| More Than 2 Player Characters? |
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Forum Index - SMW Hacking - General SMW Hacking Help - ASM & Related Topics - More Than 2 Player Characters? |
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| Posted on 2007-08-21 10:20:35 AM |
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Has anyone ever looked into adding more than two playable characters (Mario/Luigi) into this game, ala SMB2? Is it even possible with the game's architecture? I am sure it would probably require intensive hacking if it is even possible, but I am just wondering if anyone has ever investigated this.
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| Posted on 2007-08-21 10:21:49 AM |
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I think Bio did that with his hack there's a video of it on the old forums.
here's the vid
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| Last edited on 2007-08-21 10:25:50 AM by Dotsarecool. |
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| Posted on 2007-08-21 01:50:10 PM |
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Yeah Bio has, but they all look like mario with different palettes. I guessing thats what he did... but if it isnt, you can ask him..But i doubt he will let anyone have it right now.
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| Posted on 2007-08-21 01:51:00 PM |
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No, Bio will have seperate GFX for each of them.
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| Posted on 2007-08-21 01:51:40 PM |
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And I'm making it ;D.
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| Posted on 2007-08-21 02:04:02 PM |
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That's pretty cool, actually. I wonder if in his hack, you can choose 1-4 players and switch after levels, like in the normal game? Either way, you have to respect the work that went into making the in-game character switching possible. I don't think I would want to use it, but I can see it being put to lots of cool uses.
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| Posted on 2007-08-21 02:06:43 PM |
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This is getting a little off-topic<_<
Anyway, If you want some technical information about how I did this hack, just ask.
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| Posted on 2007-08-21 02:36:50 PM |
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Originally posted by andy_k_250That's pretty cool, actually. I wonder if in his hack, you can choose 1-4 players and switch after levels, like in the normal game? Either way, you have to respect the work that went into making the in-game character switching possible. I don't think I would want to use it, but I can see it being put to lots of cool uses.
Well actually, he made a pause screen, in that pause screen you select the characters...Unless there is another way to switch characters..
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| Posted on 2007-08-21 04:52:32 PM |
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Bio, I'd like to know how you did that. I actually have a big plan for two characters in MY hack, and I'd like to be able to switch characters whenever you want, instead of hitting the blocks.
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| Posted on 2007-08-21 07:54:33 PM |
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Originally posted by pikaguy900Bio, I'd like to know how you did that. I actually have a big plan for two characters in MY hack, and I'd like to be able to switch characters whenever you want, instead of hitting the blocks. 
Seconded, I also Have an Idea for four people
in a hack.
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| Posted on 2007-08-21 09:10:02 PM |
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Originally posted by pikaguy900Bio, I'd like to know how you did that.
As do I, do tell.
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| Posted on 2007-08-21 09:54:47 PM |
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I've pondered this, but the thought doesn't seem entirely too logical. Instead of a switch-off multiplayer, what about a cooperative multilayer?
The main problem I see is that only the one palette can be used at a time for Mario and Luigi, so they would have to be the same color. I'm sure there are many other factors that would impede such a feat.
It does seem like a great idea, though. Except the sprite header settings may or may not go berserk. What with the Mario/Luigi only blocks, someone could take this very far.
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| Last edited on 2007-08-21 09:56:16 PM by ibz10g. |
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| Posted on 2007-08-22 02:49:33 PM |
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Originally posted by ibz10gI've pondered this, but the thought doesn't seem entirely too logical. Instead of a switch-off multiplayer, what about a cooperative multilayer?
The main problem I see is that only the one palette can be used at a time for Mario and Luigi, so they would have to be the same color. I'm sure there are many other factors that would impede such a feat.
It does seem like a great idea, though. Except the sprite header settings may or may not go berserk. What with the Mario/Luigi only blocks, someone could take this very far.
Nah, this will most likely cause way too much slowdown, just adding water detection for sprite cause slowdown, just think how much slowdown having the main physic and colision run twice would cause...
Also WTF is the sprite header setting have to do with all this?
Mario/Luigi only block won't work eiter because they only check the current player
Originally posted by LuigiOriginally posted by pikaguy900Bio, I'd like to know how you did that.
As do I, do tell.
Fine, just expect it to require a high ammount of ASM knowledge<_<.
First of all, my code has totally nothing to do with the Mario/Luigi 'character' in the original game. I then hacked the pallete loading routine to check a previously empty SRAM adress and if the power-up is 3(fire) while loading Mario pallete. I then added some code to make the character graphic get updated each frame(I used SuperFX for it, but DMA could be used...). Nest, I created a code wich check that SRAM adress and jump to a different routine depending on it(for each character abillity). And finally, the pause menu to actualy alter that SRAM adress, I simply added a routine executed only when the game is pause to transfer the menu tilemap to a empty spot of RAM, I then altered the routine wich transfer the tilemap from RAM to VRAM to load from the other spot when the game is paused. The pause menu alone take 246 lines And the whole code take about 1500 lines so far
that pretty much describe it... there still a long way to go before I can finally have everything I planned for my hack
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| Last edited on 2007-08-22 02:55:09 PM by Bio. |
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| Posted on 2012-04-09 07:22:54 PM |
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bump
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| Posted on 2012-04-09 07:38:48 PM |
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Do not bump non-sticky or non-tutorial threads with a last post of over a month without proper reason.
Andy, I recommend looking into Noobish's 2-player stuff he made for a C3 some time ago. Closed, if you want this re-opened, send a PM.
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