#43854 - denopqrihg - Fri May 27, 2005 9:40 am
After a long time of research and some help from a friend who actually had the wireless adapter, I can say that Digimon racing Wireless multiplayer works in an emulator:
[Images not permitted - Click here to view it]
(Notice the four green dots in the lower left corner - they indicate wireless play)
I'm having trouble with Pokemon yet, but that should be sync problems only.
#43904 - Miked0801 - Fri May 27, 2005 9:40 pm
Sweet. I'm not suprised you got ours working and not pokemon as I pretty much wrote our own code to keep them in sync. When I was doing this code, Nintendo didn't have a usable API yet for this type of game :)
Well done. Can't wait to grab it and use it as we're doing another wireless game now.
#44098 - denopqrihg - Mon May 30, 2005 8:18 am
I have to tell you, you did an outstanding job on the linking code. I accidentally ran one emulator at 100% and the other at 50% and they still didn't disconnect and worked!
btw, did you also write the cable connection code (all the dead beef etc.)?
#44156 - Miked0801 - Mon May 30, 2005 6:47 pm
Another programmer got the original version up and running with 2 players, but with the occasional out-of-sync issues. I took his and brought it up to the level you see it now. Had fun with hex names :)
0xFEED
0xB0CA
0xBEEF
0xC0DE
0xBABE
0xDEAD; // Used for Error. Restart Sync.
#44159 - sajiimori - Mon May 30, 2005 7:09 pm
It must be neat to see your own work reverse-engineered. I hope I have the honor someday. ;)
#44255 - denopqrihg - Tue May 31, 2005 10:03 am
I have one more question about the adapter (I hope it's the type you are allowed to answer): How many bytes can be transmitted at once? You use up to 80, is that the max, or can it go as high as 1020??
#44316 - Miked0801 - Tue May 31, 2005 7:55 pm
:) At what level do you mean? The adaptor itself is still communicating through the serial port so at the lowest level it's still only doing 2 bytes at a time. Where are you getting 80 from? We have an API built on top of both the Serial and RFU that accumulates and does packet checking, but at the lowest levels, it's based on 2 bytes.
(Again, the very lowest level of the RFU is hidden from developers so you probably know more about how it works there than I do.)
#44325 - denopqrihg - Tue May 31, 2005 9:04 pm
4 bytes, but that doesn't matter (uses 32 normal mode) :-)
I mean at the level where the Gameboy who chose Host race sends 80 bytes per command (I don't think you know the values, but it's command 0x25). It's 0x14 words
#44338 - Miked0801 - Tue May 31, 2005 9:46 pm
None of our header files show any sizes in that area so again its hidden from us at our level. God I hate this stupid NDA - I'd love to tell you what you need, but my family's gotta eat...
#44394 - denopqrihg - Wed Jun 01, 2005 8:18 am
Forget it, I was just curious. Thanks for all your help, I'll stop asking stupid questions and go make something more useful :-)
#44612 - denopqrihg - Fri Jun 03, 2005 6:12 pm
if you wanna test it out, you can get it at http://vbalink.wz.cz
still not 100% stable though