NETWORK INTEGRATION AND REMOTE MANAGEMENT
This document describes the Development Bridge architecture, which enables wireless data transfer, remote code execution and SSD disk management from a computer without physical media transfer.
1. CONNECTIVITY
The system utilizes the Wii's built-in TCP/IP stack to create a bridge between the development workstation and the WII-64 CHASSIS unit.
1.1 FTPii (File Management)
- Usage: Management of SSD disk files (ROMs, configurations, themes) on the fly.
- Server: The
FTPiiapplication that runs on the Wii. - Client: FileZilla, WinSCP or VS Code FTP plugin.
- Gate: 21
1.2 Wiiload (Rapid Deployment)
- Usage: Sending compiled code (
.dol/.elf) directly to Wii RAM. - Benefit: Skips the installation step; the code is executed immediately for the test run.
- Integration:
devkitPPCincludes awiiloadtool that can be added as a post-build command.
2. REMOTE WORKFLOW
Development Bridge changes the development cycle to:
- Code: Edit C++/Python code in VS Code.
- Compile: Compile the project (Make/CMake).
- Bridge Send: * Send the binary to the Wii with the command:
export WIILOAD=tcp:192.168.x.x && wiiload build.dol - Execute: The Wii will receive the file and launch it immediately.
3. DATA SYNCHRONIZATION (SMB & NAS)
The research target is SMB (Server Message Block) support in certain emulators (such as RetroArch and WiiMC-SS).
- Goal: Streaming the game library directly from a shared folder on the computer.
- Benefit: Frees up 250GB of SSD space for the heaviest disc images (Wii/PS1) and facilitates backup.
4. NETWORK SETTINGS
| The parameter | Value / Configuration |
|---|---|
| IP Address | Static (DHCP Reservation recommended) |
| DNS | Cloudflare (1.1.1.1) or your own DNS node |
| Security | Local Network Only (No external routing) |