Hello, I got an update about Netrogames. After Keith Robinson died, Steve Roney looked at my Netrogames Idea and said tat 56k was too few bits/ second to adequately do it.
First fo all I said I was assuming the Sprint Direct Connect had a maximum speed of 56 kb/s becuase it was only meant as a voice network. ut I showed, theat if you're within a 2400 km limit, the low ping of Sprint Direct Connect will connect 2 systems fast enough so that you don't have to send extra data like the plethora of extra data required in most modern games. I was assuming the only thing transmitted was joystick data and random number synching data, and using the power f the "straight line network" to beat the clock of a half frame needed to transmit data and process it in time for the next frame.
Second of all, if Steve Roney says he can't do it in 56 kb/s, the good news is, according to Tex Tiexera, the Executive Engineer at Sprint, said that a) low ping data is possible with Direct Connect without any new burdens on the network, and b) Direct Connect can do as fast data speeds as the Sprint network allows along the path. I think the network is like 99.9% covered for 3G, which is 500 kb in/150 kb out and over 95% of the nation has 4G LTE with is anywhere from 10-100 MB in, 3-30 Mb out. Literally the only difference between a traditional connection and a Sprint Direct Connect connection is the advantage of straight line data, and the disadvantage (Sprint would call it a "feature") of only working on a "Sprint to Sprint direct connection " with no foreign networks to bounce the signal.
If Steve Roney is reading this, this is the way you networkize the old Intellivision games, make it feel like the original locally with no lag, and no add any new code, which means third party INTV cartridges can be played online because you're not using third party game code to make the network work, so you're not creating an unauthorized derivative work.
Of course to go beyond a half light-frame (2400 km assuming 60 F/s, the distance is longer if less Hz rate) of distance one way, you might have to make a derivative network code. But this would be a start.