Get the SDK
Clone the source, examples and documentation from GitHub. Install devkitARM; add Butano if you use it.
CANOFLASH NET / SDK 1.0.0
Two files. A C API. Everything you need to connect your GBA homebrew to other players through CanoFlash.
cf_config_t config;
cf_config_init(&config);
config.api_key = YOUR_GAME_KEY;
if (cf_connect(&config, wait_frames)) {
cf_room_t room;
cf_room_init(&room);
cf_matchmake(&room, wait_frames);
}
// In your game loop, once per frame:
cf_poll(packet, sizeof(packet));Integration excerpt. The complete examples include frame callbacks, buffers and error handling.
Your first online project
Clone the source, examples and documentation from GitHub. Install devkitARM; add Butano if you use it.
Create a game in your panel and copy its API key into the example configuration.
Register my gameCompile the same example for both consoles and test with a configured CanoFlash per player.
Three complete projects. Source code and build instructions included.
What the SDK handles
C99, C++ linkage and no engine dependency. MIT licensed. SDK 1.0.0 pairs with firmware 1.0.0.
The SDK provides transport. Simulation, state reconciliation and game rules belong to your game. See the documented delivery limits and hardware validation.
Compatibility and limitsKICKSTARTER / PRELAUNCH
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