MPDL API Introduction
Introduction
The MPDL API is a high-level API within the MP library used for download play on the Nintendo DS. Because the MPDL library completely uses the MP library internally for automatic control, it cannot be combined with MP communications for any purpose other than DS download play.
For more on the MP library, see the MP API Introduction.
Flow of DS Download Play
The general flow of DS Download Play is given below.
- Starting the download server (parent)
Call the MPDLStartup function to start the MP communication parent.
Beacons and MP packets are automatically controlled internally by the MPDL library.
- Managing player entry status
The player status of current entries can be checked using the MPDLGetEntryBitmap function. Detailed information for each individual player can be obtained as necessary by using the MPDLGetPlayerInfo function.
- Closing entries and starting the download process
When the MPDLStartDownload function is called, entries are closed, and the process of downloading to currently entered players starts. New player entries are not generated after this.
Although Nintendo DS units are restarted and entries removed for those players whose download has completed, a download may fail (depending on the communication environment) due to a sudden disconnection. Wii applications can confirm the status of players for which the download process has actually completed by waiting until the MPDLGetEntryBitmap function returns zero, then calling the MPDLGetBootedBitmap function.
- If necessary, reconnect with players and execute communications
When restarted Nintendo DS applications reconnect to the Wii console, it is necessary to exit the MPDL library using the MPDLCleanup function, then start application-specific MP communications.
(No particular processing is required after processing completes within the downloaded Nintendo DS applications.)
Revision History
2006/08/25 Added a description of the flow of DS download play.
2006/07/04 Initial version.
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