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Post by Leif Bloomquist on Jun 28, 2006 10:29:56 GMT -5
www.jammingsignal.com/c64/weatherwar/!ww3.prg ^^ you'll have to copy/paste the line into your browser Source: www.jammingsignal.com/c64/weatherwar/ww3.zipNote that the game doesn't actually do much - but it does go through the motions and sends packets back and forth. Requires RR-Net or ETH64. Instructions: Enter your IP address, name, and opponent's IP address. The input routines are a bit tricky, but will be improved eventually ;-) The game "listens" on port 3000 so that has to be open in your firewall and forwarded to your 64. The game will "announce" itself to the other side as per the flowcharts, and once they hear from each other, the main game will start. Hopefully the prompts and status line are self-explanatory, if not post questions here. Doesn't work 100% in VICE (this is a VICE bug, you see our own packets which confuses the program). 2 people are needed - look for me on irc.eskimo.com #c64friends. What doesn't work yet: -No chat -Health packets are skipped. -No visual effects. -You must manually decide who is player 1 and player 2. -Round and Wind don't change on the screen. Any bugs or problems, report them here.
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Post by thurstan on Jun 28, 2006 11:56:05 GMT -5
I will give this a go when i get home shortly.
Now as for the IP address, I presume you need the IP address that NAT gives you or do you need to fire up Contiki and give the C64 an IP address to then forward port 3000 to?
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Post by Leif Bloomquist on Jun 28, 2006 13:54:00 GMT -5
You can pick any IP address you want, as long as it makes sense on your subnet.
Oh yeah, I forgot to mention - it assumes your gateway is the same IP address as the 64, except for a .1 as the fourth octet.
Netmask is hardcoded to 255.255.255.0 .
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Post by thurstan on Jun 28, 2006 16:21:30 GMT -5
well it runs okay, just need someone else to test with !
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Post by Leif Bloomquist on Jun 28, 2006 18:18:54 GMT -5
Just to clarify some questions about the IP addresses. For your desired IP address, enter the IP address you want for the 64 on your local subnet (internal). For the opponent's IP, enter their public IP (that of the cable modem or router).
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