Jump to content


  • Please log in to reply

(3)DS Download Play - Tunneling?

, Is it possible? (Go to first unread post)
sychotix Post #16 Posted 24 February 2012 - 06:06 PM

    Member

  • Pip

  • Group: Newcomers
  • Posts: 38
  • Member No.: 281,929
  • Joined: 26-July 11

  •  

View Postpelago, on 24 February 2012 - 11:37 AM, said:

View Postsychotix, on 23 February 2012 - 09:25 PM, said:

I think a much easier way of doing this would be to have a PC near the 3DS broadcasting the Download Play signal sniff all the packets, send them all to the desired PC, which then rebroadcasts those packets in order for the other 3DS to pick it up. Then have that PC retransmit all packets sent out as a reply (or however the download play process works) back the same way.

Eh? That's pretty much a description of tunneling, which is what we're talking about here. If the problem is that the 3DS won't accept a delay, though, then I can't see how this will work over the Internet.


There isn't that much of a delay when transmitting over the internet. I'm sure it would be unnnoticable to the 3DS, as long as they were broadcast the same way, and probably spoofed with the same MAC address.



RedJiggly Post #17 Posted 24 February 2012 - 07:18 PM

    GBAtemp Regular

  • PipPipPip

  • Group: Members
  • Posts: 214
  • Member No.: 279,884
  • Joined: 08-June 11
  • Location: There

  •  

View Postsychotix, on 24 February 2012 - 06:06 PM, said:

View Postpelago, on 24 February 2012 - 11:37 AM, said:

View Postsychotix, on 23 February 2012 - 09:25 PM, said:

I think a much easier way of doing this would be to have a PC near the 3DS broadcasting the Download Play signal sniff all the packets, send them all to the desired PC, which then rebroadcasts those packets in order for the other 3DS to pick it up. Then have that PC retransmit all packets sent out as a reply (or however the download play process works) back the same way.

Eh? That's pretty much a description of tunneling, which is what we're talking about here. If the problem is that the 3DS won't accept a delay, though, then I can't see how this will work over the Internet.


There isn't that much of a delay when transmitting over the internet. I'm sure it would be unnnoticable to the 3DS, as long as they were broadcast the same way, and probably spoofed with the same MAC address.

The delay would be about equivalent to the speed of your internet connection, right?


sychotix Post #18 Posted 24 February 2012 - 07:25 PM

    Member

  • Pip

  • Group: Newcomers
  • Posts: 38
  • Member No.: 281,929
  • Joined: 26-July 11

  •  

View PostRedJiggly, on 24 February 2012 - 07:18 PM, said:

View Postsychotix, on 24 February 2012 - 06:06 PM, said:

View Postpelago, on 24 February 2012 - 11:37 AM, said:

View Postsychotix, on 23 February 2012 - 09:25 PM, said:

I think a much easier way of doing this would be to have a PC near the 3DS broadcasting the Download Play signal sniff all the packets, send them all to the desired PC, which then rebroadcasts those packets in order for the other 3DS to pick it up. Then have that PC retransmit all packets sent out as a reply (or however the download play process works) back the same way.

Eh? That's pretty much a description of tunneling, which is what we're talking about here. If the problem is that the 3DS won't accept a delay, though, then I can't see how this will work over the Internet.


There isn't that much of a delay when transmitting over the internet. I'm sure it would be unnnoticable to the 3DS, as long as they were broadcast the same way, and probably spoofed with the same MAC address.

The delay would be about equivalent to the speed of your internet connection, right?


Yes and no. You also have to take into consideration the time it takes for your computer to process the information, send it out, go through all the hops before your actual destination, the destination waiting till it can actually process that information, then actually processing it, then broadcasting it. This all should take a short amount of time irl though. Just think of sending an IM to someone right next to you. Its not instant, but pretty damn close.


pelago Post #19 Posted 27 February 2012 - 02:54 PM

    GBAtemp Advance Fan

  • PipPipPipPipPip

  • Group: Members
  • Posts: 686
  • Member No.: 36,917
  • Joined: 20-February 06

  •  

View Postsychotix, on 24 February 2012 - 06:06 PM, said:

There isn't that much of a delay when transmitting over the internet. I'm sure it would be unnnoticable to the 3DS, as long as they were broadcast the same way, and probably spoofed with the same MAC address.

The delay will be a few tens of milliseconds at least, which might be enough for the 3DS to reject it as "not fast enough" as it might be expecting delays of only single-digit milliseconds. Still, it would be nice if someone could experiment with this a bit.


vashgs Post #20 Posted 03 March 2012 - 09:04 AM

    GBAtemp Regular

  • PipPipPip

  • Group: Members
  • Posts: 177
  • Member No.: 116,257
  • Joined: 02-February 08

  •  

It's not too terribly difficult. The actual application is rather simple to write, you just need to interface with the hardware properly. The best case scenario, you get the correct hardware to sniff NiFi packets, you write a well-threaded application to interpret this data and package it nicely for transfer over the internet, then on the other end quickly unpackage it back into the form that the receiving DS is expecting. After all of that fun stuff, you interface with your hardware once more and transmit the packets to the receiving DS. If you've written your program well enough and you and your partner aren't on separate continents, perhaps the delay will be small enough that the DS still accepts it. As we all know, best case scenario doesn't exist, so when the delay is rejected, you'll have to look into editing timestamps. Editing the timestamps won't be possible in the case of the 3DS (yet), but even so, this might be an interesting DS project (since it apparently hasn't been done before?). Best of luck!

P.S. Just as an added bit of fun, if you were to look into the project for the DS (where full debuggers are readily available), you could simply modify the timestamp check on the DS itself, rather than bother with altering each and every packet. There may be a bit of noticeable lag, but it could still be possible.

Edited by vashgs, 03 March 2012 - 09:07 AM.







Users browsing this topic

1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users