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PadrinatoR

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  1. Thank you very much I don't know much about sockets, sorry :S See ya!
  2. Hi!! I'm writing a Pictionary game for DS and now I'm trying to send images to the server in order to resend them to the other consoles. The drawing area size is: 221x153 so I'm trying to send 33813 bytes, 33,02KB. I send it in only one packet but I receive two packets in my server app: one of 4260bytes and other of 3991bytes. I'm using normal TCP connection and DSWifi 0.3b. What can be the problem? Thanks in advance. See ya!
  3. Thanks .NET Framework 2.0 is needed because I wrote the server app in VisualBasic 2005 Express Edition. I wanted to write it in VB6.0 but I got some problems sending messages to Winamp... so I finally had to use VB2005 :S:S
  4. Requirements: - .NET Framework 2.0 (http://www.microsoft.com/downloads/details...;displaylang=en) - You must have the port 32123 UDP opened in your router. Step by step guide: 1) Install .NET Framework 2.0 (if it's not installed yet) 2) Run the server app (DSAmpServer.exe). If you have Windows Firewall enabled, it will ask you if you want to lock the application. You must choose Unlockb]. It doesn't matter if Winamp isn't opened, because you can open and close it from NDS 3) Switch on you DS and run DSAmp. It will ask you for host's IP, enter it and click OK. Enjoy it! LINK: DSAmp v1.0 - by PadrinatoR 2006 MIRROR: DSAmp v1.0 - by PadrinatoR 2006 MIRROR 2: PadrinatoR Games You'll find a DSAmp link in this web site Screenshots: PD: Sorry, I'm Spanish and my English isn't very good :S
  5. Thank you!! I think it's not problem of receiving data, because I wrote another app using the same Winsock control that I used in the server application and I wrote something like this: For i=1 to 50 WinsockCtrl.SendData "asdf" Next The sent data was received correctly, 50 separated messages "asdf". Anyway, I changed TCP sockets by UDP sockets and all the messages are received correctly. Thanks anyway
  6. I'm looking for information about how sockets work internally, but I haven't found anything yet, so I have a question: I suppose that the TCP sockets send information after a period of time (that's the reason because I receive in my VB app a big packet when I send a lot of packets quickly, isn't it?), is there any way to change this period of time?
  7. Thanks I did that but I want a not retarded control, because I press A button, for example, 5 times, and data is not received until I don't stop sending messages, so the server app processes all the messages at the same time. I think it would be better to use UDP sockets hehehe Thank you again
  8. Hi! I'm writing an application that lets you to control Winamp from the DS. I'm using NON-BLOCKING TCP sockets to send the information, but some rare thing happens When I send data very quickly (for example, if you press Up quickly, the DS sends a lot of "volume up" messages), my server application (made on Visual Basic) receives a long message with all the quickly-sent messages: "volume upvolume upvolume up". Is this normal? Is there any way to avoid this? I want to receive a lot of "volume up" messages, not a long message, because the sending from DS takes place when I stop sending messages. Thanks you in advance, and I'm sorry because I'm Spanish and my English is not very good haha See ya!! PD: Here is my code (I'm using PAlib and DSWifi from CVS 19-7-2006): int main(int argc, char ** argv) { int socket; PA_Init(); // Initializes PA_Lib PA_InitVBL(); // Initializes a standard VBL PA_InitText(1, 0); PA_InitWifi(); PA_OutputText(1, 0, 0, "Connecting..."); if(PA_ConnectWifiWFC()){ PA_OutputText(1, 0, 1, "Connected"); }else{ PA_OutputText(1, 0, 1, "Cannot connect"); while (1) { PA_WaitForVBL(); } } PA_InitSocket(&socket,"192.168.0.4",32123,PA_NONBLOCKING_TCP); // Infinite loop to keep the program running while (1) { if(Pad.Held.Up) send(socket, "volume up", 9, 0); PA_WaitForVBL(); } return 0; } // End of main()
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