That would be the first place you should start. All of Luigi's packets are fine too. Seeing the traffic that follows, it can't be. From the looks of things, those require emulating local wi-fi, which doesn't seem to be possible yet: Master wrote:You're out of luck there, I'm afraid. All other packets are fine.
You can search for it, but it still doesn't work well. Supposedly, the packet's body is analyzed later, and a reply should be sent. No direct branches, no pointers. Makes it kind of hard to tell you how to set it up, right? No I refer the the online wifi so do you have any suggestions? There definitely is something wrong inside the wifi emulation. There might be some private server or the like, but I'm not sure. As such, the source code for this program is included and can be found in blz.
I think you could also use Download Play to connect to a Wii, and download game demoes. On desmume, Mario is literally flooding, I get the feeling that it's not correct, the timing is really too tight. As soon as it was clear people would lose they would disconnect the game, and end it this way. The regular 0x0118 reply is sent instead. Additionally, thanks to , WfcReplay should now be compatible with the Mono runtime on Linux and maybe other operating systems? I haven't personally tested this, though. All that is telling something.
Master wrote:You're out of luck there, I'm afraid. My attempts at making the game not send that packet failed so far. You want to know how to set it up though. I made a second real-life capture, and no 0x0158 packet. The WiFi was an experimental build, and didn't work well anyway. It has to be called from somewhere! That doesn't happen on desmume. There might be some private server or the like, but I'm not sure.
At one point the host sends data frames, the client receives them right but seems to not care about them or throw them out for some reason. The program is still in an early state, so the code is a mess and it will not work with all games. In fact, I'd be surprised if any other game required it. More h4xx0ring shows that the function being used is at 0x027F0114 and not 0x023A04F8. This can be used to connect to any custom Nintendo Wi-Fi Connection server. .
Where the fuck does that crap come from? When the reply is sent and upon which conditions. In all my testing I hadn't encountered any games that do this, but apparently they exist. Unable to find the reason to this so far, I tried adding a simple hack to fix the sequence number of affected packets before sending them. To run this program, the. Master wrote:You're out of luck there, I'm afraid. None of the 'manual sequence control' bits are set when the packets are being sent, so wtf? With some work, homebrews based on the dswifi lib can now communicate with the internet.
No setup or configuring at all. Nopping out the opcode that writes to 0x04808094 in the function, causes multiplayer to break kinda like it's breaking in desmume. And Mario Kart was beyond saving even without the cheaters. I think you could also use Download Play to connect to a Wii, and download game demoes. Weirdass calling convention going on. It does not yet support some of the newer games, such as Pokémon Black 2 and White 2, that use particular forms of anti-piracy protection.
Mario Kart was the primary example for this. That would make sense, since it only analyzes the header of the received packet, what about the data coming next? See how many 0x0228 packets Mario will send. Note: a proper low-level wifi library is needed. Mario does kinda flood, though perhaps not as much as on desmume, I haven't counted. Emulating more correctly gives worse results.
It also never gets called. I think you could also use Download Play to connect to a Wii, and download game demoes. Mario Kart was the primary example for this. Either that, or Nintendo used some weirdass calling convention I'm not aware about. Test of this doesn't change much either. Unfortunately, the custom compression scheme used in WfcReplay v0. From the looks of things, those require emulating local wi-fi, which doesn't seem to be possible yet: No that's not what I mean this is what I mean: Hello? You couldn't play a round of Metroid without at least one player being invisible and flying through the level.