The folks at Slashdot seem to think we are worthy of their attention.
I have received a few requests from the press at various email addresses I have kept over the years, and organizations I've run (Savenapster, etc.). Please use the GameFarmer contact page to get in touch with me, as it is the best method.
I'm really looking forward to getting some interested developers on board. Please read the GameCube LAN / Protocol Specification and check out our SourceForge project page.
Posted by Chad at July 18, 2003 02:35 AMif you manage to pull this off Nintendo sales will soar/you will be many a nerds hero.
Posted by: Joel at July 18, 2003 10:54 AMYou don't look slashdotted yet, guess we'll just have to try harder :)
Posted by: Daetrin at July 18, 2003 11:54 AMAll you would have to do to make this work is find some way to make the cube look for other cubes
at a specific IP address and send all the UPNP stuff there, and at that IP address have a cube hooked up to a router with UDP Port 26502 forwarded to 10.10.10.101.
Only problem is, how do you do that? :P
Posted by: Jonathan at July 18, 2003 12:03 PMNo.. the real question is how bandwidth intensive is kirby. If Nintendo games play like Halo online, then Im not sure I'd even bother.
Posted by: jeremiah at July 18, 2003 04:20 PMYou have a dirty office
Posted by: Ben at July 19, 2003 02:43 AMthe japanese one seems have a better progress. may be u can share information with them
their page is http://gc2.zive.net/index.html
i can't make hide nor hair of that site. how far have they gotten? I heard they got it going but only at around 3 fps.
Posted by: Joel at July 23, 2003 11:16 AM3fps is the v.01, now they are v.03. following is the translated info (used excite.co.jp's translation engine) besides, this page http://gc2.zive.net/proto.html seems lists out the communication protocol / method they use. give it a look, especially those know japanese.
The version which dabbled even in the original protocol portion that waging war by 60fps(es) (1/1 of game speed) should be realized. However, since the data transmitted and received by the original protocol is only controller operation and some flags When delayed also by one packet, the gap arose between GC(s), and it did not become a game. The phenomenon in which 60fps(es) are as reverse-走(ing) even if it is pitched against each other through another course in the worst-case scenario or the waging-war partner is running ordinarily, although it realizes たり happens. It is the pure tunneling it is equivalent to Ver0.2 series and according to UDP except type 3 of an original protocol. Only Type 3 packet of an original protocol is treated specially. Treatment of Type 3 packet Count 0 packet transmitted from self-GC is usually transmitted to GC besides a passage. It is recorded by the tool side while it usually passes along count 0 packet transmitted from other GC(s) and it transmits to self-GC. The packet after the count 1 transmitted from other GC(s) does not transmit to self-GC only by recording. Although it will usually transmit to GC besides a passage if the packet after a count 1 is transmitted from self-GC, the packet of the following count is generated original with origin, and the packet currently recorded without waiting for the response is returned to self-GC. Generation of the following count packet The packet currently recorded is used as a base. It copies to the packet which is having the counter value of the packet sent from self-GC recorded. At this time, if self-GC is not GC1, the increment of the counter value will be carried out. Information domain of self-GC of the packet sent from self-GC (84 bytes of domain) It copies to the packet currently recorded. The UDP checksum of the packet currently recorded is updated. In this way, the made packet is returned to self-GC.
Posted by: yu chai at July 23, 2003 07:42 PMHere's a link to a translated version of the Japanese site. Hope it helps.
http://translation.lycos.co.jp/web/result.html?wb_url=http%3A%2F%2Fgc2.zive.net%2Findex.html&wb_lp=JAEN&wb_dis=2&wb_color=006600
"The version which put the hand also into the original protocol portion and realized 60fps(es). However, the gap between GC(s) is severe and an honest game is not expectable."
Posted by: Nathan at July 23, 2003 11:34 PMquote from the other site, this version can speed up the frame rate to a steady 20fps.
Posted by: Yu Chai at July 24, 2003 01:04 AMActually Halo for XBox plays very smoothly unless you're an idiot who:
(A) Uses Gamespy Tunnel instead of XBConnect
(B) Doesn't bother to check if the server he's joining is at all near to him
(C) Can't read the pings, and doesn't know to look for the server with the lowest.
(D) Doesn't know that it helps to stand still for a few seconds when the game starts to let the connection sort things out
If you know what you're doing, you can get a good lag free game going with some nearby friends. If you can't be bothered to put any effort into making sure the game is smooth then stop bitching about it.
Posted by: Rambozo at August 2, 2003 09:22 PMis there a way to keep the game from laggin and how do u read "ping"
Posted by: Bobin at November 17, 2003 05:46 AM