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CANOFLASH NET / SDK 1.0.0

Your game.
Now connected.

Two files. A C API. Everything you need to connect your GBA homebrew to other players through CanoFlash.

● ● ●connect.cC99
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

From GitHub to a shared room.

01

Get the SDK

Clone the source, examples and documentation from GitHub. Install devkitARM; add Butano if you use it.

02

Register your game

Create a game in your panel and copy its API key into the example configuration.

Register my game
03

Build and connect

Compile the same example for both consoles and test with a configured CanoFlash per player.

What the SDK handles

Build the game you have in mind.

  • Sessions, public matchmaking and private room codes
  • Normal state messages and reliable events up to 480 bytes
  • Player names, sender identity and room-master changes
  • Recovery of temporarily reserved seats

A clear starting point.

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 limits

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