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12-14-17 08:50:41 AM

Jul - SM64 Hacking - SM64 Multiplayer Release (Download) New poll - New thread - New reply
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jambo
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Posted on 03-01-13 07:10:16 PM (last edited by jambo at 03-01-13 07:31:35 PM) Link | Quote
Hey Celux, I was wondering if you were going to attempt to fix the canon issues in this mod. In my opinion its the only real thing that needs to be fixed. It's almost impossible to get a few stars because of this.

thanks for the awesome mod!!!
Groomer
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Posted on 06-12-13 06:24:44 PM Link | Quote
Not sure if you or anyone else still work with this project but...

It seems that desync can be caused by random AI of some mobs behaving differently for each player. Noticed with the Gombas on 'Bowser in the dark world'. On one screen you get attacked, on the other one you do not.

If syncronizing them is too complicated, removing the could be a solution.
Celux

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Posted on 06-14-13 04:21:52 AM (last edited by Celux at 06-14-13 04:23:28 AM) Link | Quote
There's not much to be done about the cannons, if I allow the screen to switch to cannon view then the other player will not be able to see where they're going.

I could try de-randomizing their behavior so they behave consistently.

Top of the list is still the random crashing, which I am having trouble finding a cause for.

Anyway, I'll get onto 1.2 after a final SMSR update.
Celux

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Posted on 08-26-13 11:28:08 PM Link | Quote
Version 1.2 is up, here are the changes:
*The second player is Luigi
*Luigi jumps higher than Mario
*Luigi decelerates slower than Mario
*Fixed random freezing in Project 64
*Reduced online desync by replacing randomization code
*Included working palette codes
*Players can attack each other
*Added widescreen improvements
*Fixed player two animation after entering level
*Seesaw platform physics work for both players
*Tilting square platforms work for player one
*Tumbling bridges behave correctly for player two
*Player two can activate floor switches
*Player two can activate cap switches
*More objects are always visible and active for player two
*Mario's ability ends correctly in cap levels
*Fixed disabled fall damage
*Player shadows do not vanish while hanging from ledges
*Fading warps are functional
*Fixed area transition while only one player is present
*Disabled endless stairs to prevent player duplication
*Players cannot lose their cap
*If one player falls into quicksand, the other can continue playing
*Sealed doors do not repeatedly display messages
*Skip sealed door animations when menu cheat is activated
*Pushable objects can be moved by player two
*Fixed Bob-omb interaction with player two
*Fixed various issues related to picking up objects
*Players begin standing next to each other
*Fixed vertical level entrances for player two
*Recovery hearts can be used by player two
*Both players can ride koopa shells properly

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Posted on 08-27-13 02:23:17 PM (last edited by Metal_Man88 at 08-31-13 02:50:43 PM) Link | Quote
I like how Luigi looks like how he does when you do the "L is Real" easter egg in Toad's Tool 64.
Apache Thunder
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Posted on 09-19-13 10:13:22 AM (last edited by Apache Thunder at 10-09-13 05:32:46 PM) Link | Quote
I have one suggestion about the cannon issue. Perhaps make the cannon visible while the player is using it? It would help with aiming and would prevent the second player from entering the cannon hole while the other player is using it. (assuming you decide to make the cannon solid)

I understand why the camera can't be fixed, but fixing the cannon mesh so that it's visible would help a lot. Perhaps add a little laser sight to it for good measure.

As some others here have already said, it would be great to have the player health separate for player 2. It would be fun to have direct one on one battles to the death. Would be funny if player 2 dies and his body just sits there for the rest of the time player 1 remains on the map. Would be even funnier to be able to flatten the other player with a ground pound. Sorta like what happens when Mario/Luigi gets smashed by a whomp.


I injected this rom into the Zelda Collector's Edition for Gamecube and it seems to work great on my real gamecube. (except that all the hud elements are invisible. lolz ). It won't boot in Dolphin, but even the unmodified version of the extracted Zelda game won't boot, so that's unrelated.

I'm curious to know if this modified rom would work on the real N64 hardware...
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Posted on 09-23-13 03:10:51 PM (last edited by DarkSpacer at 09-26-13 04:01:53 PM) Link | Quote
Originally posted by Apache Thunder
I'm curious to know if this modified rom would work on the real N64 hardware...


Don't forget, the original SM64 was not made for multiplayer. The ROM might have to be tweaked, but I'm guessing just a simple modification so that the second Mario is controlled by the Player 2 controller would be sufficient.

Edit: HA I meant Luigi. Even I don't pay attention to him it seems...

Edit2: Wait, what am I talking about? You have to set the Player 2 controller's buttons anyway in order to control Luigi locally...er.
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Posted on 09-30-13 08:51:12 PM (last edited by Apache Thunder at 10-09-13 05:32:55 PM) Link | Quote
Originally posted by DarkSpacer

Don't forget, the original SM64 was not made for multiplayer. The ROM might have to be tweaked, but I'm guessing just a simple modification so that the second Mario is controlled by the Player 2 controller would be sufficient.

Edit: HA I meant Luigi. Even I don't pay attention to him it seems...

Edit2: Wait, what am I talking about? You have to set the Player 2 controller's buttons anyway in order to control Luigi locally...er.


Well given that the Zelda Gamecube emulator works with this rom (which doesn't have any options to remap controls + that it was intended for just the singleplayer zelda game, so yes second gamecube port works on Luigi).

So I'm pretty the real N64 won't have issues with the second player controls....
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Posted on 10-03-13 10:39:47 PM Link | Quote
Well, I tried it on my Everdrive 64, and it wouldn't run.

Also, Wii64 slowed down tremendously once we entered Bob-Omb Battlefield.
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Posted on 10-03-13 11:57:50 PM Link | Quote
Originally posted by M. Bison
Well, I tried it on my Everdrive 64, and it wouldn't run.
How far did the game get before it failed?
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Posted on 10-04-13 07:19:41 PM Link | Quote
Originally posted by Joe
Originally posted by M. Bison
Well, I tried it on my Everdrive 64, and it wouldn't run.
How far did the game get before it failed?

It didn't so much "go anywhere", as it was merely garbled, sped-up sound paired with glitched lines. To better show what I mean, I shot a vid of exactly what happens when I boot it up (please pardon the garbage quality):
http://www.youtube.com/watch?v=OSZTjrT2CjU
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Posted on 10-04-13 08:18:07 PM (last edited by Apache Thunder at 10-09-13 05:33:05 PM) Link | Quote
Does your N64 have the expansion pack installed? I'm not sure, but perhaps this rom was hacked to use the extra memory and thus the expansion pack is needed.
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Posted on 10-04-13 08:34:41 PM Link | Quote
Originally posted by Apache Thunder
Does your N64 have the expansion pack installed? I'm not sure, but perhaps this rom was hacked to use the extra memory and thus the expansion pack is needed.

The Expansion Pack is installed.
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Posted on 10-04-13 11:52:53 PM (last edited by Apache Thunder at 10-09-13 05:33:14 PM) Link | Quote
Ahh I see. Must be the way the rom is organized or aligned. I heard that TT64/expanded roms didn't work correctly on N64 hardware anymore do to byte order or the way the addressing was done. Little fuzzy on that, but I think this is roughly the same issue.
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Posted on 10-05-13 01:23:03 AM Link | Quote
Originally posted by Apache Thunder
I heard that TT64/expanded roms didn't work correctly on N64 hardware anymore do to byte order or the way the addressing was done. Little fuzzy on that, but I think this is roughly the same issue.
Alignment. The N64 has multiple components that require data to be aligned. The main CPU requires 4-byte alignment for all code and most data. The DMA unit requires 8-byte alignment transferring to/from RAM, and 2-byte alignment transferring from ROM. The RDP requires 8-byte alignment for textures.

VL-Tone's ROM extender does not align the uncompressed data, which causes the game to crash on a real console but apparently work fine in most emulators.
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Posted on 10-07-13 12:01:06 PM Link | Quote
Originally posted by Joe
Alignment. The N64 has multiple components that require data to be aligned. The main CPU requires 4-byte alignment for all code and most data. The DMA unit requires 8-byte alignment transferring to/from RAM, and 2-byte alignment transferring from ROM. The RDP requires 8-byte alignment for textures.


I haven't got much of a clue about this stuff, so I'm curious - could this feasibly be fixed? Would it require VL-Tone to change his program, or could someone else write a separate patcher?

It'd be awesome if it was possible and someone was up to the challenge. The multiplayer mod and the full length mods like Star Road all look incredible, but it's a bummer they only work on emulators. Would be simply magical for them to run on consoles.
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Posted on 10-07-13 01:12:40 PM Link | Quote
Originally posted by CoinCollector
I haven't got much of a clue about this stuff, so I'm curious - could this feasibly be fixed? Would it require VL-Tone to change his program, or could someone else write a separate patcher?
It only takes a small modification to Cellar Dweller's alternate ROM extender to produce a properly-aligned ROM.

Messiaen tested out one such arrangement already; here's some videos.

Patches for the non-aligned ROM will not work on an aligned ROM. I do not know if TT64 or other tools will work on an aligned ROM.
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Posted on 10-09-13 05:25:45 PM (last edited by Apache Thunder at 10-09-13 05:33:23 PM) Link | Quote
Hey you know would be great? Perhaps once work on this hack is finished, that a multiplayer version of Zelda Ocarina of Time be attempted.

The game engines they both use are closely related and I bet would be very interesting to try out as well. It may just work!
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Posted on 10-12-13 06:48:35 AM Link | Quote
Originally posted by Apache Thunder
Hey you know would be great? Perhaps once work on this hack is finished, that a multiplayer version of Zelda Ocarina of Time be attempted.

The game engines they both use are closely related and I bet would be very interesting to try out as well. It may just work!


It's been attempted and done with varying degrees of success. I believe there are a few stumbling blocks that weren't resolved; but most attempts were abandoned as it was very difficult to split the screen/assign different inventory settings for each player etc given the amount of memory available.
Celux

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Posted on 10-17-13 08:16:20 AM (last edited by Celux at 10-17-13 08:16:52 AM) Link | Quote
This hack was created without any modifications besides the assembly I manually inserted using LemASM, so by all means It ought to work on a real N64. The ROM size is the same, all data is aligned correctly, opcodes are valid, and uses the original 4MB memory. Use the wad if you wish to play on a Wii, it runs at full speed.
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Jul - SM64 Hacking - SM64 Multiplayer Release (Download) New poll - New thread - New reply




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