SNESnet - SNES Ethernet adapter

Discussion in 'Nintendo Game Development' started by saturnu, Aug 5, 2015.

  1. saturnu

    saturnu Spirited Member

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    SNESnet is using a NM7010B+ modul from Wiznet. (compatible with w5xxx chips)
    It communicates through two (Pin 25/26) of the eight (Pin 19-26) cpu-io bit, that are available on the controller ports.

    Details
    • NM7010B+ Modul
    • Atmega168
    • can send data from a homebrew to a server (IO-Port)
    • can receive data from a server on controller port 2
    • is using a dedicated 5v power supply
    • demo server in java on github
    • crypted password on login
    • multiuser server
    • auto-reconnect on disconnects

    Download:
    https://github.com/saturnu/snesnet

    This is a screenshot, which captures a real snes and the java server debug output.
    (the demo homebrew/server is on github, too)
    [​IMG]


    bsnes-plus + vsnesnet
    the github repository features a bsnes-plus patch and a simulator called vsnesnet, it's compatible with
    the hardware implementation and could be used for development.
    [​IMG]
     
    Komet Custom and sa1 like this.
  2. Tommo92

    Tommo92 Rising Member

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    So in theory we could use this to play street fighter over the net on orginal hardware long as the rom was modified?
     
  3. TerdFerguson

    TerdFerguson ls ~/

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    Is the adapter for sale? Are there documents/guides to create one?
     
  4. APE

    APE Site Supporter 2015

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    Only if you were to build Street Fighter from scratch with support for this.
     
  5. wombat

    wombat SEGA!

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    I guess eventually some clever soul will be able to mimic player 2 on another SNES, and making this SNES act as an extension of player 1 system?
     
  6. jonwil

    jonwil Robust Member

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    I wonder if you could make some sort of primitive web browser on this (probably you would want to use an SA-1 for the extra CPU grunt and the frame buffer features) and load something like the hack-a-day retro edition (there is a running thing on hackaday.com where people connect old gear to the internet and get it to load the hack-a-day retro edition)
     
  7. saturnu

    saturnu Spirited Member

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    For multiplayer it's like APE said, the network delay is too big, the retail games drift apart without a romhack,
    The old XBand modem somehow paused the faster one for a short moment, but who want's to play streetfighter with hiccup. ^^
    Beside that, there are random events, think of the items in mario kart, that would result in different games on both consoles.

    and i don't want to program a primitiv browser, this sounds kind of overused. ^^
     
  8. Melchior

    Melchior Rapidly Rising Member

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    Indeed you would need to synchronize game-state between two(+) systems, in real-time.

    IIRC the controller port is polled every frame/vblank thus isn't it only capable of like 960 baud (assuming only 1 I/O port is used ~ erm those ports are BiDirectional !?! )

    For any deterministic game - without a (h/w) RNG, it *should* be possible; each game would need to be patched to trade setup/world state on startup and then periodically re-sync (beyond just user input), so yes.
     
  9. Komet Custom

    Komet Custom Member

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    I've been dreaming about Online Snes gaming since i discovered the Xband. it was 5 years ago. It's kind of a recent discovery ^^ (Europe didnt benefit from neither Satella or Xband..)
     
  10. Komet Custom

    Komet Custom Member

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    Double posting here but you might find this interesting:

    The Xband Youtube channel is getting 2 new update videos and they apparently managed to connect to the Xband (I suppose they are tricking the console or the Xband itself to make that happen since the Xband servers were off years ago..)

    How's your project going?
     
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