Banner
Views: 845,422,565
Time:
34 users online: 7 up, Aeon,  Aja,  Amine Retro,  Anorakun, Anthony48392, autisticsceptile1993,  bebn legg,  Blind Devil, Bluremii, brickblock369, chickaDEE Magazine, Darolac, ggamer77, Green Jerry, kaigem, Knight of Time,  Linkdeadx2, Losoall, Mad Lad, Mellonpizza, Minish Yoshi, Misterfan2000, Nirv, Pedroalone, Rhodonacht, Rykon-V73, Sancles, slopcore, Sparkysie, StacheAttack, TSian7, UTF, Vhack - Guests: 80 - Bots: 106 Users: 46,497 (2,736 active)
Latest: peepee123
Tip: Press Ctrl+Del to delete original levels before making a new level.Not logged in.
2 Player Co-op - Source Release
Forum Index - SMW Hacking - Resource & Tool Releases - 2 Player Co-op - Source Release
Pages: « 1 2 »
Hey. I'm back!

For several years now, people have been bothering me about the Co-op sprite and stuff (mostly complaining that the IPS link on my site had 404'd, but whatever), and today I'd finally had enough, so I dug up the old project files and got reacquainted with the project. Except whoops I've forgotten how everything works.

I was, however, able to prod the patch back into working shape, so here ya go, have some source code:

https://github.com/rhelmot/smw-coop

The code is on Github because I kinda wanna make a collaborative effort out of moving this project along! I'd love to get the project to the point where it's actually stable enough and supports interaction with a broad enough range of sprites and objects that it could be used in an actual hack release. Of course, you could make the argument that it's there already, but I'd make a shifty face at you and back away slowly.

Anybody interested? I'll help out as much as I can, of course.

Mod edit: Trashed duplicated thread.
OP edit: Thank you mods!

--------------------
Now with extra girl and extra hacker
Omg hi Noobish :D

I was also wonder where the patch went. Anyway, is okay if help with ASM modifications stuffs here?

Also, wasn't it you who made a patch similar where Luigi follow you instead?

--------------------
What-A-Blast has been cancelled...
**Layout by Erik557


OH YEAH I TOTALLY FORGOT

Right next to the "Co-op Ponies" folder there was a "Co-op Luigi" folder. It's probably several months of development behind the Ponies version, but here it is, I literally just stripped the ROMs out of the folder and stuck it in a zip.

And yea, you can totally help if you want! Anyone can help if they want!

--------------------
Now with extra girl and extra hacker
there are current patch that could be implemented to this:

Respawn Player Patch (maybe)
Separate Luigi GFX Patch
SMB2 Hi-Jump Patch (for Luigi)

Overall, this patch is well done here. And I would love to help improve.

--------------------
What-A-Blast has been cancelled...
**Layout by Erik557


If you're going to look for bugs or do testing, do it on the Ponies version. In the ponies, version, P2 can swim, climb, runs the same speed as P1, can touch the falling grey platform, etc.

Like I said, the way it happened was that I forked the project for ponies and then just continued dev on the ponies branch.

No sprite should cause a crash when P2 touches it, but the ones that have no interactions are just because the interaction code hasn't been implemented yet-- there's a gigantic table for how P2 should interact with every single sprite in the game in sprites.asm, and a lot of sprites don't have any code there whatsoever.

I don't plan on supporting triangle blocks, capes, and yoshi, the former two because I can't scale the screen so one of the players would have to go off screen and that would be awkward, and the latter because Absolutely Freaking Not.

Edit: Also, at one point in dev the sprite did use the SMAS seperate luigi graphics, but I cut that out because it no longer fit in one data bank. Once we get luigi back at all, it would (probably) be pretty easy to just define a second freespace and make that work.

--------------------
Now with extra girl and extra hacker
Nice work on the patch! I hope you're gonna implement split screen. If possible, here's a challenge. You can press the start button and select options to config if you want Vertical or Horizontal split screen. If not, then OK. Just implement split screen if that is possible. If not, OK.
Looks interesting. If the pony version is less buggy one could just change the GFX and global palettes if they want Mario and Luigi instead, right?

I'd make a hack out of it but I don't have anyone who would want to play with me so that I could test it.
Oh wow this thread reminded me this existed. If I still had the motivation to make a hack around this, I would have downloaded 2 Player Co-op in a heartbeat! I am currently looking through the source code and it seems pretty interesting.

(Also welcome back Noobish Noobsicle!)
Originally posted by Trollope
Nice work on the patch! I hope you're gonna implement split screen. If possible, here's a challenge. You can press the start button and select options to config if you want Vertical or Horizontal split screen. If not, then OK. Just implement split screen if that is possible. If not, OK.

Pretty sure the SNES hardware makes split-screen completely impossible. :/ Well. Hrm. Vertical split-screen, absolutely impossible, but horizontal is... technically doable, though it might be infeasible since you'd basically have to simulate twice as many sprites if P1 was sufficiently separated from P2.

Originally posted by MercuryPenny
Looks interesting. If the pony version is less buggy one could just change the GFX and global palettes if they want Mario and Luigi instead, right?

Nope.



This is the full set of player graphics for all three ponies, minus the little extended 8x8 tiles. That's way fewer tiles than Mario uses, and I'm pretty sure I cut some corners in terms of arranging them so that tiles could be reused in ways that Mario's model didn't allow. That and, you know, there's no such thing as small ponies. Little ponies, yes, but not small ponies.

The biggest challenge in getting back to Mario and Luigi is that I completely made up my own numbering system in terms of player frames. Look into my notes, co-op.txt in the project root, and look at $0F3A-$0F46 in the RAM map and then List C -- The first step has to be transitioning away from that and toward the original $13E0 values. Then we need to fix up the DMA code to account for that. Basically there's no real middle ground between "ponies" and "luigi", and anybody who takes on that task is going to have a nonfunctional sprite for the entirety of the time between starting and finishing.

It'll probably be one of those things that I sit down and get up eight hours later and have it be done. Maybe. Not sure.

--------------------
Now with extra girl and extra hacker
(Oh wow, Noobish Noobsicle is back! Welcome back J! It is very nice to see you again, and I hope you don't become inactive after this gets finished L)

Anyway, I am so glad that this patch is still going to be worked on. I really have liked the idea and I really want to see this finished. Well, I can't really say anything. I would have loved to be useful and actually help you by doing ANYTHING, but I seriously am a noob L I just want to say that you did a wonderful job.
Originally posted by Noobish Noobsicle


blah

You could actually just go through the painstaking process of replacing each tile with Mario and Luigi's. Might take forever, but if one just wants Mario characters, it would be feasible with the beta small Mario/Luigi graphics.
No, there are a ton of tiles missing.

--------------------
Your layout has been removed.
A few days ago, I discovered that everybody had migrated to this wonderful little thing called asar since I left. I also discovered that asar actually has preprocessor conditionals, in addition to the beauty that is pushpc/pullpc.



*Inserts a different set of graphics*
*Inserts a different global palette*
*Changes a single byte from the patch file and reinserts*



You're welcome.

--------------------
Now with extra girl and extra hacker
Will you upload the newest version to SMWC, or tweak it a bit? Or you could save for C3...

--------------------
What-A-Blast has been cancelled...
**Layout by Erik557


The newest version is exactly where it's been all this time, on github.

...if you're unfamiliar with github and don't want to deal with version control software, there's a "Download Zip" button on the bottom of the right-hand column.

E: should have been more specific, the github is the link in the first post.

--------------------
Now with extra girl and extra hacker
Fanatical like a Demon
Originally posted by Noobish Noobsicle
The newest version is exactly where it's been all this time, on github.

...if you're unfamiliar with github and don't want to deal with version control software, there's a "Download Zip" button on the bottom of the right-hand column.

E: should have been more specific, the github is the link in the first post.

Wait, so that download contains Mario and Luigi now? Is Luigi using his own GFX like in the SMAS version of SMW?
Major thanks to Suika Ibuki for layout!
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
I'd think it would be clear from that screenshot that Luigi is still using his SMW graphics?

I think it wouldn't be too hard to add the SMAS graphics, but this patch is already literally more than half a bank of code/data and the separate graphics would be totally uncompressed and absolutely enormous. I'll add it in as optional, but if anybody complains that it's too large I will cut them.

--------------------
Now with extra girl and extra hacker
Noobish, I really like your patch. But you shouldn't waste much effort(except you like to do that of course) on SMAS Luigi, because SMW was fine with "Mario Luigi" too.

I, as a person with no knowledge/minimum knowledge about ASM, could do to make the ASM Code be more stable/functional?
This resource is nice looking this could be used in a lot of hacks. Nice work.
RMG Productions


Might literally have been the easiest thing I've done for this entire project. Download is in the same place it's always been.


Originally posted by Shog
(except you like to do that of course)

#fim{;)}


Originally posted by Shog
I, as a person with no knowledge/minimum knowledge about ASM, could do to make the ASM Code be more stable/functional?

Wow, thanks!

If you wanna help but can't ASM to save your life, honestly you could just get a friend and play through it, and post here with a list of anything you find that's not right. There are a hell of a lot of tiny little bugs (and some, erm, larger ones) floating around that I'm perfectly aware of but have never gotten around to fixing because I'm always in the middle of something else, and I've never bothered to actually make a list of all the issues, so now that I'm actually in a place to do bugfixing, I don't really know where to start..!

Also, work music suggestions would be helpful. I've had Maroon 5's Sunday Morning on loop for the last four hours, and am beginning to consider switching it up.

--------------------
Now with extra girl and extra hacker
Pages: « 1 2 »
Forum Index - SMW Hacking - Resource & Tool Releases - 2 Player Co-op - Source Release

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2020 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy