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 Active 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 Peppy Member

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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 Site Supporter 2011,2013,2014,2015

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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..)
     

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