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More Than 2 Player Characters?
Forum Index - SMW Hacking - SMW Hacking Help - ASM & Related Topics - More Than 2 Player Characters?
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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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[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
I think Bio did that with his hack there's a video of it on the old forums.

here's the vid

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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Kawaii !!


No, Bio will have seperate GFX for each of them. :P
And I'm making it ;D.
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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[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
This is getting a little off-topic<_<

Anyway, If you want some technical information about how I did this hack, just ask.

Originally posted by andy_k_250
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.

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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Kawaii !!


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. :D

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<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Originally posted by pikaguy900
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. :D


Seconded, I also Have an Idea for four people
in a hack.

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I wonder what a HFD opcode would do in ASM...
Originally posted by pikaguy900
Bio, I'd like to know how you did that.

As do I, do tell.
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.
Originally posted by ibz10g
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.

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 Luigi
Originally posted by pikaguy900
Bio, 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
bump
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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