shark1686 said:
Heres my take on gba linking, eventually it will happen. I mean at first i thought the transfer pack for n64 would never be emulated. from the looks of things emulation (especially gba) gets better and better as time goes on.....
Well .. the only way to REALLY make it work would be LAN wise. WAN wise it won't, (IE across the internet). Here are the nuts and bolts of the problem.
Synchorise transfer on the GBA is 2Mpbs (not mbps) with a minimum of 32 bits per transfer (IE it sends 32 bits not 8 per transfer).
Please remember folks M <- 1000 000 k 1000 m 1048576 k 1024
This is ANSI and ISO accepted convention try to use it otherwise what you say might confuse people.
Mathematically this is 250K bytes per second. OR the entire contents of the GBA WRAM in a second to transfer (adequate for games in other words).
Continuing EACH linked GBA recieves this in parallel. Thus if you have 4 GBA's connected each GBA recieves all the data simultaneous (even if it isn't for that GBA). Responses are like wise.
This makes anything other than PEER TO PEER an abominable task.
Why? SCEW!
The scew between each attached devices is the hard thing to relieve. WAN wise one might be able to reduce it to about 10ms LAM wise 1ms though typically 100ms is expect WAN wise. It really depeonds on the hop count. On a LAN shouldn't be a big deal.
One MIGHT be able to do it quite well if both machines have an image of the game (and RUN them simultaneously). The difference of the data streams are sent instead.
Think of it this way.
VBA1
Image1 LOCAL
Image2 PEER
VBA2
Image1 PEER
Image2 LOCAL
The game emulates the PEER as well as the local copy. The only thing that's sent beween the systems is the KEYPRESSES

This prevents unsynchronise events, and the results should be identical on each machine.
Problems?
This is rather slow and the Emu versions need to be identical.
It might be a good cause for GBA dynamic REC usage.
Cyb