Wireless Cart I/O

Discussion in 'General Gaming' started by Eviltaco64, Dec 20, 2015.

  1. Eviltaco64

    Eviltaco64 or your money back

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    Cartridge -> "Radio Cart Slot" that sits atop a wireless charging pad, transmits the cartridge's data at a fast rate to a pass-thru cart plugged into the system. The pass-thru intercepts/interprets the data and pushes it to the console to execute in real-time.

    If the idea works, it could be built upon quite a bit if, say.. the pass-thru (in the form of a Raspberry Pi) had an emulator of the system it is middlemanning for (let's say SNES), that would greatly increase the native system's overall capabilities. The additional power of the pass-thru tech (especially if it could it be programmed to interrupt/override native ops through a button combo) and it's emulator could allow for things like real-time cheat codes, multi-cart "soft" hot swapping on real hardware, even (perhaps through the emulator bit) a dedicated Netplay interface.

    Could this be a feasible thing?
     
  2. rso

    rso Gone. See y'all elsewhere, maybe.

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    Technically it'd be possible, but in the same way it's technically possible to move a whole mountain by hand. You'd have additional latency on every. single. cpu. instruction. that gets fetched/executed from the cartridge.
     
  3. graphique

    graphique Enthusiastic Member

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    If you want a netplay interface, why don't you hook the pass-through up to the controller slot rather than the cartridge slot? Just have a dongle that drives the controller pins based on input from your wireless network. There's still the matter of actually writing the software, but you'd have to do that either way.
     
  4. MachineCode

    MachineCode The Devil

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    I could see just sending controller input being an issue due to the games not being synced in time as well as things within the games that use a random number generator being different between the two carts.
     
  5. Eviltaco64

    Eviltaco64 or your money back

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    If only Yu Gong had a taste for classic video games, huh? You are absolutely right. A major question would be how to reduce this latency as much as possible. Most current-day wireless networks would be too slow to see this through, it seems. One option would be to (pain-stakingly) debug each game and analyze it's typical path/predictions and behavior as it's running to form something along the lines of a hi-speed buffer. The other would be to wait for something like Li-Fi (maybe quantum data teleportation will do the trick!)
    Good call, that's been proven to work before. The solution I was thinking of was more along the lines of XBAND. I wonder if there is anything to gain from combining the two schools of thought (running the controller line into a pass-thru J-Cart).

    Sending out immediate instructions to two systems in parallel would make things difficult. What could make it easier would be synchronizing the systems over a network to the same clock and then sending instructions out for each system to download at asynchronous times to execute at designated, synced times. Rather then sending out a Reset signal directly from the server, which would make one system reset at say.. 19:03:05.2 and the other system reset at, 19:03:07.1.. The server would send instructions out to a dormant buffer on each system, where both are instructed to be idle until 19:03:09.0. Once that time hits, they jointly Reset.
     
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