Misc WEP vs. WPA - DSi networking

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Maybe I need to re-think the Slot 2 SDHC card. I think if I dump data to this card - it would probably get *hacked*. Then again, maybe I could use some asymmetric keys library to encrypt the content such that each user would have his *own* copy of the data. The game would *decode* the content dynamically in-memory when it needs to access the data.

Seems like *overkill* - but if the app uses Micro-Transactions, the data needs to be protected - otherwise it will get hacked.

Another simpler solution would be a Server Config. Yes - I like this idea...

Basically each app user would have an account on the Server keeping the content the user has access to. When the app tries to load the data, it checks to see if the data has been put there LEGALLY (as opposed to a hack - where the data is gotten from some website or 3rd party). This might be simpler and it doesn't require extensive accounting/auditing...

This is also good if - by accident - you trash the contents of your SDHC card... There could be something like an option to *resync* your DSi with the server content... It may take a little while, but it would be a safeguard that all of your content would be preserved - in case...
 
Maybe I need to re-think the Slot 2 SDHC card. I think if I dump data to this card - it would probably get *hacked*. Then again, maybe I could use some asymmetric keys library to encrypt the content such that each user would have his *own* copy of the data. The game would *decode* the content dynamically in-memory when it needs to access the data.

Seems like *overkill* - but if the app uses Micro-Transactions, the data needs to be protected - otherwise it will get hacked.
Of course. That's how DSi/3DS downloadables work. Also, microtransactions are partly handled by the eShop.

Another simpler solution would be a Server Config. Yes - I like this idea...

Basically each app user would have an account on the Server keeping the content the user has access to. When the app tries to load the data, it checks to see if the data has been put there LEGALLY (as opposed to a hack - where the data is gotten from some website or 3rd party). This might be simpler and it doesn't require extensive accounting/auditing...

This is also good if - by accident - you trash the contents of your SDHC card... There could be something like an option to *resync* your DSi with the server content... It may take a little while, but it would be a safeguard that all of your content would be preserved - in case...
Those stuff are already handled by the eShop.

This is assuming you're still talking about official software development.
 
For the record guys you can quite happily make and sell homebrew. Firstly more than a handful of homebrew has a donators only option, http://gbatemp.net/threads/gba-as-ebook-reader.355928/#post-4798767 is a nice example of paid homebrew back on the GBA, the meteo video codec was technically payware, on the GBA several pieces of homebrew were straight up sold as carts, little sound DJ for the GBC is sold to this day, countless people have developed libraries (tracker/sequencer stuff probably being the most notable here), pocketnes was licensed so that a handful of people did use it for commercial games on the GBA, the rather potent ruling of Sega vs Accolade still stands (as long as the option for homebrew came from proper reverse engineering and not leaked info you can do it, as far as I am aware DS homebrew happened that way). Now if you were to use Nintendo's SDK (only a very early version of it* and some later stuff on the 3d side of thing was ever leaked to the public, a few others do have later copies from various sources).

*pre any formats we commonly see in ROM hacking circles. I am not even sure wifi is available in it.

Regarding the eshop I am not sure what their actual policies are but if you are sticking with homebrew you can quite happily send an arbitrary request out to a server wherever you like.

Now whether you will make any money from it is a different matter. That said I could see a client or minigame option* for an online game working, I would still make sure to have other options.

*in game bonuses for playing DS minigames would be a great thing to see, might also work for those not inclined to play online actiony games but more inclined towards puzzles, shop/inventory management and the like.
 
First, WEP is only mandatory for DS games.
Second, "future" DSi games? I don't think anyone cares about most current DSi games, are they not discontinued at this point?


Well the thing is I can't even get my DSi to work on an Open Network at Tim Hortons?! Open network, green 3 bars signal - and ZERO connectivity. It gives me a 052200-1 error. Nintendo's response is (and I Quote): "Find another Hotspot."

The ONE thing I am REALLY happy about is that I bought a *discontinued* Nintendo USB Wi-Fi Connector for $50. A little bit pricey - but the thing is discontinued... It WORKS LIKE A CHARM... I just tell the DSi that I want to connect using the Connector and then it takes a couple of seconds to hook up with my broadband Internet connection.

DS games will run on a DSi. The DSi has the Connector option in the "Internet" section of the system config. From what I have seen (From Nintendo), the connections are: WEP only 0, 1, 2, Wi-Fi Connector is 3, Advanced WPA 4, 5, 6. So far, searching the Internet, what I have found is a Sockets library - I don't even know if HTTP would be supported by this library. Sockets are as low as you can go on the networking scale... I need to check it out further...

DSi games are just supposed to be BETTER DS games. With the faster CPU and the extra memory (16mb), you can probably have more graphic intensive games. But that doesn't matter to me, With the Wi-Fi connector, I might be able to use Socket communication to exchange data structures (like objects but procedural)... It probably doesn't support things like OO serialization.

The 3DS also has a SDHC Slot 2 card (and comes with a pre-bundled card). So there is backward compatibility with the DSi.

The Opera, DS Web Browser works okay with the Connector also... Basically if you can get a connection working to the Internet, well then I guess you can connect to pretty much anything (maybe - it's been a while that I have not done Socket programming). I'll have to break out the old Unix textbooks that talk about Socket communication... I've worked with them before (doing some custom web-services - again ages ago).

I've tried to use "DS Download Play" - doesn't connect to anything. I tried the "PicToChat" application - nobody is there... Was anybody ever there???
 
You can add in extra ram on DS games with expansion packs and the like for the DS/DS lite. Though the DS does not have much it does have enough to get along with even when stock, though if you are playing with networks and web tech more memory tends to be nice (not to mention the DS wifi is limited to 2 megabits or something along those lines). The DS/DS lite was noted as being very fussy with what access points it connected to when wifi support was added to the DS in a firmware update, it got better as time went on though.

Network libs. I have never really done anything with the DSi side of things as far as network goes (if there even is anything, I recall there were some issues at one point), the libraries and feature sets were fairly complete on the DS though and for most basic/common concepts you will probably find example code.

Download play is a method to receive code broadcast by another DS (can be demos, can be multiplayer clients and can be various things in between), it needs to be RSA signed and the key was never leaked so only signed stuff works unless you have flashme (only available for DS and DS lites) and it is limited to 4 megs total size I believe.

Pictochat is a local (nifi) chat/picture thing. Being local it depends where you are.....
 
I would go with WPA/WPA2 simply because of the encryption key is more difficult to crack than on WEP. The DSi should be capable of WPA/WPA2.
You can add in extra ram on DS games with expansion packs and the like for the DS/DS lite. Though the DS does not have much it does have enough to get along with even when stock, though if you are playing with networks and web tech more memory tends to be nice (not to mention the DS wifi is limited to 2 megabits or something along those lines). The DS/DS lite was noted as being very fussy with what access points it connected to when wifi support was added to the DS in a firmware update, it got better as time went on though.
The original and Lite did have the backwards compatibility with GBA games, but the DSi does have more enhanced networking capabilities and an extra push in hardware, plus an SD card slot. I will agree that you could expand the RAM with expansion packs in the GBA slot.
Download play is a method to receive code broadcast by another DS (can be demos, can be multiplayer clients and can be various things in between), it needs to be RSA signed and the key was never leaked so only signed stuff works unless you have flashme (only available for DS and DS lites) and it is limited to 4 megs total size I believe.
Download Play is bloody useful. Anyways, what kind of signal does it use to communicate with other DS systems? I apologize if this is a stupid question.
 

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