I would like to see lua's adhoc work for something like this.If it was possible I'd go buy another DS because I'm OCD about electronics (thanx alot psp)Yaustar could you explain why infrastructure would be better than adhoc?
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I would like to see lua's adhoc work for something like this.If it was possible I'd go buy another DS because I'm OCD about electronics (thanx alot psp)Yaustar could you explain why infrastructure would be better than adhoc?
The problem with doing such a thing in homebrew is the fact that the DS's ad-hoc protocol has not yet been figured out, so you can't do direct DS-to-DS communication in homebrew.
The closest thing we've got is a single application that attempts to broadcast a *.nds file from the root of your media card to a flashed DS, which stores the program in RAM and then executes it. I was never able to get it to work, personally. It could send its own built-in test file, but it couldn't send the file from my media card.
Even with that demo, it's just a single transfer app, so it's not something like a two-player game where the DSs interact with one another.
HOWEVER, the 802.11b aspect of the DS's wifi has been figured out for quite some time, so as long as an access point is nearby, such DS-to-PSP communication might be possible. In fact, I'd think that would be easier to manage, as the standard Wifi could act as a bridge connecting the two consoles. I'd imagine it would be easier than attempting to make the PSP and DS communicate directly, given that their protocols for local wireless multiplayer are probably fairly different.
Of course, you'd still need someone skilled enough at coding for both consoles to create the same application on both, which could be hard to find.
Ah, excellent. This is more helpful info.
As for the programming skill, would it follow that if you ported the same app that already had NetPlay from one console to the other, it would communicate similarly enough over WiFi to make things a little easier?
Take, for example, Quake. If you implemented Multiplayer in your build, I assume you would not be changing HOW Quake communicates over the network, just the METHOD it uses to do so. So if you'd run a Quake Server on a PC, it should work to bridge the gap, correct?
Waitasec.... *sniffs around* The Quake NDS version supports Infrastructure... So does the PSP version... *pokes head into other room* I'm a lucky man. My girlfriend wants to try playing cross-platform Quake and asked if it's all right if we have Pizza tonight.
I'll report back with how it goes. :D
Edit (YAY, Proof of Concept!):
http://lh3.google.com/tesseracte/Rp7.../Quake_PoC.jpg
Here's the screenshot from the PC. Mr. White is my Girlfriend's DS. Mr. Green is my PSP. After this, she wasted Mr. Red (PC) and me twice before I finally got the hang of the controls and finally got a bit of revenge.
Anyhow.... Here it is! Unintentional cross-platform homebrew gaming! More please. ^^
Damn I just wish sony and nintendo made a handheld system together it would be the shit.
awsome proof of concept
Naw. Lack of competition sucks. Much more fun to try to make the Hatfields and the McCoys talk to each other by cleverness.
EDIT: Bah... I was trying to see if I could get the PS2 Quake version to play as well, but I couldn't even get it to start! Any helpful suggestions?