Homebrew WIP [Official] switch-lan-play

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Was waiting for this, excellent work, cant wait to use this one the new pokemon and smash bros!
 
Tested with MK8 works! but got communication error at the end of the race. This is great news!

ALSO:


If you are not banned be very very careful as the error for not being able to communicate with the other consoles will be logged and sent to Nintendo... they can figure it out if you are playing with a backup :v.

This way of playing is the same as if you where actually on the same wifi as the ppl you are playing with, so this method have the same risk or non risk as playing over the same wifi.
 
What about the error logs?
What error logs are you talking about? There is no error created by playing Lan.

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I use 90DNS (to block nintendo) while at the same time using this software to play Lan online, so its completly possible to block Nintendo altogether and play using this software.
 
Last edited by reexe,
Anyone know if you can do this with Monster Hunter or Bayonetta 2?

Unless they support LAN play - this won't work. If they do, the same button combination to launch LAN mode should work (as 3 games so far use the exact same button combination).

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What about the error logs?

Use Atmosphere's Creport + Hekate. Errors are dumped to the SD card instead of Ninty's servers.
 
Just wondering (Since I got my second switch today but this is still awesome) , When a switch gets banned is it ONLY the console or the Nintendo ID as well?
 
My main issue with this relaying thing is that there's a maximum of 254 IP addresses, and since they're manually set rather than assigned by DHCP there's room for maliciously DDoSing a server hosting a relay as well as conflicts if two users pick the same number. I'm reasonably sure that when smash comes out, there's going to be more than 254 people banned that want to play online.

This isn't even getting into things like peer speed selection, which LAN assumes is zero cost for connection. Really, you would have to keep these servers regional and enforce IP restrictions to keep the lag down.

Normally this all could be solved by IPv6, but Nintendo is stuck in an IPv4 era.

I hate to say it, but this system isn't terribly future-proof nor secure against bad actors.

Just wondering (Since I got my second switch today but this is still awesome) , When a switch gets banned is it ONLY the console or the Nintendo ID as well?

That depends. My console is banned, but neither of my accounts are.

Pokémon will probably not include LAN. That's not something Game Freak would do.

Every pokemon game since '95 has had local wireless/infrared/cable matches and trading. What are you talking about?
 
My main issue with this relaying thing is that there's a maximum of 254 IP addresses, and since they're manually set rather than assigned by DHCP there's room for maliciously DDoSing a server hosting a relay as well as conflicts if two users pick the same number. I'm reasonably sure that when smash comes out, there's going to be more than 254 people banned that want to play online.

This isn't even getting into things like peer speed selection, which LAN assumes is zero cost for connection. Really, you would have to keep these servers regional and enforce IP restrictions to keep the lag down.

Normally this all could be solved by IPv6, but Nintendo is stuck in an IPv4 era.

I hate to say it, but this system isn't terribly future-proof nor secure against bad actors.



That depends. My console is banned, but neither of my accounts are.



Every pokemon game since '95 has had local wireless/infrared/cable matches and trading. What are you talking about?

Hey we will add more servers if needed, And also people can host their own private servers if they want,
 
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Hey we will add more servers if needed, And also people can host their own private servers if they want,

Hey, don't get me wrong. I like it, and it definitely is useful. It's just...not as good as wireless play right now. For a trusted group of friends who got banned playing together? Perfect. I suppose it's no different from how people use a VPN (or in the past, Hamachi) to play games together.

The problem is when the threat model changes to "potentially untrustworthy actors" connecting it falls apart. The IP address thing is going to become a problem for any public server eventually, and it's only matter of time until some prick figures out a way to mess with the relay for the hell of it by allocating the whole range of IP addressess and screwing up other people's connections. And newbies can't be trusted to read lists of "currently allocated" IPs or whatnot, so figuring out some way to automatically resolve conflicts would be better done sooner than later.

Just my 2 cents. I'll personally be messing around with this, since I do have use for it.
 
My main issue with this relaying thing is that there's a maximum of 254 IP addresses, and since they're manually set rather than assigned by DHCP there's room for maliciously DDoSing a server hosting a relay as well as conflicts if two users pick the same number. I'm reasonably sure that when smash comes out, there's going to be more than 254 people banned that want to play online.

This isn't even getting into things like peer speed selection, which LAN assumes is zero cost for connection. Really, you would have to keep these servers regional and enforce IP restrictions to keep the lag down.

Normally this all could be solved by IPv6, but Nintendo is stuck in an IPv4 era.

I hate to say it, but this system isn't terribly future-proof nor secure against bad actors.



That depends. My console is banned, but neither of my accounts are.



Every pokemon game since '95 has had local wireless/infrared/cable matches and trading. What are you talking about?

Actually its more like 254 * 254(possible255?) since the working ip range is 10.13.?.? So around 65025 ip adresses per relay server
 
til now, only Mario Teenis interest me, I Wanna SNK Heroines and Wild Guns Reloaded,Capcom Beat Up Bundle and Dragon Ball Fighters z
 
Actually its more like 254 * 254(possible255?) since the working ip range is 10.13.?.? So around 65025 ip adresses per relay server

Ah, forgive me. I miscounted the 255 in the netmask. So yeah, that's significantly better than what I assumed.

But i differently would also love some kind of DHCP :)

In this sort of network I personally would think some sort of automatic address assignment would be essential. Aside from that, 254 maximum peers per endpoint isn't bad
per se, but I would start grouping specific games onto specific subnets and figure out some way to automatically change depending on the game being played.

Networking is hard. Really hard. Hard to do, even harder to do in a clean and elegant manner. :sleep:
 

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