Leak

Netcard - Cancelled GBA Online Peripheral

Edit on Github | Updated: 30th March 2026

The netcard folder from the Gigaleak contains the documentation, SDKs, and design specifications for an officially scoped but ultimately cancelled online gaming peripheral for the Game Boy Advance.

netcard

The folder preserves gba.tar (a 2.3 GB toolkit archive) and nc_stuff.7z, but the most revealing contents are internal design documents written in late 2004 by BroadOn (the networking company Nintendo later partnered with heavily for the Wii). They outline a fully structured project to bring Pokémon online via a WAN (Wide Area Network).

    📄 NetworkingPokemonDesign.doc
    Proposes the 3rd Floor of the Pokémon Center
    📄 NetworkingPokemonRequirement.doc
    Details the VNG matchmaking API
    📄 OnlinePokemonProject_Design.ppt
    Internal PowerPoint presentation
    📄 PokemonExplained.doc
    2004 BroadOn overview of multiplayer modes
    🗜️ gba.tar
    Massive 2.3 GB GBA SDK/toolchain archive
    🗜️ iqgba.tar
    Secondary 532 MB archive
    🗜️ nc_stuff.7z
    Miscellaneous Netcard utilities

The 3rd Floor (3F) of the Pokémon Center

According to the NetworkingPokemonDesign.doc engineering document, developers planned to add a massive new 3F (Third Floor) to all in-game Pokémon Centers, acting as the dedicated hub for global internet connectivity.

The design called for a Communication Lobby that merged the abilities of the wireless Union Room and link-cable Direct Corner into one global environment:

  • Matchmaking & Buddy Lists - Players could search for specific global communication lobbies based on criteria or check a dedicated “Buddy List” to track exactly which lobby their friends were already sitting in.
  • Global Trade Board - An asynchronous trading post where players could register Pokémon they wanted to trade with a visual Lobby Administrator. This heavily foreshadows the GTS (Global Trade Station) introduced a full hardware generation later in Pokémon Diamond & Pearl!
  • Multiplayer Battle Board - A lobby management space specifically designated for coordinating 2 VS 2 online global battles.

The VNG Matchmaking API

Behind the scenes, NetworkingPokemonRequirement.doc details an underlying C-style networking and matchmaking API designated VNG.

The documentation reveals an ambitious server-client topology utilizing functions like VNG_RegisterGame(), VNG_SearchGames(), and VNG_GetBuddyStatus(). Interestingly, it notes that a public communication lobby would be hosted by a “dedicated Pokemon server running on Linux at IDC,” while private lobbies would function on a peer-to-peer level where the host game creates a Virtual Network (VN) dynamically.


The iQue Multimedia Player Features

Digging into the ncclient C++ MFC source code itself reveals that the PC client wasn’t just built for matchmaking-it was also an iTunes-style synchronization hub for turning the Game Boy Advance into a portable media center!

The ncDlg.h and ncDlg.cpp interface declarations expose explicit file management systems for three core non-gaming media types:

  • MUSIC: The client includes an MCIMP3 audio player implementation and specifically checks file types to sync .mp3, .wav, and .raw audio files onto the Netcard’s storage.
  • PICTURE: There are handlers to view and transfer image directories (OnListPicture()).
  • EBOOK: Explicit buttons and lists exist (OnListBook()) for loading and reading text documents directly on the GBA screen.

The UI code tracks SD/Flash storage capacity using m_freespace and m_cardspace tracking variables, confirming the Netcard itself possessed internal memory meant to be managed over USB/link by this desktop client.

The Netcard Native GBA Firmware (iqgba.tar)

This multimedia functionality is perfectly corroborated by the massive iqgba.tar archive found alongside it. Unlike the misplaced BroadOn Wii repository, iqgba.tar contains the actual target Game Boy Advance firmware source code under the iQue-GBA/viewer/Viewer_NC/ compiler directory!

This firmware (the NC Viewer) features a dedicated ncpart/ module containing a fully native GBA MP3 software decoder (mp3dec_mad.c, utilizing the open-source MAD library) and user interface graphical assets (mp3_bg.acg, mp3_obj.aob) designed to render the Music Player natively on the GBA screen. It also contains nc_lobby.c and networking hooks directly referencing the viewer_vng.h protocol layer!


The PC Client & 3D Colosseum Mode

Perhaps the most striking reveal in the OnlinePokemonProject_Design.ppt pitch deck and the nc_stuff.7z archive is that the GBA was planned to connect directly to a Windows PC Client managed by iQue (Nintendo’s Chinese subsidiary).

The archive actually contains the active source code for the ncclient Windows application-a C++ MFC tool meant to bridge the GBA to the internet and parse Netcard firmware.

The 2004 design slides detail that while all controls and basic offline progression would remain on the Game Boy Advance, the ncclient PC software would be used to handle high-definition 3D rendering:

  • Online Tournament Mode - Players would battle online using the GBA purely as a controller. But exactly like Pokémon Stadium or Pokémon Colosseum, the actual battle animations and 3D models would be rendered on the PC monitor! The documents specify this was to be built directly “based on Coliseum code and 3D model library.”
  • Online Catching Events - iQue planned dedicated “Online Pokemon Capture and Treasure Hunt” map events where “additional Pokemon / treasure shall be released on the network for capturing / hunting.” This massive early “live-service” event would have been visually rendered entirely on the PC screen.

The Windows Deployment Architecture

We also managed to find the exact Windows executables that iQue intended to use to deploy this entire system out to users. Inside the nc_stuff.7z archive lies an NSIS (Nullsoft Scriptable Install System) directory containing the compiled NetCard0524 distribution build executable structure.

This folder holds the underlying proxy engines that allowed the Game Boy Advance to seamlessly push data through the host PC and up to the IDC Linux servers:

  • libvng.dll: A compiled Windows dynamic link library version of the VNG connection API.
  • vnproxy.exe & usbproxy.exe: Dedicated Virtual Network proxy engines meant to run silently in the background, tunneling the GBA’s hardware USB driver (usb_driver/) traffic straight to the matchmaking servers.
  • pki_data/ & root.pem: Public Key Infrastructure certificates, proving all communication between the Game Boy Advance Netcard and the online servers was fully encrypted!
  • tomp3.exe: A background audio conversion utility, confirming the PC ncclient actively ripped and converted audio files into a specific format to accommodate the GBA’s lighter-weight MAD software decoding engine!

Structural Gameplay Changes (Offline & Online)

Because this Netcard infrastructure required constant server-side connectivity, the design specified making radical changes to the vanilla FireRed & LeafGreen game mechanics to incentivize internet usage and cater to the Chinese iQue audience:

  • The “Region” Concept - To encourage massive online trading over the WAN, the initial retail release would contain the full FireRed and LeafGreen maps, but wild Pokémon distributions would be strictly “region-locked” depending on the player. You would literally have to trade online via the Global Trade Board to complete the Pokédex.
  • Online Hatching System - The classic local egg hatching step-counter system was disabled offline. Eggs could presumably only be hatched while actively connected to the server, likely to track and prevent the illicit offline generation of rare Pokémon.
  • Restricted PC Storage - Players could only access exactly 36 Pokémon in offline mode (6 in the party, and exactly 30 stored in a single PC Box). The rest had to be banked securely online on the IDC Linux servers to prevent offline save-file Hex editing.
  • Disabled Local Wireless - The standard wireless Union Room was actively disabled offline to push players exclusively towards the new 3F Online Communication Lobby.
  • New Chinese Input Method - A native Chinese localization input mechanism was built into the offline GBA game specifically to enable complex chat features within the newly designed 3F Communication Lobby.

The Birth of IOS and the Fate of VNG

The most historic revelation discovered within these documents is how deeply the cancelled GBA Netcard influenced the future of Nintendo hardware.

Looking into the actual GBA source code inside iqgba.tar (nc_lobby.c), the Netcard natively boots using <sc/ios.h> and starts its server matchmaking loops through explicit IOS_CreateThread() calls. IOS stands for Internal Operating System-the notoriously secure, proprietary operating system developed by BroadOn that eventually powered the entirety of the Nintendo Wii’s background network processing.

This source code confirms that BroadOn successfully prototyped and implemented the core foundations of the Nintendo Wii’s IOS directly onto the primitive Game Boy Advance processor years before the Wii even launched!

This is completely corroborated by gba.tar, the massive 2.3 GB archive sitting next to it. Far from being a GBA SDK, gba.tar is actually an offline subversion depot (depot-offline/sw/) containing the entire finalized networking source code for TWL (Nintendo DSi) and RVL (Nintendo Wii) and the finished target IOS.

Crucially, inside depot-offline/sw/common/lib/p2p/api/, the gba.tar Wii repository explicitly preserves vng_api.c. The VNG matchmaking and peer-to-peer networking API conceptualized in 2004 exclusively for the Game Boy Advance Netcard did not die with its cancellation.

Instead, BroadOn took the underlying VNG Matchmaking topology and the rudimentary GBA IOS implementation, massively scaled them up, and integrated them directly into the Nintendo Wii and DSi base operating systems to power the es (eTicket/eShop) networking infrastructure. The cancelled Game Boy Advance online Pokémon project was literally the technological birthplace of Nintendo’s modern digital networking ecosystem.