25 KiB
Game Boy Advance Wireless Adapter
- 🌎 (October 14, 2022) Original post: https://blog.kuiper.dev/gba-wireless-adapter 🌎
- ✏️ (February 2, 2023) Update: Notes starting with "⚠️" are comments from me (@afska) and not part of Corwin's original post.
- ✏️ Updates from October 10, 2023: @davidgfnet and I were discovering new things and we added them here!
Some people may be aware that I have played around with the GBA wireless adapter, indeed I’ve made one that works over the internet but unstably. The reason that I hadn’t made this post earlier is because I wanted to make it stable before releasing the code and writing it up. Alas, I haven’t had much motivation to continue, which is a shame given I got so close.
This is the first post of a planned two. In this first post I will be talking about how the wireless adapter works, and in the second I will talk about specifically how I did all this. The short version of that second post is using the PIO on Pi Picos.
The Wireless Adapter
The Game Boy Advance Wireless Adapter
The wireless adapter is a piece of hardware that connects to the link cable port of a GBA that then communicates wirelessly with other adapters. It also contains a multibootable1 rom for playing games only one player has a copy of (although I am not aware of many games that use it, some NES classic games use this). However, the most notable games to use it is probably the Pokémon games Fire Red, Leaf Green and Emerald (Sapphire and Ruby do not have wireless adapter support)2.
You can make this screen display any game
Communicating with the adapter
When I started, I used the following resources to start being able to talk with the wireless adapter:
Pinout
The wireless adapter connects using the link cable port to the GBA. It uses
- 3.3V
- Serial In
- Serial out
- SD
- Clock
- Ground
which is all 6 of the pins. If you are going to mess with interfacing with the link cable yourself, make sure you know which pin is which. If you just want to use the wireless adapter as part of the GBA this isn’t relevant.
Serial Peripheral Interface
Broadly speaking the GBA communicates with the wireless adapter using the Serial Peripheral Interface (SPI), however it can be somewhat weird. In the case of the GBA this is a three or four wire protocol depending on how you count. The clock, two data wires, and what is normally chip select but operates more as a reset.
The reason you would have a chip select normally is because then you can reuse the other three wires across all the chips on your board and switch using the chip select. On the GBA we only have one other device on this bus, so a chip select isn’t really an apt term for it.
A logic analyser can be used to probe the link cable protocol between the GBA and a Wireless Adapter
I will break up the ways in which you communicate into three parts:
- Initialisation
- Commands
- Waiting for data
One thing to make note of is that when I have screenshots showing the logic analyser traces, these all come from Pokémon Emerald as it is what I had at the time I did a lot of this.
Initialisation
The initialisation sequence captured using a logic analyser
Before starting sending and receiving commands, a handshake with the adapter needs to be done. During this, the clocks runs at 256 kHz. Real games start this process by resetting the adapter.
To reset you take the reset line high. Most people refer to this as SD. You can see this in the figure.
After this the GBA sends a single command, although we will ignore this for now.
Next is the Nintendo Exchange.
Nintendo Exchange
The GBA and the adapter exchange the word “NINTENDO” with each other in quite a strange way.
GBA sends 0x7FFF494E and wireless adapter sends 0x00000000.
The GBA here sends 0x7FFF494E, of this the relevant part is the 0x494E. If we look up what the bytes 0x49, 0x4E are you will find them to be the letters NI. As exchanges happen simultaneously, at this point the adapter doesn’t know what to respond with and so responds with all zeros.
GBA sends 0xFFFF494E and wireless adapter sends 0x494EB6B1.
Next the GBA sends 0xFFFF494E and now the wireless adapter does respond and responds with 0x494EB6B1. I can assure you there is a pattern here:
- GBA:
- Two most significant bytes are the inverse of the adapters previous most significant bytes.
- Two least significant bytes are the GBA’s own data.
- Adapter:
- Two least significant bytes are the inverse of the GBA’s previous least significant bytes.
- Two most significant bytes are the adapters own data.
The “own” data are the bytes of the string “NINTENDO”, and you advance to the next pair when the most significant bytes equal the inverse of the least significant bytes.
Following these rules the transfer looks like
| GBA | Adapter |
|---|---|
0x7FFF494E |
0x00000000 |
0xFFFF494E |
0x494EB6B1 |
0xB6B1494E |
0x494EB6B1 |
0xB6B1544E |
0x544EB6B1 |
0xABB1544E |
0x544EABB1 |
0xABB14E45 |
0x4E45ABB1 |
0xB1BA4E45 |
0x4E45B1BA |
0xB1BA4F44 |
0x4F44B1BA |
0xB0BB4F44 |
0x4F44B0BB |
0xB0BB8001 |
0x8001B0BB |
Although note that due to the rules, the first few transfers may contain some junk data and be different to this in practice. And after this, you can start sending commands.
Commands
A command being sent by the GBA and acknowledged by the adapter
Commands are how you tell the adapter to do things. When in command mode the clock operates at 2 mHz. Some examples of commands include connect to adapter, send message, and receive message. All commands follow the same form:
-
Command
The command is a 32 bit value of the form
0x9966LLCC:- LL
- The length of the data payload in number of 32 bit values. For example here it is
0x01, so one value is transmitted after this.
- The length of the data payload in number of 32 bit values. For example here it is
- CC
- The command type, there are a bunch of these! In this case the command type is
0x17.
- The command type, there are a bunch of these! In this case the command type is
- LL
-
Data
All the data along with the command, must transmit the number given in the command
-
Acknowledge
The adapter responds with a command, the length is the number of 32 bit values and the command type is always what you send +
0x80. In this case the length is zero and the command is0x17+0x80=0x97.⚠️ When you send invalid commands or a one you're not supposed to send in the current state (like sending a
0x1dbefore a0x1c), the adapter responds0x996601ee. I guess that if you read the next word (as the response size is01), it gives you an error code. -
Response
The data that the adapter responds with. Equal to the length given in the acknowledgement.
-
Ready
In the figure, you’ll see that after exchanging any 32 bit value using SPI, some out of clock communication happens. This is the GBA and the Adapter signalling to each other that they are ready to communicate. This happens over the following stages:
- The GBA goes low as soon as it can.
- The adapter goes high.
- The GBA goes high.
- The adapter goes low when it’s ready.
- The GBA goes low when it’s ready.
- The GBA starts a transfer, clock starts pulsing, and both sides exchange the next 32 bit value.
⚠️ If this acknowledge procedure doesn't complete, the adapter "gives up" after ~800μs and start listening again for commands. That means that if a game doesn't implement this logic, it has to wait almost 1 millisecond between transfers (vs ~40μs in normal scenarios).
⚠️ Also, the ACK protocol is different after a Wait command:
1. The GBA goes high as soon as it can.
2. The adapter goes high.
3. The GBA goes low _when it’s ready_.
4. The adapter goes low when it’s ready.
5. The adapter starts a transfer, clock starts pulsing, and both sides exchange the next 32 bit value.
Whenever either side expects something to be sent from the other (as SPI is always dual direction, although one side is often not used), the value 0x80000000 is used.
List of commands
FinishInitialisation - 0x10 and 0x3d
-
Send length: 0, Response length: 0
-
First thing to be called after finishing the initialisation sequence.
Broadcast - 0x16
-
Send length: 6, response length: 0
-
The data to be broadcast out to all adapters. Examples of use include the union room, broadcasting game name and username in download play, and the username in direct multiplayer in Pokémon.
⚠️ This is the command used to start a server. The 6 parameters are the ASCII characters of the game and user name, plus some bytes indicating whether the server should appear in the Download Play list or not. Here's a byte by byte explanation:
(if you read from right to left, it says ICE CLIMBER - NINTENDO)
StartHost - 0x19
-
Send length: 0, response length: 0
-
This uses the broadcast data given by the broadcast command and actually does the broadcasting.
EndHost - 0x1b
-
Send length: 0, response length:
0⚠️ 2+ -
This command stops host broadcast,
disconnects (how?) all clients and allows the adapter to potentially connect as a client to another host.
⚠️ This allows to "close" the session and stop allowing new clients, but also keeping the existing connections alive. Sends and Receives still work, but:
- Clients cannot connect, even if they already know the host ID (
FinishConnectionwill fail). - Calls to
AcceptConnectionson the host side will fail.
BroadcastRead - 0x1d and 0x1e (⚠️ and 0x1c)
-
Send length: 0, response length: 7 * number of broadcasts
-
All currently broadcasting devices are returned here along with an ID at the start of each. I’m not sure how unique IDs are.
-
IDs I’ve observed have been 16 bits.
⚠️ IDs are randomly generated. Each time you broadcast or connect, the adapter assigns you a new id.
⚠️ Reading broadcasts is a three-step process: First, you send 0x1c (you will get an ACK instantly), and start waiting until the adapter retrieves data (games usually wait 1 full second). Then, send a 0x1d and it will return what's described above. Lastly, send a 0x1e to finish the process (you can ignore what the adapter returns here). If you don't send that last 0x1e, the next command will fail.
⚠️ Although games wait 1 full second, small waits (like ~160ms) also work.
⚠️ If a client sends a 0x1c and then starts a 0x1d loop (1 command per frame), and a console that was broadcasting is turned off, it disappears after 3 seconds.
Setup - 0x17
-
Send length: 1, response length: 0
-
Games set this. Not sure what affect this has3, Pokemon uses
0x003C0420.
⚠️ The multiboot ROM that the adapter sends when no cartridge is inserted also uses 0x003C0420. It doesn't seem related to Pokemon.
IsConnectAttempt AcceptConnections - 0x1a
-
Send length: 0, response length: 0+
-
Responds with the ID of the adapter that wants to connect, or the length of the response is zero if no adapter wants to connect.
-
Don’t know if multiple IDs can be included here3. ⚠️ Yes! It includes one value per connected client, in which the most significant byte is the
clientNumber(see IsFinishedConnect) and the least significant byte is the ID.
⚠️ I would rename this command to AcceptConnections. When acting as a host, games frequently call this method. Though this doesn't really accepts new connections (the adapter does it regardless of whether you call this command or not), it returns a list with all the connected adapter IDs, and it's important for keeping the server (and other clients) informed about who's connected.
⚠️ If this command reports 3 connected consoles, after turning off one of them, it will still report 3 consoles. Servers need to detect timeouts in another way.
Connect - 0x1f
-
Send length: 1, response length: 0
-
Send the ID of the adapter you want to connect to from BroadcastRead.
IsFinishedConnect - 0x20
-
Send length: 0, response length: 1
-
Responds with 16 bit ID as lower 16 bits if finished, otherwise responds with
0x01000000.
⚠️ It also responds in its bits 16 and 17 a number that represents the clientNumber (0 to 3). Lets say our ID is abcd, it will respond 0x0000abcd if we are the first client that connects to that server, 0x0001abcd if we are the second one, 0x0002abcd third, and 0x0003abcd fourth. Games allow 5 simultaneous adapters at max.
FinishConnection - 0x21
-
Send length: 0, response length: 1
-
Called after IsFinishedConnect, responds with the same ID as in that response ⚠️ (and zeros in its high 16 bits, like
0x0000abcd)
SendData - 0x24
-
Send length: N, response length: 0
-
Send N 32 bit values to connected adapter.
⚠️ The first value is a header, and has to be correct. Otherwise, the adapter will ignore the command and won't send any data. The header is as follows:
- For hosts: the number of
bytesthat come next. For example, if we want to send0xaabbccddand0x12345678in the same command, we need to send:0x00000008,0xaabbccdd,0x12345678.
- For guests:
(bytes << (3 + (1+clientNumber) * 5)). TheclientNumberis what I described in IsFinishedConnect. For example, if we want to send a single 4-byte value (0xaabbccdd):- The first client should send:
0x400,0xaabbccdd - The second client should send:
0x8000,0xaabbccdd - The third client should send:
0x100000,0xaabbccdd - The fourth client should send:
0x2000000,0xaabbccdd
- The first client should send:
⚠️ Each SendData can send up to:
- Host: 90 bytes (or 22 values)
- Guests: 16 bytes (or 4 values)
- (the header doesn't count)
⚠️ Any non-multiple of 4 byte count will send LSB bytes first. For example, a host sending 0x00000003, 0xaabbccdd will result in bytes 0xbb, 0xcc and 0xdd being received by clients (the clients will receive 0x00bbccdd).
⚠️ Note that when having more than 2 connected adapters, data is not transferred between different guests. If a guest wants to tell something to another guest, it has to talk first with the host with SendData, and then the host needs to relay that information to the other guest.
⚠️ After calling this command, the host sends the data automatically. Guests only schedule the data transfer, but they don't do it until the host sends something. This is problematic because the command "overrides" previously scheduled transfers, so calling two consecutive SendDatas on the guest side would result in data loss. I believe this is why most games use SendDataWait.
⚠️ The receive buffer size is 1 packet on both sides, so if a host performs 3 consecutive SendData calls, a ReceiveData on a client will only receive the last one.
⚠️ This command can also be used with one header and no data. In this case, it will resend the last N bytes (based on the header) of the last packet.
SendDataWait - 0x25
-
Send length: N, response length: 0
-
See Waiting for more details on this.
ReceiveData - 0x26
-
Send length: 0, response length: N
-
Responds with all the data from all adapters. No IDs are included, this is just what was sent concatenated together.
-
Once data has been pulled out, it clears the data buffer, so calling this again can only get new data.
⚠️ The data is only concatenated on the host side, and its order is based on the clientNumber. It doesn't matter who called SendData first.
⚠️ When the data is concatenated, the headers sent to SendData are not included, just the raw data. A single header is included as the first value of the response. I didn't spend too much time analyzing the form of ReceiveData's header. I imagine it's a bitfield indicating the amount of data that was concatenated for each player.
Wait - 0x27
-
Send length: 0, response length: 0
-
See Waiting for more details on this.
DisconnectClient - 0x30
-
Send length 1, reponse length: 0
-
This is very important, is the end of every connection I’ve seen.
-
Appears to reset the adapter in some way:DisconnectsStops broadcastingClears buffers?
⚠️ This command disconnects clients. The argument is a bitmask of the client ID to disconnect. Sending 0x1 means "disconnect client number 0", sending 0x2 means "disconnect client number 1", and sending 0xF would disconnect all the clients. After disconnecting a client, its ID won't appear on AcceptConnection calls and its clientNumber will be liberated, so other peers can connect.
⚠️ The clients also are able to disconnect themselves using this command, but they can only send its corresponding bit or 0xF, other bits are ignored (they cannot disconnect other clients). Also, the host won't know if a client disconnects itself, so this feature is not very useful:
- The host still needs to monitor clients to ensure they are still alive (ie. through some PING like mechanism) and disconnect them if they are not, to allow new clients to connect. 4
List of commands that I don’t quite know the meaning of 3
SignalLevel - 0x11
-
Send length: 0, response length: 1
-
I think this is signal level of the adapters.
-
I generally set this to
0xFF. -
If my theory is correct then up to 3 bytes could be included each referring to the signal strength of the potentially connected 3 devices.
⚠️ VersionStatus - 0x13
- Send length: 0, Response length: 1
⚠️ It always returns 8585495 (decimal).
⚠️ SystemStatus - 0x13
- Send length: 0, Response length: 1
⚠️ Returns some information about the current connection and device state. The returned word contains the device ID in the lower 16 bits (or zero if the device is not connected nor hosting). For clients, it contains the clientNumber (0 to 3) in bits 17 and 16. For a host, bit 24 is set.
⚠️ SlotStatus - 0x14
⚠️ Seems to be the same as AcceptConnections (returns a list of connected devices) but might have different implications (perhaps it doesn't actually accept new connections but only list existing ones?). The differences I found so far are:
SlotStatushas an extra word at the start of the response, indicating the number of connected clients.SlotStatuscan be called afterEndHost, whileAcceptConnectionsfails.
⚠️ ConfigStatus - 0x15
- Send length: 0, Response length: 7 (as client), or 8 (as host)
⚠️
- As client, returns:
0, 0, 0, 0, 0, 0, 257. - As host, returns:
1, 2, 3, 4, 5, 6, 3933216, 257.1, 2, 3, 4, 5, 6would be the broadcast data.3933216and257are fixed values. No idea what this means.
Waiting
- After either SendDataWait or Wait, clock control switches to the wireless adapter.
- Once the adapter has something to tell the GBA about, the adapter sends a command to the GBA,
0x99660028. - These transfers are dealt with in much the same way as before but with the roles of the GBA and the adapter reversed, see the figure!
- The GBA then sends the response back,
0x996600A8as0x28+0x80=0xA8. - After this, control of the clock returns to the GBA, and it can start sending commands back again. For example this might be receiving the command sent by the other device using ReceiveData.
⚠️ This timeouts after 500ms of the adapter not having anything to tell the GBA about. In this case, the adapter sends 0x99660027 instead of 0x99660028, having the same effect and switching things back to normal.
SPI config
⚠️ Here's how SPI works on the GBA:
I know more!
If you know any extra details about the wireless adapter, get in touch!. For specific details I’ve left footnotes around if you happen to know that piece of information3.
-
Multiboot is what we call a rom that can be booted over link cable. This can be used for something akin to download play software for the DS. ↩︎
-
Send me an email if you know more about this ↩︎ ↩︎2 ↩︎3 ↩︎4 ↩︎5
-
Some interesting data about the RFU adapter can be found in Pokemon Games, see the FireRed Decompilation for more information.




















