Update
Below: The word "Login" is seen typed into Smilenet's basic interface.
I used my computer keyboard to do this at a blazing 1 letter every two seconds (roughly)
That's okay though because here's a hello World:
SmileNet is making headway.
Basically after this test I can attempt now to speed up the input by (alot probably)
The error ratio is going to go up with speed so I'll need to formulate a better error-checking thing than using pairing.
Pairing is nice.
Uh even with pairing right now at really high speeds it's very error-prone.
I may modify the method smile-net uses but for the time being.. it's staying where it's at.
If anyone has any questions about this let me know.
I'm very pleased with myself that I even got this far. It's not practical yet.. but it is a proof of concept.
also it still is somewhat error prone even at slower speeds.
We have right now about one character a second..
It isn't horrible.
It's not the greatest though. I'll try to speed it up.
Still one character on a 3ds game can be used to represent a lot if you get creative (several bits infact)
Which if you know anything about game-states you would have a byte table like this
first message: 01010101 or whatever
Then set the bits like so: 01001010 or however you want
Where each bit in the byte actually represents 8 possible values in a truth table, telling the game (system) about a specific state.
Ie what mode of online link you are using with someone else? Though yeahh it needs work.
Keep posted. I mean.. you know.
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