no I was more a less thinking about editing the system firmware for the NWC software I would assume that it runs on an efs filesystem just like the games do
Just export them in a .pcap file format. You can put in your packet # estimates too, which might help in analysis later, but for most packets it should be obvious which happened at which time since they're all timestamped.Ive managed to get the correct packets, how can I export it properly, for it to be readable and contain all the packet info.
Btw, as the packets are recorded, i wrote a detailed log, logging which (approximate) packet number triggered an action (e.g. player found/lost, starting new game). I think that will help when re-reading the packet info later on.
On DS the firmware only stores information for connecting to wireless networks. The actual connection and all the SSL code is in the games themselves.no I was more a less thinking about editing the system firmware for the NWC software I would assume that it runs on an efs filesystem just like the games do
On DS the firmware only stores information for connecting to wireless networks. The actual connection and all the SSL code is in the games themselves.
We already can basically do that. I already know how to patch SSL out of most games and the rest of the redirection can be done with custom DNS servers. What we need right now is documentation on how the protocols work, especially for games that use more than just the GameSpy protocols. Pokemon has some ones for GTS and Wireless Club and 3rd party titles might use their own servers as well.Oh Okay so we just need to be able to patch the games to run different servers but that's something towards the end.
For 3rd party games dumps would be very much appreciated. While a lot of them simply use Nintendo/GameSpy servers quite a few use their own servers, which will also probably go down once Nintendo's do.what about something like dawn of heroes? I know that is still a heavily played online game I just started playing not too long ago wouldn't mind have a few battles online to help people dump some packets
If you organize these, getting all parties to get packet dumps from the same sessions would help a lot, since we can monitor the back-and-forth communications through the server a whole lot better.Might also be a good idea to organise some games ahead of time, so that we have dumps for less popular games that aren't just 'Connected>Wait for 5 mins>Kicked for idling'
Recordings from actual DSes would be preferred, especially with a NoSSL patch. While DeSmuME seems to work fine it's WiFi support is still technically a work in progress and it has to manipulate some of the packets before transmission, which could make connections harder to trace in dumps.I do not have a fast enough pc to run DS games I only have a laptop with a dual core 2 duo T5800 2.00 GHZ CPU and a ATI Mobility Radeon HD 3400 GPU it runs DS games at 1/4 the speed but I can use my ds or dsL to play games to help out
I don't have a copy of Jump Ultimate Stars so I can't make a patch for it. You can still make packets dumps without the patch; it is still better than nothing, and we already know a lot about the authentication part of the connection at this point.Could you try and create no ssl patch for Jump Ultimate Stars, that would be great !, Could I upload my Desmume copy which has Wifi to gbatemp, so others can use desmume to connect to nintendo wifi connection?
Like with Jump Ultimate Stars, I do not have a copy of that game to make a patch from. If any of the people reading this topic knows DS romhacking they can make one themselves. It's quite simple and I explain it here: http://gbatemp.net/threads/help-editing-wi-fi-behavior.362834/#post-4936930Can you make a patch for Clubhouse Games? The tournament may be the last chance we have to record anything from that game.