I'm planning to write a program that basically pretends to be a DS and send/receives data just like a normal DS. The main reason is for Band Brothers where users can create (midi) songs ingame with the pro edit mode and then later transfer those songs to other nearby DS using an ingame function.
This transfering is done by having one DS be the server and the other be the receiver. The receiver then gets a list of songs to choose from then when selecting, the server sends that song.
I believe the client program would just need to remember a set of packets to send (in order to start the transfers) to act as the receiver. Probably the program user can select which songs to get from the actual DS then when the DS is transfering the song, the program just writes those packets to a file.
Later a server program could read those saved packets then act as a server hosting that song then with a DS in receive mode, it'll see the program as another DS and request songs from it then sends those saved packets.
Back to the topic of the thread.. are the communication functions/libraries pretty much set for nitro? I haven't had much experience with networking/wireless stuff, so I was hoping to be able to make use of packages that have already done this part of the programming. It seems like the team is already finalized, so maybe I'll start a new project.. ?
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I'm planning to write a program that basically pretends to be a DS and send/receives data just like a normal DS. The main reason is for Band Brothers where users can create (midi) songs ingame with the pro edit mode and then later transfer those songs to other nearby DS using an ingame function.
This transfering is done by having one DS be the server and the other be the receiver. The receiver then gets a list of songs to choose from then when selecting, the server sends that song.
I believe the client program would just need to remember a set of packets to send (in order to start the transfers) to act as the receiver. Probably the program user can select which songs to get from the actual DS then when the DS is transfering the song, the program just writes those packets to a file.
Later a server program could read those saved packets then act as a server hosting that song then with a DS in receive mode, it'll see the program as another DS and request songs from it then sends those saved packets.
Back to the topic of the thread.. are the communication functions/libraries pretty much set for nitro? I haven't had much experience with networking/wireless stuff, so I was hoping to be able to make use of packages that have already done this part of the programming. It seems like the team is already finalized, so maybe I'll start a new project.. ?
802.11 + Nintendo proprietary - not sure what that means yet, but I'm doing my research...