Download Play

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The 3DS dlplay title has two dlplay modes: 3DS and DS. DS dlplay is just regular dsmode dlplay, same interface and protocol as before. Like DS gamecards, holding down start+select while starting the dsmode dlplay client will disable stretching the screens.

Download Play protocol

The Download Play protocol for 3DS is completely different from the DS Wireless Multiboot (WMB) protocol. While the DS WMB protocol used to send program code in plaintext over wireless, the 3DS Download Play protocol uses UDS which uses CCMP encryption etc. See also here.

Download Play UDS protocol

This section describes the data transferred using the UDS service. All data is stored as big-endian.

UDS data_channel 0x1 is used for spectator data, while all non-spectator data uses data_channel 0x2. The spectator data is received by connecting to the network as a spectator then receiving data-frames, this is handled when scanning for DLP networks. This spectator-data contains the DLP icon and the sysupdate titlelist.

This is the data starting at offset 0x0 for UDS PullPacket/SendTo:

Offset Size Description
0x0 0x1 Must be 0x1 for spectator data.
0x3 0x3 ?
0x4 0x2 Size of the entire frame.
0x6 0x2 ?
0x8 0x4 Checksum
0xC 0x1 Spectator data: frameid, must be less than total_frames. Normal data: unknown.
0xD 0x1 Spectator data: total_frames. Normal data: unknown.
0xE 0x1 Unknown. This must match a state value. When this frame value is non-zero, 0x1 is used for the frame value when doing the compare instead.
0xF 0x1 ?
0x10 The frame-specific payload starts here.

Broadcasted application data

The Download Play protocol broadcasts 3DS application data in the CIA format. The title is installed to NAND, and is kept there until new CIA data from a different game is received through the Download Play protocol.

Remote Distribution of System-Updates

As part of the child distribution process, a 3DS acting as the server in a local Download Play session, can send system updates to another 3DS unit acting as the client, through first sending the system update package then instructing the client to install reboot and reinstantiate a connection (which it caches information about temporarily) remotely, if it finds system updates are necessary before distributing the child-application. ( eg. multiplayer game or a demo. ) Like "update" partitions on CTR Cards, this is not an "automatic feature" and not implemented for all Download Play titles. This system update data is from the application's system update CFA, prior to beginning the data transfer the host broadcasts data-frames which contain a title-list from the system update CFA.