Homebrew Making a homebrew ds rpg, need help!

TheHunterManX

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I am currently making a nds rpg, and this rpg is based around multiplayer. I have set it up to where there is saving and loading. Now all I need is ni-fi(local wireless communications) in the game. Can someone post a example of nifi? also please dont reference the nifi example in the devkitpro examples, I need some new examples. Project M is made in DS game maker, and is posted below.
(Also if you dont know how to make saving or loading, my file has it. Only on a flashcard).
 

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TheHunterManX

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Please specify. If you are talking about a plain old nds file then here it is.
it is Project M.nds
 

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FAST6191

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Not unless the homebrew world redefined it since I last looked. I was under the impression nifi was the custom/kind of headerless protocol that pictochat, download play and local play tended to use for commercial games. Not strictly wifi compliant so most things that were not a DS would not do it, and even those that might would still need raw mode/custom drivers and fun and games to get sorted (see something like wifime).
Local wifi was just that and runs the usual TCP-IP comms and will need a local access point/router/whatever (not sure what might go with a DS and ad hoc connections) but does simplify things a bit for emulators or if you wanted to build a PC client. Most DS homebrew I ever saw opted for this method instead, mainly as it then made it easy to also do remote servers.
 

TheHunterManX

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Well, anyhow I need to add it into the game. I dont think it is possible to add it to dsgm 5.2. I have looked into the source code, main.c, and tried to add it there. Sadly, no luck.
If someone could explain to me a few things, I can get it working.
<code>
Taken from the nifi code in devkitpro:

void hello_loop(helloObjectInstance *me) {
// Buffer must be aligned to 2 bytes, so use unsigned short
unsigned short buffer[(2 * sizeof(int)) / sizeof(unsigned short)];

//First off, I do not understand the unsigned short buffer.

if(DSGM_held.Right) {
me->x =[X]+2;
me->y =[Y];
memcpy(buffer, &me->x, 2 * sizeof(int));
DSGM_SendWirelessData(buffer, 2 * sizeof(int));

//I dont understand what this is, But I understand It is sending the x to the other game, though
//I dont understand where the other DSGM_held.Left, DSGM_held.Up and DSGM_held.Down is.
//Also the memcpy I dont understand. I think it is preparing the x var to be sent?
}

if(DSGM_newWirelessData) {
if(DSGM_wirelessDataLength == 2 * sizeof(int)) memcpy(&me->x, DSGM_wirelessData, 2 * sizeof(int));
//I dont understand the size or the memcpy, though I know it is recieving new data from the other ds.
}
}

</code>
 

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