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Mace
Registered: May 2002 Posts: 1799 |
Where to find info on coding for RR-net?
I'd like to try to write my own piece of software that does some communication with a server, over network.
Where can I find information on how to code such stuff, in particular how do I work with an RR-net? |
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chatGPZ
Registered: Dec 2001 Posts: 11386 |
for rr-net specific info start here - it will not tell you about ethernet or tcp/ip in general though |
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Mace
Registered: May 2002 Posts: 1799 |
Ah, thanks.
And thanks for pointing out the TCP/IP aspect.
I am not yet sure what TCP/IP needs I have, hopefully IP65 can help me out.
But first things first. |
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Bitbreaker
Registered: Oct 2002 Posts: 508 |
I can dig out old code from 64net where i made a patched kernal to work with rr-net. I also did some pr0n streaming via rr-net. But should all be old ugly code still done in TAS. But you'd then have at least send/receive of udp packets. |
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SIDWAVE Account closed
Registered: Apr 2002 Posts: 2238 |
http://retrohackers.com |
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Mace
Registered: May 2002 Posts: 1799 |
It seems I need full HTTP implementation, so I'll be digging into the Contiki sources.
But I'd love to have those TAS files too, feel free to email them to me, Bitbreaker. You can use the address in CSDb.
And thanks for the link to Retrohackers! |
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Bitbreaker
Registered: Oct 2002 Posts: 508 |
This is some old stuff from 64net when still using rr-net, so it contains loading a file via network and udp. In your case you might need much more, like proper arp support, tcp, http, have fun, sounds like a lot of pain in the ass :-) |
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Ninja
Registered: Jan 2002 Posts: 411 |
I never used it myself but a number of people liked it back in the days. It has source, too: Http-Load2 |
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Mace
Registered: May 2002 Posts: 1799 |
Our case is a game server, producing board situations obtainable through http-get.
We'd like to create a port of the game on C64 (a Python version under Windows is already running) and we indeed concluded that network communication was a big hurdle.
I'm not sure Http-Load can do the job. |
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MagerValp
Registered: Dec 2001 Posts: 1078 |
IP65 should be up to the task:
https://github.com/oliverschmidt/ip65/blob/master/test/geturl.s
http://oliverschmidt.github.io/ip65/ |
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Schema
Registered: May 2005 Posts: 15 |
Hey. I've written a bunch of stuff for the RR-Net, the networking was all raw UDP though. Feel free to check out the source code:
https://github.com/LeifBloomquist/ArtilleryDuel
https://github.com/LeifBloomquist/NetRacerClient
https://github.com/LeifBloomquist/NetRacerServer
https://github.com/LeifBloomquist/Vortex
Vortex is probably the closest to what you want (client/server, using IP65). Again, raw UDP for realtime, but you get the idea.
IP65 can do wget-style downloads, but I haven't played around with those functions specifically.
i.e. http://oliverschmidt.github.io/ip65/doc/ip65_url_s.html
Looking forward to hearing more about your game! |
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Mace
Registered: May 2002 Posts: 1799 |
We decided to reverse engineer Contki's Wget program.
Or rather decipher the assembly code far enough to actually insert jumps to the game.
At this point in time we are trying to expand the length of the URL, as by default it seems to short for our needs.
Progress is slow, but with the help of the compile map and the C source, we will get there.
Unfortunately we didn't make it in time for the compo it was intended for, but we'll continue nonetheless :-) |
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MagerValp
Registered: Dec 2001 Posts: 1078 |
That sounds a lot harder than https://github.com/oliverschmidt/ip65/blob/master/test/geturl.s |
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Mace
Registered: May 2002 Posts: 1799 |
Hmm, might be right... Thanks :-) |