And while we are on the subject has anybody used Handy's TCP/IP connectivity for multiplayer games? Some kind of ComLynx <-> UDP client/server would be cool. Even at just 9600 bauds it could be used for turn based games.
Well, the problem you need to rewrite handy in some parts.
f.i. you want to run more than one emulator on one machine for testing.
anyway udp is a protocoll which is nearly as reliable as comlynx connection is.
I think it is more useful to get comlynx working properly and error tolerant.
But yes. It would be nice to have that feature in handy, because then it would be mor eeasy to test that code!!!
I was thinking about doing a small stand-alone ComLynx-UDP Lynx gateway to test the concept. The idea is:
- Everything coming in from a socket is echoed to ComLynx and also echoed to the next Lynx gateway. Except packages that originally originates from me.
- Data coming in from ComLynx is assembled in a ring-buffer.
- When a buffer has enoung data for one UDP packet or there is a 1 byte break in the transmission from the Lynx then the UDP packet is transmitted to the next Lynx gateway.
So this gateway could be used to extend ComLynx over internet for games that do not require fast communications.
Well, actually there exists custom baudrate USB dongles that would allow the ComLynx to run at 62500 bauds. So in theory you could extend even fast ComLynxed applications on it.
Running multiple Handy-emulations could use this scenario for testing ComLynx by giving every Handy an unique port number and chain the communications to form a ring of Lynxes.
If you could combine the ComLynx-USB with a small CPU running the Gateway code and export it to Ad-Hoc WiFi (a small laptop perhaps) then you could run Handy on Sony PSP's together with ComLynxed Lynxes.
Or for new developement you cold intergrate the Lynx gateway to existing networked games and just create new Lynx ports of the games.
So many ideas and so little time to play... - sigh -