Notable examples include Cloud, possibly some stages if the data takes too long to load. This is caused by the lib::Resource::load and lib::Resource::is_loaded hacks which moved loading from a background thread to the main thread. As such, keepalive packets might not be sent enough and the game will time either itself out or players connecting to a master 3DS. The only solution is to properly hook lib::Resource::load (which, frankly, was needed anyhow). Hooking lib::Resource::load may also fix #5 and a few other issues.
Notable examples include Cloud, possibly some stages if the data takes too long to load. This is caused by the lib::Resource::load and lib::Resource::is_loaded hacks which moved loading from a background thread to the main thread. As such, keepalive packets might not be sent enough and the game will time either itself out or players connecting to a master 3DS. The only solution is to properly hook lib::Resource::load (which, frankly, was needed anyhow). Hooking lib::Resource::load may also fix #5 and a few other issues.