8:55 am

thegamefreak0134 wrote:
And I assume of course that there is no way of figuring out how to digitally sign the files so they look legit to an un-flashed DS?

It would take decades to brute-force the 1,024 bit RSA key used to sign the programs.

Quote:
I thought the encryption had been cracked already... perhaps I was mistaken though.

DS Game Card has been cracked, but DS Game Card authentication != DS Download Play authentication.

Quote:
Wait a second... doesn't wifime show up in regular download play?

Only on systems manufactured before fourth quarter 2005, and it requires a SLOT-2 card.

Quote:
So all we can do at this point is simply use header information from another game to fool the system?

WiFiMe2 may be possible, but nobody has taken the effort to investigate it because NoPass is so damn cheap and easy.
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#115059 - nitrotux - Fri Jan 12, 2007 4:26 pm

tepples wrote:
Dood77 wrote:
Is there an ad-hoc protocol though? I didnt think sgstair has done one...

The DS doesn't do ad-hoc. In commercial games using Ni-Fi (local multiplayer), the "master" machine acts as a software access point with no Internet uplink.



I have got ad-hoc mode working for DS. It will be released together with the network stack I am creating for nintendo DS. I will also be looking into a software AP implementation for DS.

A software AP implementation will have a better datatransfer throughput than ad-hoc, but ad-hoc is easier to implement, so I chose that one to implemement first.

I will also be looking into WPA encryption, but I can't say for certain if this will be feasable for DS.

#115078 - Goosey - Fri Jan 12, 2007 8:51 pm

nitrotux wrote:
I have got ad-hoc mode working for DS. It will be released together with the network stack I am creating for nintendo DS. I will also be looking into a software AP implementation for DS.


Sweet news nitrotux! I can't wait for this to be released, any ETA? :)

#115080 - nitrotux - Fri Jan 12, 2007 9:47 pm

No ETA's, it will be done when it's done :)

#115083 - dantheman - Fri Jan 12, 2007 10:20 pm

So is this a modification to SGstair's code or a completely new wifi library? From the sound of it, it's the latter. Just two questions: Do you know if the two can coexist in the same homebrew file, so users can choose whichever one works better for their wireless setup? And is support for non-broadcasted SSIDs planned?

Anyway, good luck with the project. Hope you hit success quickly and easily.