WiiRd forum

Wii & Gamecube Hacking => WiiRD Remote Debugger => Topic started by: EdisonC on February 10, 2010, 06:27:10 PM

Title: Wiird using Wifi
Post by: EdisonC on February 10, 2010, 06:27:10 PM
Is it technically possible for Wiird to support Wifi? If yes, why is it not made to support it? Why should we need USBGecko which is one more piece of hardware, instead of using wifi which is already on most Wii and PC.
Title: Re: Wiird using Wifi
Post by: Romaap on February 10, 2010, 11:01:29 PM
It is not (hardly?) possible because of the Wii side restrictions.
If Gecko would use Wifi then it should have a lot of code in the CodeHandler, this is very hard to make and it wouldn't possibly fit in the small space it has in the Wii's RAM.



Title: Re: Wiird using Wifi
Post by: EdisonC on February 11, 2010, 03:32:55 AM
Why is that? You mean the code handler would have to compile inline the wifi library code? I thought Wii would provide wifi system calls in a IOS or driver or something, like any other computer system, isn't that so? Even then, there should be enough ram on the Wii to support wifi, simply because there are other applications on Wii uses wifi right? Or are you saying that the code handler has to maintain a small ram footprint?
Title: Re: Wiird using Wifi
Post by: Link on February 13, 2010, 10:07:49 AM
Quote from: EdisonC on February 11, 2010, 03:32:55 AM
Or are you saying that the code handler has to maintain a small ram footprint?

I guess that's what he means.. even ethernet (USB Ethernet adapter) support would be critically large.. the USB Gecko handler is only 4 KB large and it shouldn't be much bigger!
Title: Re: Wiird using Wifi
Post by: EdisonC on February 16, 2010, 03:32:37 AM
But I heard that USB and Wifi system calls are implemented in IOS. Even if they are not, can the super hacker here "hack" the system call into an IOS. Maybe its too challenging or just technically impossible? If we can do that then the below application layer USB and wifi code will be out of the code handler, the application layer Wifi code in the code handler should be really small.
Title: Re: Wiird using Wifi
Post by: Deathwolf on February 17, 2010, 11:20:55 PM
wiird works on wifi.
if you use code search on brawl (WiFi) you get disconnection so look into the memory viewer.
but on some games you can use code search and you don't get disconnection ;)
Title: Re: Wiird using Wifi
Post by: Zetta_X on February 18, 2010, 10:40:27 PM
Quote from: Deathwolf on February 17, 2010, 11:20:55 PM
wiird works on wifi.
if you use code search on brawl (WiFi) you get disconnection so look into the memory viewer.
but on some games you can use code search and you don't get disconnection ;)

I believe the actual point of this topic was to have a wireless connection between the wii and a laptop instead of the USB gecko
Title: Re: Wiird using Wifi
Post by: Deathwolf on February 18, 2010, 11:00:07 PM
lol okay sorry  :)
Title: Re: Wiird using Wifi
Post by: ichfly on February 18, 2010, 11:22:02 PM
But what heppend if you say initiale /dev/wl0 and then the game try to do that ,too.

/dev/wl0 is the wlan "driver" in the ios (www.wiibrew.org/wiki//dev/wl0)
Title: Re: Wiird using Wifi
Post by: EdisonC on February 26, 2010, 10:04:17 PM
Are you asking how to have simultaneous network connections between the game/internet and codehandler/wiird? My guess would be the codehandler would open a seperate port connection with wiird.

I still think that Wii's wifi and usb system calls are implemented in the IOS. Anyone can confirm this?