| 2 Player Co-op - C3 2012 edition |
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Forum Index - Archive - C3 Museum - Spring 2012 - 2 Player Co-op - C3 2012 edition |
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| Posted on 2012-05-05 02:20:46 PM |
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Yes.
It's this thread.
The one you've all been waiting for.
First, please watch this video. This should explain pretty much everything.
Now! Let me just explain what's up here.
In case you've been out of the loop, 2 player co-op has been an item of mine I've shown off over the past few C3s, with moderate improvements each time. This time, however, the improvements are anything but moderate. Here, have a list of major improvements:
-Physics engine for 2nd player is virtually indistinguishable from 1st player
-Dynamic graphics are completely redone, now uses more top-of-SP1 tiles instead of the typical dynamic sprite slots that screw over regular sprites
-The sprite itself is no longer connected to spritetool, the whole thing is isolated into a single ASM patch, even though it still hijacks the sprite routine because it needs all the sprite tables for free ram 
-Full layer 1 interaction. The sprite can now interact with most common blocks, including slopes (mostly), ? blocks, doors, pipes, etc
-Sprite can enter and exit doors/pipes and actually appear in the next room!
-Player 1 can die while sprite continues to play; any player that dies while the other is still alive will come back in a bubble a la NSMBWii
-Swimming! It can swim!
-Climging! It can climb!
-Capes! It can fl... okay, it can't fly. And it never will because flying with co-op isn't a thing that anyone would ever want to do. But it can float.
-2nd player and 2nd player lives counter appear on the overworld
-Interaction with cluster and extended sprites
Unfortunately, there's one little catch, as those of you who have watched the video already know.
I replaced mario and luigi with ponies. Cutie Mark Crusaders, to be exact, and the two which you play as changed based on which save file you pick! Presumably, the storyline that this would go with is that Princess Molestia foalnapped the third CMC an you have to go save her. But that is neither here nor there, and I sort of need to address the raging anti-bronies here.
Look, I'm sorry. I would have done a Mario/Luigi release if I could, but I got an offer from an artist to do pony graphics for 2 player SMW co-op. So I obliged, and pulled the project out of hiatus to work on it again, and all the improvements you see above were actually done after I had gotten reacquainted with the code structure and changed the characters to ponies.
And now it's been 6 months since I've touched the project thanks to reasons explained in the video, including a seperate project I will 'release' later this C3. So I've completely forgotten how the thing works, and my nasty habit of never commenting my code isn't helping.
tl;dr: Don't hate on the ponies. Just imagine that they're walking marshmallows instead.
Okay! On to the next part of the video: the 5 player co-op demonstration! For christmas this year, I got an MP5 and three additional controllers to go with my SNES, and wrote a simple little proof-of-concept demo for 5-player co-op in super mario world. It's about as rudimentary as it gets, as the 5 little 8-bit marios can only interact with that one level of ground and can't even touch sprites, but they're there. I'd actually be willing to donate that code, or at least my homebrew MP5 test ROM, to someone who wants to work on the project.
Oh, what's that? You want a download link? Okay then... as per with the tradition...
EPIC LARGE DOWNLOAD LINK
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| Posted on 2012-05-05 02:34:19 PM |
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About halfway through your video, and I can already tell that this is the single most impressive ASM hack I remember ever seeing. I can't even begin to imagine how much work this must have taken you to code.
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| Posted on 2012-05-05 02:38:35 PM |
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Playing it with my cousin right now.
SMW didn't feel this good in YEARS.
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| Posted on 2012-05-05 02:47:03 PM |
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I've never laughed so hard in my life. Great work. Hopefully we'll see the perfected co-op someday.
Looks like we'll see a MLP SMW hack very soon.
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| Last edited on 2012-05-05 03:03:59 PM by leictreon. |
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| Posted on 2012-05-05 02:50:30 PM |
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Holy crap, this has improved a LOT since I last saw it O_O
This might be one of the best ASM hacks I've seen in my life.
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| Posted on 2012-05-05 03:13:06 PM |
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This is indeed very impressive! Doesn't look like it need that much work anymore. Great stuff!
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| Posted on 2012-05-05 03:22:19 PM |
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Pretty amazing! Will you make an updated video of the sprite? I'd love to see it in action!
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| Posted on 2012-05-05 03:23:00 PM |
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Originally posted by RPG HackerPretty amazing! Will you make an updated video of the sprite? I'd love to see it in action!
You mean the video I linked in the OP?
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| Posted on 2012-05-05 03:24:16 PM |
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Has that been submitted to Equestria Daily? If not, you should get on that.
Wickedly good job.
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| Posted on 2012-05-05 03:24:50 PM |
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Originally posted by RPG HackerPretty amazing! Will you make an updated video of the sprite? I'd love to see it in action! Originally posted by Noobish Noobsicle ?
Anyway, insert generic "this is so fucking awesome" post here. Better than most of us could (and wanted to) ever do, that's for sure.
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| Posted on 2012-05-05 03:37:53 PM |
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Cousin rage quitted, because he died when he spinjumped on a pokey (and also because netplay induced lag), so seeing it completely functional in the future is sure as hell going to be awesome, but this is great nonetheless.
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| Posted on 2012-05-05 03:46:13 PM |
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Thank you, dear ass fucking internet connection, for getting cut the exact same moment I'm trying to post my reply and for taking an eternity to get restored. I love it, when that shit happens, especially when ninja protection kicks in at the same moment your connection finally works for half a minute and then gets lost again. I swear, it took about thirty fucking minutes after typing my reply before the connection was back.
This is what I was going to post about twenty hours before:
Originally posted by Noobish NoobsicleYou mean the video I linked in the OP?
WOW, how did I overlook that? I swear I searched the whole post for a link! 0_o
Guess not being lazy and reading stuff helps sometimes.
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| Last edited on 2012-05-05 03:48:33 PM by RPG Hacker. |
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| Posted on 2012-05-05 03:48:33 PM |
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Originally posted by leodCousin rage quitted, because he died when he spinjumped on a pokey (and also because netplay induced lag), so seeing it completely functional in the future is sure as hell going to be awesome, but this is great nonetheless.
Yeah, sorry about the pokeys. I'm honestly not sure why they behave like that, as they link to the same main codebase that handles all those spinjumpable enemies.
Moved to the top of the to-do list. Unfortunatly, my to-do list of things to fix with this is way down on my to-do list of to-do lists.
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| Posted on 2012-05-05 04:12:05 PM |
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Hmm, I played this with my brother on our Wii. We got to Morton's Castle when all of a sudden we died at the beginning of a room due to a bad screen transition. We also got to Star Road 1 and kept dying because of the 3rd layer of spin blocks... My brother commented it was "to prevent us from breaking the 4th wall". Anyways, it was a fun experience, though buggy, and I hope you finish this one day!
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| Posted on 2012-05-05 04:29:19 PM |
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Originally posted by CrispyYoshiHmm, I played this with my brother on our Wii. We got to Morton's Castle when all of a sudden we died at the beginning of a room due to a bad screen transition. We also got to Star Road 1 and kept dying because of the 3rd layer of spin blocks... My brother commented it was "to prevent us from breaking the 4th wall". Anyways, it was a fun experience, though buggy, and I hope you finish this one day!
I'm actually shocked you managed to get that far in the first place! But yeah, vertical levels are undeniably broken.
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| Posted on 2012-05-05 04:54:37 PM |
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One thing:
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| Posted on 2012-05-05 04:55:09 PM |
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Oh god, this must have taken you a insanely amount of efforts... I'm just impressed! Great job, I'm going to play around with this tomorrow =P
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| Posted on 2012-05-05 04:59:35 PM |
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i was impressed when you first showed this a few C3's back. and now it's like i'm more than double impressed. lol, but seriously that honking video explained everything and more than i needed to know about how this will be. so i'm looking forward to this becoming one of the most overused and abused sprites on the site. good luck with that. ;)
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| Posted on 2012-05-05 11:41:52 PM |
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Yes, that was a thing I was worrying about. But, see I have a solution.
For starters, I've locked the demo I passed out there, and when I do have a final release, I'll only distribute it to very specific parties that can convince me that their project would benefit significantly from my code. I personally refuse to have a patch so thoroughly embroidered with my name be abused and associated with miserably bad hacks.
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| Posted on 2012-05-05 11:58:03 PM |
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Originally posted by Noobish NoobsicleBut, see I have a solution.
[solutuon]
That... sounds like a huge disappointment, coming from someone who has wanted to use a patch like this since I first saw you show this off a few C3s ago.
You shouldn't be worried that it would be abused. That always happens with the really good resources.
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Forum Index - Archive - C3 Museum - Spring 2012 - 2 Player Co-op - C3 2012 edition |