Gaming Gba multiplayer

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My brother and I are both 3ds ambassadors and would like to play kirby together.
I'm just wondering why multiplayer isn't an option. I don't care if it ever becomes possible or not.
What I'm asking is, is it possible?
 

Fear Zoa

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I'm sure its technically feasible, I have my doubts over whether or not nintendo will ever support it.

Perhaps if they ever get released on the eshop they will be updated like the Nes games.
 

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Nop, because iirc the GBA used cables for multiplayer and the 3ds as no cable port so not possible.

and a wireless adapter says hello ;D Still have one of those around.


The wireless adapter is a hardware solution. I'm sure it can be done in software, but Nintendo is likely focusing on other things for now.
 

Kikirini

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I suspect that if Nintendo ever decides to sell the ambassador GBA games, we might see an update to allow local multiplayer.
We'll just have to attack Nintendo support with requests to at least sell the GBA games in the mean time, though...
 
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DeMoN

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Nop, because iirc the GBA used cables for multiplayer and the 3ds as no cable port so not possible.

and a wireless adapter says hello ;D Still have one of those around.


The wireless adapter is a hardware solution. I'm sure it can be done in software, but Nintendo is likely focusing on other things for now.
I had a wireless adapter, I think it only worked for games that needed it (e.g. Fire Red/Leaf Green). It wasn't a replacement for a link cable.
 

ferofax

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Nintendo will need to figure out first how to emulate the link cable thru Wifi. But that means breaking out of GBA Sandbox mode to get to wifi hardware, so... As a GBA VC, probably not. But as a DSi remake, very feasible.

Think Zelda Four Swords. Had to be remade to support Wifi.
 

Coto

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I had a wireless adapter, I think it only worked for games that needed it (e.g. Fire Red/Leaf Green). It wasn't a replacement for a link cable.

It only worked for games with Wireless Adapter code (different from standard [which means hardcoded per game] wired multiplayer code).
 

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In order to have the games synchronized, the clients need to send input data to the host. The host then sends back the "game state" to the clients. The "game state" is the contents of the RAM used.

The basic specs of the NES included about 2KB of WRAM, 2KB of VRAM, 256 bytes for OAM, and 28 bytes of palette RAM.
The basic specs of the GBA included about 256KB of WRAM, 32KB of Internal RAM (in CPU), 96KB of VRAM, and some others here and there.

In comparison, the NES has up to ~4.3KB of RAM used per frame. The GBA has up to ~384KB of RAM used per frame. That is 89x more data to transfer in a single frame.
 

ferofax

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In order to have the games synchronized, the clients need to send input data to the host. The host then sends back the "game state" to the clients. The "game state" is the contents of the RAM used.

The basic specs of the NES included about 2KB of WRAM, 2KB of VRAM, 256 bytes for OAM, and 28 bytes of palette RAM.
The basic specs of the GBA included about 256KB of WRAM, 32KB of Internal RAM (in CPU), 96KB of VRAM, and some others here and there.

In comparison, the NES has up to ~4.3KB of RAM used per frame. The GBA has up to ~384KB of RAM used per frame. That is 89x more data to transfer in a single frame.
I...

...what is this feeling of complete inadequacy?
 

DiscostewSM

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Actually, I need to correct myself on a few things, mainly with the GBA. Unlike the NES, multiplayer on the GBA is dealt with the link cable, and a copy of the game on separate GBAs (or a copy of the multiboot version for the clients from the host GBA). The games themselves do not send over their entire "game state" to each GBA, but only the required data necessary for synchronization, since both process from their own data separately. That amount is much less than the 89x I suggested earlier, but it is still under the same idea of a "game state" from host to client.

However, both the NES and GBA have a thing in common when dealing with multiplayer. When data is required, data is received instantaneously, whether by everything under one roof (the NES), or via cable (the GBAs). WiFi isn't instantaneous from the standpoint of needing data that very moment, even if it is just a little bit of data. It has to go through multiple protocols that produce latency between devices. By the time that data does get to its destination, the devices have become out of sync. This isn't really a problem with emulated NES multiplayer via WiFi because everything is processed by the host, the game state is relatively small and can easily be sent off each frame as best as possible to the clients, and all clients do not deal with processing except for what they are given from the game state. Not exactly the same scenario with emulated GBA multiplayer via WiFi because each client+host do they own processing, which can mess with synchronization when data doesn't get to them when it is expected. If it were possible, we would have seen a wireless hardware solution that worked with all GBA titles, not just those programmed for it (which is what we got in the end with the GBA Wireless Adapter).

And here's a fun fact. Ice Climbers was one of the GBA NES Classics, which too had WiFi multiplayer via the GBA Wireless adapter, so it was almost expected that it would have it on the 3DS.
 
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