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DS development > About tunneling

#44129 - mariods - Mon May 30, 2005 4:48 pm

From Darkain:
Quote:
i would just like to point out that the reason the DS isnt tunneled, is because those of us that know HOW to do it, dont really care to. we are busy working on other more important projects currently.

Well,i don't know what those other projects are,but it can't be bigger than tunneling the DS,unless it's a emulator for genesis/SNES.I would like to ask what are these other projects and why can't you be working in tunneling instead.


Last edited by mariods on Mon May 30, 2005 5:02 pm; edited 2 times in total

#44134 - strager - Mon May 30, 2005 4:51 pm

I really don't get what tunneling is, but I pick GBA Multiplayer. :-)

#44136 - mariods - Mon May 30, 2005 4:52 pm

Regular Multiplayer Online.

#44137 - Vixus - Mon May 30, 2005 4:58 pm

The first, cause I'm working on it and want to be successful! :D
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#44141 - Veg - Mon May 30, 2005 5:55 pm

The Genesis/SNES aren't powerful enough to emulate a DS ;)

#44144 - tepples - Mon May 30, 2005 6:02 pm

Veg wrote:
The Genesis/SNES aren't powerful enough to emulate a DS ;)

Fixed for clarity.
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#44147 - mariods - Mon May 30, 2005 6:10 pm

Thank you tepples,and Vixus,how far are you on your tunneling program.

#44150 - zubiac - Mon May 30, 2005 6:24 pm

wow these would be all great programms but if i had to pick one it would be the SNES and/or Genesis emu.

btw: afaik a NES (beta-)emu will be released soon.
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#44180 - linus - Mon May 30, 2005 10:36 pm

GBA multiplayer through wireless (i assume on a ds) would have the same problems tunneling:

http://forum.gbadev.org/viewtopic.php?t=3019

basically the latency on wifi or general lan/internet is too high.

but anywho im down for the snes emu, im goin to aus soon and i need something for the flight :)

#44184 - Vixus - Mon May 30, 2005 10:53 pm

mariods wrote:
Thank you tepples,and Vixus,how far are you on your tunneling program.

Well, working on a GUI at the moment, and am using the Ralink driver code to communicate with the DS. Still wondering how to package DS packets within routable ones.
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#44220 - jgkspsx - Tue May 31, 2005 3:42 am

Vixus wrote:
Still wondering how to package DS packets within routable ones.

Do you have a strategy for "sufficiently" emulating a DS on the PC side to send confirmation and keep-alive packets while waiting for "real" packets to arrive?

#44221 - Mchart - Tue May 31, 2005 3:50 am

I'd much rather be playing Streets of Rage (Genesis version) on my DS then have tunneling. I see no need to implement tunnelling for the few games that need it.

#44225 - FourScience - Tue May 31, 2005 4:08 am

None of the above.

If there were a wishlist "killer app" that I'd suggest though, it would be libraries for DS-to-DS wireless communication. I'd rather see this task figured out before tunneling, which I really don't care about.

You can't expect people who have already released such great homebrew tools to spend ALL their time doing so... Even they need to stretch out and work on projects that are a little bit more fun or rewarding. Darkain, for instance, has his Dark Star app that has a lot going on with a generic boot loader.
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#44264 - Vixus - Tue May 31, 2005 2:55 pm

jgkspsx wrote:
Do you have a strategy for "sufficiently" emulating a DS on the PC side to send confirmation and keep-alive packets while waiting for "real" packets to arrive?

Well, first I need to get dumps of the confirmation/keep-alive packets and then get the program to tell the client program to produce the packets. Thus it is done on the client side rather than server-side.

FourScience wrote:
If there were a wishlist "killer app" that I'd suggest though, it would be libraries for DS-to-DS wireless communication. I'd rather see this task figured out before tunneling, which I really don't care about.

I believe this is what the demasked project is aiming for.
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#44278 - josath - Tue May 31, 2005 5:21 pm

FourScience wrote:
it would be libraries for DS-to-DS wireless communication. I'd rather see this task figured out before tunneling, which I really don't care about.


Well...if you really want wireless, what you could do is use the arm7 from one of the commercial demos and communicate with it. the arm7 is a standard library written by nintendo, commercial devrs don't write their own code for the arm7. so it's almost the same on all of the demos. they should all have the wifi functions, whether or not the game uses it. Then, instead of having to reverse engineer the wifi functions, you just need to reverse the arm7's IPC commands.

#44299 - TJ - Tue May 31, 2005 7:01 pm

Quote:
I believe this is what the demasked project is aiming for.


Er, I don't know if you missed the memo, but there was recently a interview with Chad where he talked about DemaSked and revealed it isn't even DS-specific. They just thought the DS would be a good system to start on.

It is a player matching/community system that will work on any system or game, if the developer wants to implement it (apparently no developer they have met with has wanted to, however) it has nothing to do with the DS hardware, or the DS itself, at all.

#44304 - Vixus - Tue May 31, 2005 7:13 pm

Oh well, that sucks then.
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