NITRO-DWC Function Reference Manual
(US Version)

NITRO-DWC[-DL] 3.1 Plus Official Version

Note: This document contains proprietary information. Please take strict measures to keep this information confidential.

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Revision History

Revision history up to NITRO-DWC[-DL] 3.1 plus official version

Table of Contents

Introduction
Structure of NITRO-DWC
Using the Library
Notes
About this Document
Icon Image Data
About the Sample Demos

Introduction

With NITRO-DWC, you can connect to the Internet using the wireless communications feature of the Nintendo DS (infrastructure mode) to register friends, reference the status of friends, and connect with other Nintendo DS units that meet the right conditions.

Note: NITRO-DWC[-DL] is only the download feature extracted from NITRO-DWC. In this manual, features marked with cannot be used with NITRO-DWC-DL.

The environments for which the operation of NITRO-DWC[-DL] has been confirmed are as follows.

Notes

Structure of NITRO-DWC / NITRO-DWC-DL

In NITRO-DWC, the following features are collected for routine (formulaic) processing.

Only the following features can be used with NITRO-DWC-DL.

Using the Library

Notes

Server Information

●Nintendo Server for Connection Tests

This server is intended to check if the Nintendo DS is currently in an environment where it can connect to the Internet. It runs non-stop.

See the following link to confirm the operation status of each server. If the message, "This is test.html page" appears, the server is running.

Test Connection Server
● Nintendo Authentication Server

This server authenticates the user ID (Nintendo Wi-Fi Connection ID) that is set in the Nintendo DS, and issues information for connecting to the GameSpy server.
This server is also used to check for illegal strings.

Two types of authentication servers are available: Use the development authentication server during development and debugging, and the product authentication server when creating the final ROM. Although both the development and the production authentication server are operating continuously, the development authentication server may go down because it does not have a redundant configuration. If the development authentication server goes down for any reason, the product authentication server may be used.

Refer to the following links to confirm the operation status of each authentication server. If "AuthServer is up" appears, the server is running.

Authentication Server for Production Authentication Server for Development

IMPORTANT:
The development authentication server is used by default. To switch the authentication server, you can use the DWC_SetAuthServer function. For more details, see the Function Reference.

● GameSpy Server

This server is used for matchmaking, general-purpose ranking, data storage, and managing friends.
The GameSpy server is down every Tuesday from 16:00 to 18:00 Japan time (UTC/GMT +9). Sometimes that maintenance work is not completed by 18:00, and the downtime lasts a little longer.

Note that for managing friends, matchmaking, and data storage, no distinction is made between the development and product servers.Since there is no distinction made between the development and product servers, there is a possibility of matchmaking with titles already sold on the market when testing matchmaking during development of the remastered or localized version, even if the DWC_SetAuthServer function is used to set the authentication server for products.

To avoid this, it is necessary to make a distinction so that matchmaking is not performed with the product version or debug/development version based on conditions on the players to be searched as matchmaking candidates that can be specified when using peer matchmaking without a friend specification.

However, for general-purpose ranking, there are two versions of the server (one for development and one for retail products), as is the case with the authentication server. When the authentication server is switched, the general-purpose ranking server will also switch.

Note: At this time, no method is available for checking the GameSpy server's operating state.

● Nintendo Download Server

This server is used for Wi-Fi Download Service. For details, see the Nintendo Wi-Fi Connection NITRO-DWC Programming Manual - Download Edition.

As with the authentication server, there are two versions of the Nintendo download server: one for development and one for production. Switching between the servers matches the switching between authentication servers.

Note: Currently, there is no method available for checking the operating state of the download server.

● Comments

Licenses

About WEP Keys

Documentation

The $NITRODWC_ROOT/docs/ directory contains the following programming-related documents.

To obtain Nintendo Wi-Fi Connection Programming Guidelines for DS (which describes cautions to be used in development) or the latest versions of the documents included in this package, visit the Nintendo Support Page.

Note: When using NITRO-DWC-DL, refer to the Nintendo Wi-Fi Connection NITRO-DWC Programming Guidelines - Download Edition.

Icon Image Data

The $NITRODWC_ROOT/data/Wi-Fi_icons/ directory contains the bitmap data and the NITRO-CHARACTER data for "Wi-Fi Connection support icon" and "Wi-Fi signal strength icon," which are used by the titles that support Nintendo Wi-Fi Connection.
For the use of the individual icons, see the Nintendo Wi-Fi Connection Programming Guidelines.

About the Sample Demos

The $NITRODWC_ROOT/build/demos/ directory contains sample demos designed to be used as references for implementation.
Keep the following in mind:

The objective of each sample demo is explained below.

Sample name Overview NITRO-DWC NITRO-DWC-DL
dwc_sample This sample demonstrates the comprehensive use of the DWC Library features. O
dwc_connect_inet_sample This is a simple sample of connecting to the Internet and checking the connection. O O
dwc_userdata_sample This is a sample used for handling user data. O
dwc_frienddata_sample This is a sample used for handling friend information. O
dwc_anybody_match_sample This is a sample showing the creation of an automatic mesh connection without any awareness of the connection order for a large number of unspecified partners. O
dwc_friend_match_sample This is a sample showing the creation of an automatic mesh connection without any awareness of friend-exclusive connection order. O
dwc_sc_match_sample This is a sample showing the creation of a semi-automatic mesh connection with a friend-exclusive server-client method. O
dwc_eval_callback_sample This sample is about evaluating matchmaking candidate players during peer matchmaking. O
friend_match This sample is about matchmaking. O
rank_sample A sample of the general-purpose ranking feature. O
ghttp_sample A sample demonstrating the HTTP networking features. O
dwc_naslogin_sample This is the Nintendo authentication server login sample. O O
dwc_nd_sample A sample demonstrating the download features (the Wi-Fi download service) O O
dwc_prof_sample A sample of the illegal string check. O O

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