Answers to Frequently Asked (and answered) Questions
Last updated: 10-DEC-2002
With the release of the PlayStation 2 Network Adaptor (NA) in
North America, Sony has ushered in the age of console online gaming. In
the past few months since the release of the NA, stores have not been
able to keep them in stock. Already 250,000 have been sold with
more on the way. Sony expects to have produced 400,000 of these by
the end of the year.
With a flood of "new users" trying to connect their consoles and go
online, and a short supply of "old users" to call upon for advice, getting
help can be a challenge.
One of the best sources of information the NA is the PlayStation.com
website's Network Adaptor Forum. But here, many of the same
questions are continually re-asked (and re-answered) over and over again.
To save time, this FAQ was created to consolidate a list of the most
commonly asked questions into a single place, and to provide answers.
Before you post a question, please read the FAQ. There's
a pretty good chance your question has already been asked and answered
(we don't see very many original questions).
If you can't find your question answered here, try using the "search"
feature. If you go into the Playstation.com "Forums" section of the
website, you'll find the search feature very near the bottom of the page.
If you still can't find your question answered, go ahead and
post the question. Someone will likely respond shortly (usually within
But... when you post, remember this: vague questions can generally
only net vague answers. Provide details and specifics. If
something doesn't work, explain your setup (the components you are using
including manufacturer & model number of any equipment), explain what
you tried, be very specific about error messages, etc. Non-specific
questions will usually just get responses asking for more details. Cleverly
thought through questions which are specific often get answers much faster,
and the questions are likely to be much more accurate.
This FAQ was privately developed by Tim Campbell. I am not
affiliated with Sony Computer Entertainment America ("SCEA") or Lithium in
any way other than as an indivdual consumer who owns and uses a PlayStation
This information is made available to the community of PlayStation 2 owners
at no cost. Neither SCEA, Lithium, their employees, contractors, or
agents, nor the authors or contributors to this FAQ will be responsible for
any problems or damage caused by the use or misuse of this information. You
are solely responsible for your own actions and agree not to hold any other
party liable for any consequences.
If all else fails, and you believe your Network Adaptor to be faulty, please contact PlayStation technical support at: 1-800-345-SONY.
Here then, are the questions (and answers). They are ordered (roughly)
from most simplistic (questions you might ask before you make the purchase),
to intermediate (common setup / configuration questions), to advanced
(home networking, etc.).
The Network Adaptor (NA) is a hardware module which attaches
to the expansion port in the back of the PS2. The version of the NA
released for use in North America includes both a dial-up 56k modem as well
as a broadband network interface. You can view
a picture of it here.
Once installed, specific games which are designed for use with the
NA can go online (via an Internet connection) to allow users to play games
against other users.
The NA comes with a utility disk used to configure the Adaptor for
your particular ISP. This allows you to configure and store your
network settings, any usernames and passwords needed to go online, etc.
These settings will be stored in a save file on a PS2 memory card.
You must have a memory card with room enough to store the network
What games can I play?
The list is always growing. The easiest way to see the
latest games available is to search for them using the Playstation.com website.
This is easier than it sounds since you can search for games by their
Does that mean I
can surf the web with it and do email too?
Not yet. The NA doesn't come with any software for this
purpose. There may be a Hard Disk Drive (HDD) available in the future.
The HDD is actually attached via the NA and slides into the expansion
bay on the back of the PS2. The current expectation (which may change)
is that some software would be included with the HDD which would allow
for web surfing and possibly even email.
How much does it cost?
Are there any online charges for using it?
The Network Adaptor itself retails for about $40 US. Users
must provide their own Internet service (if you already have an ISP for
use with your home computer, chances are pretty good your PS2 can use this
ISP as well.)
Most games do not require any subscription or addtional fees to play
online (besides the initial cost of just buying the game itself). You
should never need to provide your credit card number or any of your personal
Some games may impose a charge or subscription fee. While no
games released today have any fees, there are a few (such as Final Fantasy
XI) which are likely to require an addtional fee.
Unlike the Microsoft XBox, which requires a subscription for online
gameplay and forces all games to use a central gaming network, there is
no central network for the PlayStation 2, nor is there any extra service
subscription requirement. Sony does not impose any strict standards
on their game developers. But... this also means that an independent
game software developer could choose to install their own game servers and
impose a fee for playing their particular online game.
What do I need to have?
You must have:
A PlayStation 2 console (with TV or NTSC video monitor)
A Network Adaptor
A memory card (you can use a card you already own if it has
enough space to save the network settings)
An Internet provider. No specific ISP is required, most
will work. It's much better if you have "broadband" as opposed to
"narrow band" (a.k.a. dial-up). There are very few ISPs which cannot
be used by the PS2.
The Network Adaptor does not come with cords or cables of any
kind. If you use dial-up, you will need a standard telelphone cord.
If you use broadband, you will need a network cable.
You do not need a home computer. The PS2 is capable of getting
on the Internet all by itself.
If you have broadband which is already used by a single home computer you
will probably want to have a home firewall router. This will allow
you to share your broadband connection with your PS2 and your home computer
at the same time (someone can use the computer to surf the web while someone
else plays online games at the same time. If you have multiple computers
in your home, you might already have one. If you only have a single
computer (and nothing else which uses the Internet), you probably don't.
Once you have a home firewall router, you can actually hook up many
network devices (not just the PC and the PS2).
There is a mild complexity of configuring a home network to allow two
or more devices to share a single internet connection. This complexity
has nothing to do with the PS2. It's simply based on the
fact that you want to share the network connection (you would go through
the same setup if you owned a PS2 first and later bought a home computer,
or even if you simply tried to connect two home computers).
Stricly speaking, the "router" is not a requirement. It
is simply something you will probably want to have as a convenience.
What does "broadband" mean?
Broadband is simply the generic term used to refer to
high-speed home internet connections. These may be DSL (There are a
number of variants on DSL, sometimes referred to as xDSL. The
most common is ADSL.), or Cable Internet.
Narrowband refers to the slow dial-up connections (usually
56kbps or slower) service.
Since online games are highly interactive and may allow for quite a
number of concurrent players in one game, there can be a substantial amount
of information be passed among the PS2 game consoles for the online players.
This places considerable bandwidth demands on the network which dial-up
connections can usually not satisfy.
Of the online games, some games are restricted to "broadband users
only". Other games may support dial-up users, but may limit the
number of players allowed when dial-up is used.
If you have the PS2 Network Adaptor, and look closely at it, you will
see that it has two connection sockets on the back. One of these
is labeled "Network". This is the broadband connection. The other
socket is labeled "Line" (for telephone line). This is the narrowband
connection. You would only ever use one port, or the other. Never
Often times, your own local Cable TV provider can also provide you
with broadband Internet service. If you already have Cable TV, give
your local provider a call.
I live in a rural
area with no local "broadband" provider. Can I use Satellite Internet
Would it work? Technically speaking, it probably would
"work" (for limited definitions of the term "work").
Would you be happy with it? Probably not.
First, a technical limit about whether it could even work: Currently,
the most popular satellite provider is DirecWay (part of Hughes which
also owns the more widely-known DirecTV satellite network). The
initial generation of DirecWay is provided using a scheme which only supports
a single PC which must run Microsoft Windows. DirecWay has mentioned that
they intend to offer an alternate service which will provide a stand-alone
network box, much like the broadband modem provided by DSL and Cable internet
providers. This box would have a common network interface on it which
would enable most any computer to be connected or any other device with
a standard ethernet jack (such as the PS2).
There's an alternative (I have not tested this myself) in which you
could purchase an additional ethernet network interface card (NIC) for your
PC. Assuming you run MS Windows, you can possible enable a feature
called "Internet Connection Sharing" (a.k.a. ICS). A later question
in this FAQ explains what this is. Microsoft, by no means, invented
the idea. It's an old idea which many other operating systems also
support. Alas I digress.
Back to the issue of "happiness": There are two factors which
are important to online gaming. One is the bandwidth issue I already
mentioned. The second is the notion of latency.
Latency refers to the delay (measured in time) required to get the
data from origin to destination. Informally, this is sometimes referred
to by gamers as "ping times" (the number of milliseconds required to send
a dummy packet from a console, across the network to a server, and then return
it back to the console.)
Traditional broadband users (DSL or Cable) typically have "ping times"
which are 100milliseconds (ms) or less. (A millisecond is 1/1000th of
Satellites have a unique problem governed by the laws of physics --
specifically the speed of light through a vacuum. When a satellite system
is used, the "ping" test must transmit the packet from your computer (or
console in our case) to your dish, which transmits the signal up to the
satellite. The satellite then beams the signal back down to the network
center which has high-speed Internet connections. It then travels
through the Internet (the traditional way) to the game server. The
server bounces the signal back to the network center, which beams it back
up into space where the satellite beams it back down to your home.
Here's the rub: For that "ping" to work, the signal has to run
the distance from ground to space no less than 4 times (for a single ping).
For a satellite to remain in a stable orbit at a fixed location in
the sky, the satellite must be in something known as geosynchronous
orbit this is a specific beltway around the Earth which is 22,236 miles
directly above the Earth's equator. Since North America is a good
bit north of the equator, this means the signal transmits a little farther
than the mere 22,236 miles. Since I'm lazy, I'll round this number
up to 25,000 (to make the math simple).
I previously pointed out that the "ping" test will require that the
packet make this trip no less than 4 times. Using my rounded up math,
that's about 100,000 miles. Since light travels at roughly 186,000
miles per second (in a vacuum, and we don't quite have a vacuum, but let's
not pick at nits) this means you'll need a little more than 1/2 second (close
to 540ms) just to make the jump from ground to satellite (or vice versa).
There will be additional latency incurred by the actual networking
equipment both on the ground and in the satellite, as well as the typical
delays of the Internet.
It turns out that you should not expect your satellite ping times to
be any faster than 750ms -- and your actual numbers may likely be a little
worse. Unless we can pass some new laws of physics, there's really
nothing that can be done to improve this number enough to reduce latency
to acceptable levels.
This means that players on satellite will lag behind their land-based
opponents significantly... providing for frustrating game play.
Those who have tested broadband game play over satellite have confirmed
that the latency and game "lag" are aggravating and have reported that
dial-up connections may actually provide better response time.
What else do I need,
besides the PS2 and the Network Adaptor, to make it go online?
The Adaptor doesn't come with any cables. If you have broadband,
you will need to provide your own network cables.
If you have a home computer already, then you may seriously want to
consider purchasing a broadband router.
If your PS2 is not in the same room as your computer and broadband
modem, there are some other factors to consider see "My PS2 is in a
room which is nowhere near my home computer and broadband modem. Can
I still connect it to the network?" below in this FAQ.
What type of cable should
For broadband use, you need to provide standard network cables.
This means you need to purchase Category 5 network cables.
But this, you may soon learn, can be confusing.
There are two primary types of network cable. The most common
(and traditional type) is the straight-through patch cable. There
is an alternate type called the cross-over cable. Usually
straight-through cable will not be labeled "straight-through", but "cross-over"
cable will always be labeled with the words "cross-over" clearly printed
on the packaging. Cross-over cables are usually yellow, or sometimes
orange, but straigh-through cables come in every color of the rainbow
(including yellow and orange).
All cables look pretty much alike. They have ends which look
much like those on a modular telephone cord (No, you cannot use
telephone cord as a substitute.), except they are a bit larger, wider,
and have 8 wires instead of 4. The modular end is called an RJ-45
connection (the one on a telephone cord is called an RJ-11 and the
even smaller one on a telephone handset cord (the curly one) is called an
For most applications, you need the common straigh-through variety.
Use this if you are connecting your PS2 Network Adaptor directly to
your cable modem, or if you connected your PS2 Network Adaptor to either
a router, a switch, or a hub.
If you are connecting your PS2 Network Adaptor directly into
the network card on a PC (no modem, switch, hub, or router is involved),
then you would need a cross-over cable.
If you have a cable and don't know if it is straight-through vs. cross-over,
you can check the ends. Hold both ends of the cable next each other.
The ends are transparent plastic. They have 8 fine wires inside.
The wires are colored:
White with green stripes
White with orange stripes
White with blue stripes
White with brown stripes
The actual order of the wires may vary depending on manufacturer and
isn't important. What is important is that the order (when
compared from left to right) is the same on both ends. If they are
the same, you have a standard straigh-through cable. If they are
different, you have a cross-over cable.
Other buying considerations:
Category 5 is often labeled CAT5-UTP. UTP is an abbreviation
for Unshielded Twisted Pair (all varieties use twisted pair). An
alternate (and more expensive) variety is CAT5-STP. STP is an abbreviation
for Shielded Twisted Pair.
Why do you care?
Most users can get away with the unshielded variety (UTP). The
shielded (STP) variety is used in locations where the cable might be subjected
to electromagnetic interference or radio frequency interference (EMI &
RFI). For short runs (a few feet) this is almost certainly not going
to be an issue. For long runs, you may find that your cable routes
close to power lines in the house, flourescent lights, or electric motors.
All of these can induce EMI and create problems for you. If
you need to run a long cable, it's best to route the cable well away (as
much as possible) from sources of EMI or RFI. When it is not possible,
you might need to purchase the more expensive STP variety.
There's also a variety known as CAT5e. The "e" stands for "enhanced".
Normal CAT5 is designed to handle 100MHz signal speeds. This
fine for all 10BaseT and 100BaseT (10 & 100Mbps) needs (which is what
the PS2 NA uses). The CAT5e variety can handle signals at up to 350MHz.
Though the cable will work, the PS2 will not take advantage of the
higher speeds (nor will any 10/100Mbps network Adaptor).
So why buy CAT5e?
It turns out the CAT5e is actually just a better grade of cable. For
long runs (cable lengths of 50' or longer), signal quality may degrade
in normal CAT5 cable below acceptable levels (at lengths of 50' this is
probably rare, but I have seen it). If you were running a cable 100'
or longer, I would certainly suggest the CAT5e variety. At runs more
than 50', the CAT5e may not be needed, but it might be considered a good
"insurance policy". The CAT5e cables cost a little more than regular
CAT5, but in certain circumstances, they are worth the extra.
There's also Category 6 (CAT6) and Category 7 (CAT7). There are
no "official" standards for CAT6 & CAT7, but these are cables designed
for Gigabit Ethernet (1000Mpbs - a.k.a. GigE) applications. The
PS2 NA does not support GigE, however the cables are completely compatible
with CAT5 (and they look the same). They are made from a better grade
of material and they do cost more. Though they will work fine, they
are never required.
I already have a
computer in my home. Can my PS2 and my home computer share my broadband
Yes. There are a few ways to do this. The challenge
is that most broadband providers limit you to using only one IP address,
but each network device needs to have it's unique IP address. There
are ways to resolve this conflict.
Perhaps the best way is to use a broadband "router". Home
broadband routers are not quite the same as commercial routers used in
Internet data centers. They have a particular feature known as Network
Address Translation (NAT) (See the explanation for NAT below in "What
is 'NAT'?".) The router will appear to be the only device visible
from the Internet. The router hides the actual addresses of the PS2 and
the PC from the cable modem, so there is no need to acquire any additional
IP addresses. In addition to sharing the IP address, the router also
provides certain firewall features which makes this solution much more secure.
If you also happen to have a PC, you can install an additional
network card in the PC and use a feature called "Internet Connection Sharing"
(a.k.a. ICS). See the explanation for ICS below in "What is ICS
- or Internet Connection Sharing, and how does that work?" This
solution requires that the PC is powered on whenever the PS2 is using the
If your provider allows you to have more than one IP address
(many ISPs will provide additional IP addresses for an extra monthly charge.
Usually this charge is fairly modest.), you can install a workgroup
"hub" or "switch" (they are really not the same thing, but in this case
either device will work). With either the hub or the switch, both your
PS2 and your PC will get their own unique IP address and work indepently.
What is a "router"?
Novices sometimes confuse routers, switches, and hubs, as all
being the same thing. In fact they are all different, but routers
are probably the most different.
Network devices communicate with one another by transmitting packets
(also known as segments) of data between them. Because the
Internet is so large, if all packets were transmitted on one common network,
it would be so overcongested as to be completely unworkable. So the
network is broken into smaller networks known as subnets. In
fact, there are millions of them.
This is where routers come in. A router is connected to at least
two different subnets at the same time. It's job is to be familiar
with all the subnets which are directly connected, and to where to find
other routers on those subnets, so that when a packet of data arrives
at the router, it can determine which (of its multiple networks) should be
used to forward the packet. In doing this, it is finding the correct
"route" for each packet and is thus called a "router".
That's the traditional definition. Home routers are a bit different.
Usually a home router only connects two networks. One network
is called the Local Area Network (LAN), the other network is called the
Wide Area Network (WAN - this is the network to your ISP which leads to the
Internet). While the traditional router would have just a single network
interface to each of it's connected subnets, a home router will often have
a single network interface for the WAN connection, but may actually contain
a builtin switch for the LAN (so that each local network device can be connected
But home routers do even more. One important rule for the Internet
is that each connected host must have it's own unique IP address. To
ensure this, there's a strict process for controlling the issuance of IP
addresses. Home users, however, want the convenience of being able
to just add a new device without having to go through a rigorous process
to obtain an IP address. To simplify this, a standard (RFC-1918) was
created which set aside certain address ranges which are guaranteed not to
be used directly on the Internet - they are unroutable subnets. Home
users may create their own subnets using the addresses in these ranges and
may give their local network devices these IP addresses without worrying
that they might already be used elsewhere.
But if these addresses aren't "routable", then how can they connect
to the Internet?
This does seem puzzling at first, but then this is where a feature known
as Network Address Translation (a.k.a. NAT) comes in. See below
for the explanation on NAT.
Home routers also impliment a Dynamic Host Configuration Protocol
(a.k.a. DHCP) server so that your PS2 and other computers can use the "automatic"
method for obtaining an IP address and other required network settings.
One last remaining feature of home routers is that they also typically
have some firewall capabilities to safeguard your home computers from a
wide array of network-based attacks.
Home routers are usually extremely easy to setup and operate and usually
just require a web-browser to access the router for setup and configuration
What is "NAT"?
Home routers aren't typical routers. They provide a feature
called Network Address Translation (a.k.a. NAT). It's a bit difficult
to explain in a short amount of time, but here's my attempt.
There are exactly 5 criteria which make any given network connection
unique. These are:
Protocol type (UDP or TCP)
Source IP address
Source port number
Destination IP address
Destination port number
Data on the Internet is always transmitted in packets (sometimes
called segments). A large amount of data (say a message)
is broken into these segments to make the transmission of data more manageable.
Each packet has a packet header which contains certain information
about the packet -- in particular it contains the packet's routing data.
This is much like stuffing a letter in an envelope and mailing it through
the post office. The packet header is like an envelope. Like a traditional
letter, the envelope contains the recipient's address (except a packet contains
an IP address and port number instead of a mailing address) as well as the
sender's return address (also an IP address and port number). The routers,
which will continually forward this packet along its path until it reaches
the intended destination, will read the packet headers and use this information
to determine where to send the packet next in order to get it closer to its
When a computer opens a TCP connection to a remote server, the source
computer (say your PC) uses it's own IP address and some random (unused)
port number to connect to the remote server (with some specific IP address
and a specific port number (80 in the case of a web server)) over the TCP
protocol. If you have a home router, your computer is probably using a
non-public (RFC-1918) address which cannot be routed on the Internet. The
router has to change this IP address into a publicly routable address, so
it changes the IP address of the source to the router's own address (the
IP address assigned to you by your ISP -- usually this is done dynamically
using Dynamic Host Configuration Protocol (a.k.a. DHCP)). To avoid
any port conflicts it will possibly also change the source port number as
well. The NAT protocol is actually editing (hacking) the contents of the
packet headers. It is altering the "return address" section of the
envelope to make the packets appear as though they originated at the router
(not at your PC as they actually did). The mappings of these changes
are then recorded into the router's memory in something called the "translation
table" (hence the name "Network Address Translation") and the packets are
then sent on their way.
When the remote server receives the packets, it can only see the "return
address" of your router (not your PC), so when it replies, it sends the
reply packets back over this same connection to the router. The router gets
them and compares the source & destination addresses & port numbers
to find a matching entry in it's translation table. When it finds the matching
entry, the router can then map this back to the real IP address and port
number of your internal PC. Having this, the router then hacks these packet
headers again and sends them back to your PC. Your PC accepts the packets
and is completely unaware that any editing of the packet headers has ever
NAT is somewhat transparent in that neither your PC nor the remote server
you were talking to will have any idea that these packets were altered in
transit (they don't know you use NAT).
The upside of all this is that it works extremely well for allowing
multiple devices (computers, game consoles, or anything else in your house
with a network interface) to share a single IP address as long as your home
machines initiate all the conversations with hosts on the Internet.
The downside of NAT is when you try to go the other way. If a remote
computer tries to send packets to your PC (either via TCP or UDP) which
are not packets in response to an already opened "connection", the router
will have no entries for these packets in it's NAT table. Thus, it has NO
IDEA which PC behind the router should get these packets and cannot forward
them. This is why home routers allow you to customize your own port
forwarding table or to specify a DMZ host. This is a static
mapping in the router that says "if it comes in on port X, then automatically
send it to IP address w.x.y.z." The DMZ host is just a catch-all for port
forwarding. It says that anything that can't be determined either by looking
at the translation table or by looking at port forwarding rules should
simply be sent to this IP address as the default. But the trouble with
this is that you only get to have 1 default. So if you have 2 PS2s and
both run the same game at the same time and both need to receive packets
on a passive connection (a passive connection is one in which a computer
listens and waits for another computer to contact it), the router cannot
possibly know which one should really get the data.
The only way around the whole mess is to not put them both behind NAT.
One or both game consoles should be in front of the firewall on a plain
hub or switch (not a router), but then you need extra IP addresses from
There are so many
routers. Which one should I get? Does it matter?
It does matter, but only a little. All routers don't necessarily
have identical features. Some routers have more features than others.
Recall that in the previous question on NAT, I mentioned that there
is a downside to it when a remote server needs to send data to your PS2
which is not in response to a currently active connection opened by your
PS2. I mentioned that routers support features such as Port Forwarding
or the notion of a DMZ host, which can deal with this problem.
It turns out that not all routers have these features. Further,
there are a few models which do have these features, but they don't support
all protocol types correctly, or they have bugs.
The router must correctly support Port Forwarding and/or have
the ability to assign a DMZ host. Otherwise you will have problems
with some PS2 online games.
There are a number of router makes and models which support these minimum
The Linksys BEFSR41 is a very popular model among gamers. It supports
the required features and is known to work well.
D-Link makes some models such as the DI-604 and DI-614. These
models had a bug in their port forwarding feature which caused them to
fail for some PS2 games, but D-Link recently released a firmware upgrade
(free to owners of the routers) which does fix the problem. If you
buy a D-Link brand, be aware that the router may have been sitting on the
retailer's shelves for a while and do not expect it to have the latest firmware.
You should be prepared to visit the D-Link website to download and install
the latest firmware revision.
Netgear is another popular manufacturer and makes a number of routers
which work well with the PS2 such as the RP-614.
Here's a brief rundown:
Linksys BEFSR41 - very popular router with 4 port switch. Easy to
setup, good support, known to work quite well with the PS2.
Linksys BEFSX41 - similar to above, but it actually has VPN support
(don't worry about), but also a dedicated "DMZ" port on the switch. If
you plug your PS2 into this port, the router will treat the PS2 as though
DMZ has been correctly configured. This really simplifies the setup.
This model costs slightly more, but it's added ease-of-use may be well worth
Netgear RP-614 - another popular router with a 4-port switch. Very
similar in features to the Linksys BEFSR41. The Netgear router also
has an interesting "Dynamic DNS" feature which can help you have a fixed
hostname (extra service subscription required through DynDNS.org) even though
your ISP might give you a dynamic (floating/changing) IP address. Netgear
is a good company, but some feel their telephone support isn't as good as
D-Link DI-604 - also similar to the Linksys BEFSR41. We used
to recommend that users avoid this router because of a known bug in it's
firmware that created a problem for PS2 online gaming. D-Link has fixed
this bug and the router now works quite well. Just one word of caution:
If you choose this model, your router may have been sitting on a retailer's
shelf for a while and will probably have an older version of the firmware.
The firmware version you need should be version 2.10 (or later). If
you have an older version, you need to visit the D-Link website to download
the (free) upgrade.
There are many more manufacturers and models available. For example,
I didn't bother to list the models with builtin wireless capabilities. While
I can't list every possible router, I'm happy to add to the list. I
have one condition: I will only add the router's to the list
which have been verified to work correctly with the PS2. Since
I don't have these routers available to me, I cannot test them myself. If
you can assure me that you have tested a model not on the list, and that
it works well, send me an update with your comments and I'll append the list
in future versions of this FAQ.
What is ICS - or Internet
Connection Sharing, and how does that work?
Internet Connection Sharing (a.k.a. ICS) is a feature of
Windows operating systems which causes your MS Windows computer to emulate
some of the features of a home broadband router. In particular, it
implements NAT and port-forwarding. It also implements a DHCP server
which means that other computers in your house can use "automatic" IP address
selection to join the network.
To use ICS your computer must have an additional network interface.
Just like the router, one interface connects the broadband modem
to the Internet, the second interface connects to your PS2. If you
have more computers in your home, you will need a workgroup "hub" or "switch"
to allow multiple computers to connect. If you have only your PS2
to connect, then you can skip the hub/switch and simply use a "cross-over"
network cable to run from the PS2 to the 2nd interface on your home computer.
Windows ICS is not as easy to setup and operate as a home router. It
also lacks the firewall capabilities of a home router and is not as secure.
Routers are highly optimized for their job (unlike general purpose
PCs) and will always outperform a home computer running ICS. If you
have difficulty with your router, you typically can call on the manufacturer's
help desk. If you have difficulty with ICS, you're probably on your
own. Your ISP is not likely to give you any support. For these reasons,
I usually recommend home routers over ICS.
Someone told me
I can just use something called a "hub" or a "switch", will those work too?
Hubs and swtiches are different than routers. They cannot
be used as a functional equivalent when a router is needed. A router is
needed to share the broadband modem with other network devices (such as
your home computer) because most ISPs will only allow you to have a single
IP address. If your ISP will allow you to have multiple IP addresses
(many ISPs will provide more IP addresses for an additional monthly fee)
then you can use a hub or switch instead of a router.
Hubs and switches have no security features and will not offer the
level of protection available when using a hub.
What is the difference
between a "hub", a "switch", and a "router"?
A router, as was explained earlier, is used to connect two or
more different subnets, and also often provide extra features such as
NAT, firewalls, and DHCP. Hubs and switches are not used to connect
different subnets, they are merely used to connect multiple hosts within
a single subnet. They also provide none of the extra features of
routers. Hubs and switches are not nearly as advanced as routers.
Hubs are the most basic of network junction boxes. They typically
have some number of network connection jacks (ports) into which each computer
or network device is attached with a network cable. When an attached
network device wants to send a message (which is transmitted as a series
of packets or segments), these packets are received at the hub and then
copied and retransmitted on every other port (every device attached
to the hub gets a copy of the message, whether or not the message was actually
intended for that device). The devices which aren't the intended recipient
of the message will usually just ignore the packets. This makes for
a little excessive network chatter. Another side-effect is that only one
network device can be transmitting on the network at any one time. The
chatter can result in collisions (a form of network congestion) if
more than one host attempts to transmit simultaneously (this does happen occasionally
and is unavoidable on a hub), which reduces the efficiency of the network.
On small home networks with just a few devices attached, this isn't usually
enough to make a significant difference.
Switches are much like hubs, except they are slightly more intelligent.
A switch will probe each of the ports to determine the hardware addresses
of the network devices attached on that port (a single port could have more
than one network device attached -- esp. if you cascade hubs or switches
in a series). It then saves this information into something called
a port cache. When an attached device sends a message through
a switch, the switch actually inspects the packet headers to determine
the destination hardware address of the recipient. It then searches
its port cache to determine on which port this destination is attached.
Finally it copies and transmits the packets only on that
specific port. In other words, it sends the data only where it needs to go.
In doing this it cuts down on network chatter, substantially eliminates collisions,
and because the switch itself is substantially faster than speed of any
of the network segments, the switch can actually be copying data to and
from multiple ports simultaneously.
While switches and hubs essentially do the same job, because of the
differences in the way in which switches operate, they can be significantly
faster and more efficient -- particularly on busy networks.
My PS2 is in a
room which is nowhere near my home computer and broadband modem. Can
I still connect it to the network?
Yes. You have a few options. Network cables can be
very long (100 meters) and can be purchased or ordered in long lengths.
You can also buy bulk cable if you want to route the cable through your
walls (you will probably need to buy wall boxes (usually "old work" boxes
are best), cover plates, network jacks, and a crimping tool. These
are generally available at home improvement centers such as Lowes and Home
Depot. Before you run out to do this, be warned that this is usually
not trivial and is best left to those that know what they are doing.
There is an easier option... go wireless.
It is relatively simple to use a wireless setup. You need a wireless
router or a wireless access point to connect to your network. You also
need an ethernet-to-wireless bridge to connect to your PS2. The whole
setup can be purchased for about $200.
This may seem expensive at first, but this is only about $140 more than
the cost of a decent wired router. Considering the amount of supplies and
work required to run physical network wires through the walls of your home,
$140 for a wireless setup isn't actually a lot of money. Further, it
gives you a great deal of flexibility. You can move your PS2 without having
to worry about re-running wire and you can also enable other computers (esp.
laptops) on the same wireless system. You may even find you can use your
PS2 and broadband network from the neighbor's house.
Linksys provides a write-up on how to setup a PS2 on a wireless network
which you can read here. Though
this explains how to setup the system using Linksys brand equipment (naturally),
keep in mind that you can use any "WI/FI" compliant wireless router or access
point and similarly any "WI/FI" compliant ethernet-to-wireless bridge should
work as well.
My computer hooks
to my broadband modem using a USB cable, what do I do about that?
The PS2 Network Adaptor requires a CAT5 network cable to attach
to broadband. It does not use USB. Most broadband modems that
have a USB port include this only as a convenience because most home computers
have builtin standard USB ports, but might not have an ethernet port. These
modems usually also include a standard RJ-45 ethernet jack as well.
You can pick up a standard ethernet card for your home computer (usually
about $15 or less) so that all components can use CAT5 ethernet cables.
This would allow you to use a home router. The router would
be connected to your broadband modem and both your PS2 and your home computer
would be connected to the router (all using standard CAT5 cabling).
If your router does not have an RJ-45 ethernet jack and your ISP cannot
provide you with a model that does, you can purchase a standard ethernet
card for your home computer and enable Internet Connection Sharing
(a.k.a. ICS - explained above). You would then run a cross-over
network cable between the 2nd network interface on your PC and the Network
Adaptor on your PS2.
I'm trying to swap
my cable from my home computer to my PS2, but my PS2 can't go online when
I do this. What's wrong?
Most cable ISPs limit the number of network devices which can
use the modem to access the Internet (usually the limit is for only one
device). Since network connections are actually transient (the computer
uses the network one moment, then stops using it, then starts again, etc.)
it needs a better way to track the number of computers.
This tracking mechanism uses the network card's MAC address. This
is a physical address which is programmed into the network card by the manufacturer
(every network card has a unique address). The Internet provider
programs the cable modem to limit the number of MAC addresses which can
be recognized (typically this limit is set to just one).
When the cable modem is powered on, the first network device which attempts
to use it "recognized" and its MAC address is then "locked" into the modem.
This is called a MAC lock. From this moment on, the
cable modem will refuse to recognize any other network device (if your
cable provider allows you to have two IP addresses, then the first two
devices which use the modem will be recognized, etc.).
If you had been using your home computer to access the Internet, but
want to attach the network cable to the PS2 for a while, you must clear
the MAC lock. This is easy to do. Simply unplug the power cord
from the cable modem, wait about a minute (this clears the MAC lock), then
plug it back in. You can now begin using your PS2.
It is important that you actually unplug the power cord from the
cable modem. If your modem has a power button, do not use it. This
does not completely power off the modem, but merely puts it into a "sleep"
state and the MAC lock will still be retained.
In some situations the cable Internet provider may actually require
that the devices which will be connected to the cable modem be registered.
This involves finding the MAC address of your Network Adaptor, then
calling your cable provider to register it (note that many providers do
not require this). This is a security measure to ensure that only
devices belonging to legitimate customers are able to connect to the network.
The registration process does not involve any costs or fees.
I get a message
that says my network connection was successful, but my registration information
could not be sent. I cannot connect to any servers. Why is that?
This is possibly one of the most confusing messages. The
message which indicates that the system was able to connect to the network
simly means that the Network Adaptor can, in fact, sense "voltage" on the
network cable. This means that the network cable is connected to a live
device (such as your home router or broadband modem.) It does not
necessarily mean that your network settings are correct.
In order for your PS2 to connect to the registration servers, or to any
game servers, your network settings must be correct. This message indicates
that your network settings are still not correct.
What is a MAC address?
A MAC Address (a.k.a. Hardware address, a.k.a. Physical
address) is a 48-bit value programmed into the network Adaptor by the hardware
manufacturer. All ethernet devices have one and every one is unique.
These address are typically written as six pairs of characters. The
characters are expressed in hexadecimal which means they use the digits
0-9 and also the first 6 letters of the alphabet, a-f (they sometimes are
written in upper or lower case, but case is not important). They are
usually separated by colons (:) or dashes (-). My PS2 Network Adaptor's
MAC address is 00-04-1f-00-eb-e6 (which could also appear as 00:04:1f:00:eb:e6).
Notice that the first three pairs are "00-04-1f". The first three
pairs represent the manufacturer's "block" of addresses. This block
is assigned to Sony (manufacturers who build network cards and devices in
extreme quantities typically have more than one block). All PS2 network
Adaptors will likely start with these same first three character pairs. The
final three characters pairs are assigned uniquely -- usually in manufacturing
In networking, computers actually use MAC addresses to communicate to
other hosts within a subnet. IP addresses are a logical address which
are mapped to the MAC address of their local network card. The IP address
is used to organize computers by subnets to make them locatable and routeable
across the Interenet.
How can I find my PS2's
If your cable provider requires your MAC address before your
cable modem will recognize your PS2, you will need to know how to find it.
If the network Adaptor fails to go online once configured with the network
Adaptor utility disk, at the error message screen you can typically press
the "select" button. This will display the Adaptor's current network
settings. Among these, the MAC address will also be listed. You
can force this "failure" condition by simply unplugging the network cable
from the Adaptor when you perform the connection test.
When I play SOCOM
U.S. Navy Seals online, other players can hear me, but I can't hear them.
This happens only when the PS2 uses Network Address Translation
to reach the Internet (either through a home router or via a PC which is
In order for the voice audio headset to be able to hear other players
when they speak, the router (or ICS) performing NAT must forward network
packets which arrive on specific ports to the PS2. See the question
above "What is 'NAT'?" to more fully understand how this works.
You either need to enable port forwarding for the required ports, or
you can enable the "DMZ host" feature on your router. If you use
the port forwarding feature, you need to know exactly which ports are required.
SOCOM requires that UDP ports 6000-6999 be forwarded to the IP address
of the PS2 as well as TCP ports 10070 and 10080.
It is generally easier to simply configure your router's "DMZ host" feature.
I can play games
hosted by others, but I cannot "host" a game. Why not?
This is a variation on the same issue described above for SOCOM.
When you offer to challenge another player to a game, your PS2 becomes
the game "host". The other player's PS2 will be given the IP address
of your PS2. Instead of the game occuring via a server relaying network
communication (a needless extra step) the consoles will communicate directly
via a peer-to-peer connection. This means that the other player's
PS2 will attempt to open a direct connection to your PS2.
If your PS2 is behind a router or PC running ICS (NAT is being used),
the NAT device will not know to forward the connection to your PS2.
You can use port forwarding to resolve this, or you can configure your
router to use the PS2 as it's "DMZ host". The "DMZ host" is the easiest
way to resolve the problem.
What is "port forwarding"?
How do I make that work?
This question is related to the question regarding the "DMZ host",
which is the easier and preferred method (see below).
To understand what port forwarding is, you'll need to have an understanding
of why port forwarding is needed. To understand that, make
sure you first read the topic above, "What is 'NAT'?".
As explained earlier, NAT really works best when your own personal computer
and PS2 create active connections to external hosts. But when
external hosts try to initiate the connections to your PS2 or personal computer,
the connection requests will have an IP address which is assigned only to
your router. Of course, the connection is not really intended for
your router, it's intended (for our purposes) for your PS2... but the router
wont know that unless you tell it.
This is the purpose of port forwarding. It solves the problem of
helping the router understand which of your computers (or game consoles)
is supposed to get certain kinds of data.
Data on the network arrives addressed (as explained earlier) not only
to a specific IP address, but also to a specific port. Ports are logical
extensions of your network address. It allows a network device (same
IP address) to have lots of connections to different hosts or services at
the same time, without confusing them. Ports are really a way of differentiating
"services" (or application programs or games). SOCOM U.S. Navy Seals,
as an example, wants all traffic on UDP ports 6000-6999 (the entire range)
and also TCP ports 10070 and 10080. In SOCOM's case, you could ignore
these ports and the game itself will still work, but you wont be able to
hear voice audio from the other players on your team.
To enable port forwarding you need to know two things:
The IP address assigned to your PS2
The specific protocols (either TCP or UDP) and port numbers (which
may be ranges instead of individual numbers)
The specific protocols and ports numbers will be different for each game
(some games may not need any). The port numbers required are merely
selected by the software developers -- there are no fixed standards assigned.
This means the only way to know the correct ports is if this information
is printed in the documentation that comes with each game, or to call the
support line for the game, or to post a question on the Internet and hope
someone else knows the answer.
Since the ability to know exactly which ports are needed is a bit evasive,
router manufacturer's have a "catch all" option called the DMZ host (see
To enable port forwarding you need a web browser. Using the browser,
access your router's administration pages, merely by entering the IP address
of the router. Ususally this will be http://192.168.0.1 or http://192.168.1.1.
If neither of these work, then check the User's Guide (this is always
documented, typically at the beginning of the manual) for your router or
call your router manufacturer's support number for assistance.
Find the page associated with port forwarding (usually located on some
type of "Advanced" features page).
The router will likely allow you specific the port range (if you only
need an individual port and your router requires a "start" and "end" port,
just use the same port number for both start and end.), the protocol type
(always either TCP or UDP), the destination IP address (this is always
going to be the IP address assigned to your PS2), and in some cases the
target port (always use the same port number).
Don't forget to check the page for an "enable" button (some routers will
let you program in the rule, but don't enable the rule unless you tell it
to). Also don't forget to click the "apply" or "save" button.
What is a "DMZ host"? How
can I configure this?
This question is related to the question above on port forwarding.
The DMZ host feature really is the same as port forwarding, but it
is much easier to use, which is why I prefer it for game consoles.
The DMZ host feature does not require you to know anything about
the protocols or port numbers used by the games. It is essentially a "catch
all" feature. It will route any new TCP connections or UDP
(connection-less) data to your PS2.
This is an enormous advantage for console game users because you don't
need to worry about the port forwarding needs of your various games (and
the fact that every game has different port forwarding needs). The
"DMZ host" option will simply always work.
To enable the DMZ host feature, you do need to know the IP address of
your PS2. If you don't know this address, see the topic below "I
used the 'automatic' method to configure my PS2's IP address. How
can I find out what it is?".
Assuming you know the address, use a PC with a web browser to access your
router's configuration pages. This is done by entering your router's
IP address as the URL. Typically this will be either http://192.168.0.1
or http://192.168.1.1. If neither of these work, consult your router's
User's Guide for the correct URL. It is always documented -- usually
very close to the front of the manual.
Access your router's "DMZ host" feature. This is usually located
on an "Advanced" features page.
All you need to do to enable the "DMZ host" feature is to provide the IP
address of your PS2 on that page. If there is an "enable" button, make
sure you check it. Also make sure you click the "apply" or "save" buttons.
Enabling this feature solves many problems such as the ability to hear
other players talking in SOCOM and the ability to host (challenge) other
players in Madden.
I used the automatic
method to configure my PS2's IP address. How can I find out what it
If you intend to use port forwarding or the DMZ host
feature to enable your online games, you need to know your IP address.
When you use the utility disk that comes with the Network Adaptor to configure
your online settings, you are allowed to select either a manual method
or an automatic method to obtain IP address and other network settings.
If you used the manual method, you would know your address, because
you picked it yourself. If you used the automatic method, the
PS2 uses a system known as DHCP (Dynamic Host Configuration Protocol).
DHCP sends a special type of network broadcast request which searches
for a DHCP server on your home network. Typically a home broadband firewall/router
also includes a DHCP server as a standard feature. This server (the
router) will give your PS2 an available IP address and other network settings
which are appropriate for your particular network. Normally users don't
need to know what settings were actually applied by the DHCP server, but
to use the port forwarding or DMZ host features you will need to know the
When you use the 'automatic' method, there will be a few additional questions
which are asked. One question is whether you need a username or password
(if you have a router you should always indicate that you do not
use a username & password). It will also ask if you want to define
the IP addresses for your DNS servers (you can if you know what they are,
but it's usually safe to say 'no'). Finally it will ask if you want
to define a hostname for your PS2. Go ahead and give your PS2 a hostname.
Pick something easy and obvious such a 'PS2'.
Your PS2 will not acquire an IP address (at all) if it does not need to
go online. This means you will probably not be able to find an address
unless you have gone online (or at least tried to go online) recently (most
DHCP servers will "remember" your system for at least 1 day and often much
Assuming you've set up your PS2 for 'automatic' network configuration
and have gone online, you are ready to find your IP address. There are a
number of ways to find it. I will explain two of them.
The easiest way to find it is to use the DHCP server which assigned
the address... your router. Using a web browser, surf to the IP address
of your router. The URL is always the IP address of the router. Goto
http://192.168.0.1 or http://192.168.1.1. If neither of these work,
consult your router's User's Guide to help you find it (it's usually very
near the front).
Using the router, find the page which configures your router's DHCP server
settings. Often routers will have a table which displays the "DHCP
Client List". Sometimes the table is displayed on the DHCP setup page.
Look through the clients listed in the table (there will usually be just
a few of them). You are looking for a MAC address (a.k.a. Physical
address, a.k.a. Hardware address) which begins with 00-04-1f-.... That
entry is your PS2. Just cross-reference to find the IP address assigned.
If your router does not have a DHCP client list, you can use your
PC. This is only slightly more complicated.
You need to open an MS-DOS window. To do this, click on "Start"
-> "Run..." and then type in either "cmd" or "command" (which word you
need to type will depend on which version of Windows you are using). A
new MS-DOS window should appear.
Inside this new window, type "ipconfig /all" (just type what's inside
the quotation marks, don't type the quotes themselves), (you can optionally
type "ipconfig /all | more" to prevent the output from scrolling
off your screen faster than you can read it). Look for a line which
gives the address of your default router (a.k.a. gateway).
You now need to "ping" a special network address which is called a broadcast
address. An IP address is split into 4 sections of numbers seperated
by dots. All home routers use the same network mask, which is 255.255.255.0.
That means the first three sections are your network number and the
last section is the individual host number. The broadcast address is
always the highest possible host number within a subnet. So
if your subnet number is 192.168.1.x then your broadcast address is 192.168.1.255.
If your subnet number is 192.168.0.x, then your broadcast address
is 192.168.0.255. In any case, if you look that the IP address of your
PC, your broadcast address will use the same number except
that the last section must end in 255.
Type: ping 192.168.0.255 or
ping 192.168.1.255 (depending on your network number).
The ping command will not appear to do anything useful, but in fact it
does. A "broadcast" ping (different from a regular ping) sends the
ping packet to every host on your subnet. There's a reason why
this is needed. I wont explain why, but it causes every host on your
local subnet (with an active network connection - meaning this wont work
if your PS2 has not enabled the network by trying to go online) to respond
to the ping request. As a result, your home computer will learn the
MAC address of every network device on the local subnet.
Due to the nature of the way almost all operating systems and network
stacks work, it will save these addresses (and their associated real IP
addresses) into something called the arp cache. ARP is Address
Resolution Protocol. It's not important that you fully understand
ARP to finish this, suffice it say that we intend to exploit a feature of
ARP to learn the IP address of your PS2.
Type: arp -a
This will cause your PC to list the MAC addresses (a.k.a. Physical address,
a.k.a. Hardware address) of every device which responded to the ping request
along with their associated IP address.
Look for a MAC address which begins with 00-04-1f-.... This
is your PS2. Look across to find the IP address which was assigned
to your PS2.
Having this IP address, you can now go back to the question "What is
a 'DMZ host'? How can I configure this?" and complete the DMZ
NOTE: Since this IP address was dynamically assigned, it
could change at some point in the future. If, at some point,
you suspect you might be having trouble with an online game, you might want
to check the IP address of your PS2 again to see if it has changed. The
best way to configure a DMZ host is to use a static IP address (using the
If I use this "DMZ host"
feature, isn't it compromising my security?
No. If the target IP address for the DMZ host feature was
a regular home computer, the answer would be "yes", but the PS2 doesn't work
quite the same as a home computer.
The reason your router's User Guide (or DMZ configuration screen) may
have warned you about using this feature is because home computers leave
certain "services" (ports which are waiting for other computers to connect)
which are running at all times. These services allow you to share
printers, files, user names & passwords, and other information. It
is typically expected that the information would only be shared by other
computers in your home (if you have more than one computer) and is often
dangerous to allow users on the Internet to access these features.
The PS2, being a game console, has no hard drive, has no writeable media
whatsoever, and has no services listening. The only ports which listen
for inbound connections are those ports associated with the game you are currently
running -- and of course those ports need to be accessable by other
players on the Internet in order for the game to work correctly. Thus,
there is nothing anyone can access except for those things which are supposed
to be accessed.
Enabling the DMZ host feature and providing the IP address for your PS2
in no way allows Internet users to contact any other device (such
as your home computer). It is completely safe.
If I connect my
PS2 to the Internet, can it catch a virus or be infected by a worm?
I can't say that there is absolutely no possibility of this, but
due to the nature of thew way the PS2 works, the probabilities that there
will ever be an Internet worm or virus capable of infecting the PS2 is extremely
A worm or virus needs several conditions in order to survive and spread.
It needs a host that in can infect, it needs a weakness or vulnerability
which it can exploite, it needs a writeable program or operating system
which it can modify or install itself into, and it needs a way to find other
systems with similar weaknesses in order to spread.
The PS2 has no storage media with a writeable operating system or programs.
The programs (games) are all on non-writeable (DVD or CD-ROM style
disks). These cannot be modified.
The only way for a virus or worm to atttack a PS2 is to use an online
game that has a weakness. The console could never be infected unless
that particular game were running and online. As a result of infecting
that console, the worm or virus could only put itself in memory temporarily.
As soon as the console were rebooted or switched off the malicious
code would disappear.
This means the the probabilities of finding an infectable game are extremely
low, but then the ability to store itself while searching for other hosts
to infect are even lower. It's an awful lot of trouble to go to for
virus or worm code which cannot do any permanent damage and is almost sure
to go extinct before being able to replicate.
PC's have somewhat favorable conditions to allow for worm / virus infection
and spreading. The PS2 simply does not.
My friend and I
each have our own PS2. Can we put them on the same network to play
You can try, but you may have trouble. Most games require
each PS2 to have a unique IP address from the perspective of the game host
or of the other player's game consoles. Since NAT hides the true IP
address of network devices when a router is used, both game consoles will
appear to have the same IP address. For games which
do not require an inbound connection, this is fine. For other games,
this may be a problem.
There are options.
If the game consoles (or at least one of the game consoles) were located
on the "public" side of the router (instead of the "private" side), it would
have a unique IP address.
Generally an Internet provider will only grant a single public IP address
per customer (some provide more). Most Internet providers will allow
you to request additional IP addresses (although there is usually a nominal
monthly fee -- such as $5/month for each extra IP address). If you
had an extra IP address, one of the consoles could be located on the "public"
In order to do this, you would need slightly different network equipment.
You would need a workgroup "hub" or "switch" which is plugged directly
into the broadband modem. The "uplink" port should be used to connect
the hub or switch to the modem. The router and one of the two PS2's
would be connected to non-uplink ports (say port 1 for the router and port
2 for the PS2).
I heard something about
a Hard Disk Drive. What's that all about?
There is a Hard Disk Drive (HDD) for the PS2. This drive
is currently only available in Japan. It is also available to customers
who own the PS2 Linux kit (although the Linux kit does not come with a necessary
utility which formats the drive appropriately for gaming).
The release date for this drive has already changed a few times. The
current speculation is that it will be released in the North American market
in the spring of 2003.
Why would you want a hard drive?
The hard drive goes hand-in-hand with some Internet gaming ideas. In
addition to extra storage (far beyond what a memory card can handle) it would
be possible, with a hard drive, to download ehancements to online games,
such as new characters, new game levels, new maps or playing fields, and
possibly even game patches (to fix bugs and/or glitches).
There is some additional speculation that the HDD may come with software
for web browsing and possibly email. This would allow users to use the PS2
for many of the general purpose needs of Internet use instead of a home computer.
Can I use my PS2 as
a home computer?
There is a kit which allows you to use the PS2 as a computer,
but it was not intended for use as a typical home computer. This is
called the Linux Kit. It comes with a keyboard, mouse, hard
disk drive (HDD), network Adaptor, a special video cable which allows the
PS2 to be connected to a computer monitor (instead of a TV, but the monitor
must support sync-on-green), and the Linux software media.
You can see the kit (and learn how to purchase it) by going here.
The Linux kit will not allow you to run typical PC software. It
runs only Linux software. This software must usually be recompiled
for use on the PS2.
The PS2 Linux kit is intended for those which already are familiar with
Linux and comfortable developing and/or porting software. It is not
intended for typical home users.
I eat this stuff for
breakfast, where can I find more?
I wrote a networking primer to try to explain most of the concepts
of network. Warning: It is long and not for the faint of heart.
I have tried to make it as simple as possible, but certain concepts
of networking are a bit abstract and difficult to understand without lots
of explanations, illustrations, etc.
If you think you're up for it (I don't expect most people will be), you can
find it here.
If you want a reference for a really good book on the topic, I suggest
TCP/IP Illustrated, Volume 1 by Richard Stevens (Addison Wesley)
ISBN 0-201-63346-9. This is the best book on networking I have ever
read and is generally considered to be "the bible".