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Posted on 04-08-20, 04:55 pm (rev. 1 by  poudink on 04-08-20, 04:59 pm)
Boomerang Brother
SEE YOU SPACE COWBOY...

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I can't believe this actually released. I honestly thought this was never going to get finished. I mean, full game co-op? That seemed like much more work than anyone would be willing to put, and yet it happened, and it's even better than what I'd imagined. You even got worldmaps working. Really great work.

One question, or request, I guess. Is it planned to release the source code, or something that would allow applying coop to NSMBDS romhacks? That would make this so much better, to me at least, since the vast majority of my NSMBDS playtime is in romhacks and I'd really like to play those in multiplayer.

EDIT: Second question, does this hack work on nds-bootstrap? That's sort of the only way I have currently to play hacks on console, and I'm pretty sure MvsL worked with it, so I want to know if this works with it as well, since melonDS's wifi emulation isn't really ideal.
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Nothing to say, so jadnjkfmnjamnfjkldnajfnjkanfjdksan jsdnvj m.

Posted on 04-08-20, 05:14 pm
Flurry


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Posted by poudink
Is it planned to release the source code, or something that would allow applying coop to NSMBDS romhacks?

Yes definitely, but not yet. The code still needs some cleaning up before it can be released and more features/tweaks are planned.
Also, I'd like people to just enjoy the hack for what it is for a while before it becomes used as a hacking template.

Posted by poudink
EDIT: Second question, does this hack work on nds-bootstrap?

It should. I can confirm it works on real hardware through a flash-cart. If it doesn't work, let me know and I'll look into it.
Posted on 04-08-20, 07:14 pm (rev. 2 by  TheGameratorT on 04-08-20, 07:17 pm)
Red Paragoomba
Who needs a title?

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Singleplayer support alongside co-op is also planned, that way this could be used as a future base for new hacks, who knows
Posted on 04-09-20, 07:26 am
Paragoomba


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Since: 04-26-19
Posted by poudink
Second question, does this hack work on nds-bootstrap? That's sort of the only way I have currently to play hacks on console, and I'm pretty sure MvsL worked with it, so I want to know if this works with it as well, since melonDS's wifi emulation isn't really ideal.


In my DSi XL with TwilightMenu++ works correctly
Posted on 04-09-20, 06:40 pm
Boomerang Brother
SEE YOU SPACE COWBOY...

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Since: 02-12-16
well that's perfect then. looking forward to trying this out.
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Posted on 04-12-20, 12:06 am (rev. 1 by IsaacAndHisIsaac on 04-12-20, 01:17 am)
Newcomer


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I found a couple of bugs while playing with my brother but would like someone else to confirm for me:

World 2-4: The secret exit Goal Pole's red flag on top doesn't appear, preventing the level from being completed through the secret exit. I opened up the level in NSMB editor and the red flag is still there, so it might be a memory issue but I'm not sure.

Warp Cannon: This bug is a bit more complicated. If both players try to enter the cannon at the same time the game softlocks (only the first person goes inside the cannon and then is stuck there and other person can't enter, the timer stops running and the game can't be paused). Also if both players are standing on top of the cannon Mario can't enter the pipe but Luigi can (and it softlocks there also).

I tested both on MelonDS and with my brother on 2 New 3DS XLs (through nds-bootstrap)
Posted on 04-14-20, 02:32 pm (rev. 1 by  TheGameratorT on 04-14-20, 02:32 pm)
Red Paragoomba
Who needs a title?

Karma: 326
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Since: 07-19-18
The cannon bug is already known, we are trying to address that issue, but it doesn't seem to be very easy to fix unfortunately

Regarding World 2-4 I didn't knew about it but I will check.
Posted on 04-25-20, 01:41 pm


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When you save the game, for example in the first castle, the other DS will load it and you can continue playing or you have to begin the game again?
Posted on 04-25-20, 03:41 pm
Birdo


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I suspect that player 1 saving causes player 2 to save too, like how other p1 menu/map actions are "recreated" by p2.
Posted on 05-15-20, 09:45 pm


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Theres a desync in world 8-2 and the dry bowser fight just to let you know
Posted on 05-22-20, 12:27 am


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Posted by skawo
Posted by Shadey21
Posted by RicBent
I assume he "abused" the coin counter

Exactly that.

Unfortunately it's only clever placement of the HUD


Aw.


As far as expanding RAM goes, I'd personally try to move the whole main heap to the Expansion Pak.


Something like this:

(.s:)
repl_02044AE8_main: LDR R0, =GBAHEAP LDR R0, [R0] STR R0, [R1] BX LR


(.c:)

u32* GBAHEAP = 0; void hook_02004F48_main() { sysSetBusOwners(true, true); sysSetCardOwner(true); sysSetCartOwner(true); *(vu16*)0x8240000 = 1; *(vu32*)0x9000000 = 1234; if (*(vu32*)0x9000000 == 1234) { GBAHEAP = tryCreateHeap((u32*)0x9000000, 0x800000, 0); } }


(tryCreateHeap is at 0204540C)




That looks very interesting, but I don't understand what it does, does it load everything to the RAM expansion packs?
If so, can you explain to me how to use that code?
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