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Main - SMW Hacking - Real multiplayer for SMW? New thread | New reply

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Levesque
Posted on 09-02-09 03:42 AM Link | Quote | ID: 114357


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I was wondering.

Since Super Mario World has 2 Player, but I think it is very lacking. I dont like how each player has to take turns playing a level. So I had a brilliant idea.

Is it possible for 2 people to play at the same time on the same level? Like, each person controlling a seperate character? So one person is Mario and one person is Luigi, and if one player dies the other can keep going until they beat the level?

Just a thought, I dont know if it was attempted before, but it would be really fun to play.

GreyMaria
Posted on 09-02-09 04:03 AM Link | Quote | ID: 114360

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This would require quite a bit of engine rewriting, and of course splitscreen, however this is an interesting idea.

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Levesque
Posted on 09-02-09 04:29 AM (rev. 3 of 12-14-09 10:28 PM) Link | Quote | ID: 114361


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I thought it might be possible without splitscreen, take a look...


Quick Microsoft Paint crop...

I thought that player one would control Mario, and player two would control Luigi, and it would play out like a normal game of SMW. The only issue I see with it is that the HUD would have to be worked around.

GreyMaria
Posted on 09-02-09 04:31 AM Link | Quote | ID: 114362

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So then what do you do if player 2 runs off the screen?

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Levesque
Posted on 09-02-09 04:38 AM (rev. 2 of 09-02-09 04:42 AM) Link | Quote | ID: 114363


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Maybe allow it so the screen only moves when both players can advance it like regular SMW (I mean the screen scrolls either way when both players are moving, not just one)?

Edit:I think this is a really good idea guys, and I think it could be made into a great hack. Elaborate and post your thoughts!

Sorry. Im just excited by the idea.

boingboingsplat
Posted on 09-03-09 05:03 PM Link | Quote | ID: 114402


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Been suggested literally thousands of times. If it was possible I'm sure someone would have taken a crack at it by now.

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Kawa
Posted on 09-03-09 06:12 PM Link | Quote | ID: 114404


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I remember this being suggested before too.

Incidentally, can somebody please replace the BMP file with something more net-friendly?

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carsr4carpeople1
Posted on 09-08-09 03:52 AM Link | Quote | ID: 114691


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I remember smallhacker taking a crack at it. I talked to someone who netplayed as player 2, and said it was extremely buggy. Probably never going to get finished.

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Megaman-Omega
Posted on 09-08-09 11:53 PM Link | Quote | ID: 114718


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This sounds like a great idea. Seriously reminds me of when I'd play Super Contra with a friend of mine as a kid. Hell I can even think of play control being similar to it in many ways like the screen only scrolling if both players move ahead and the dead player popping right back after a second or two if he were to die. But sense dying wouldn't have such a high penalty as Contra did maybe if one dies they'd have to wait maybe five seconds before they could come back to give a time that the alive player has to live for, for if he dies as well during that time then you'd have to start the level over.

But lord I'm just thinking of the possibility's of such a patch. Think being able to seamlessly patch it to any other Mario World hack and play like that. Or even better now hacks being based around two player forcing you two use teamwork to complete the stage like the four swords games

...But sadly Mario world hacking is not my thing I just like playing and watching how people can warp it to whatever they wish. Seemingly with no exceptions

Sukasa
Posted on 09-09-09 03:06 AM Link | Quote | ID: 114747


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Can't be done without a massive rework of the engine to be efficient, since right now mario alone takes up way too much CPU power for two of them at once to be practical.

lolcats439
Posted on 10-12-09 08:24 AM Link | Quote | ID: 117030

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Could luigi be implemented as a custom sprite that is controlled by Player 2?

blackhole89
Posted on 10-12-09 03:07 PM Link | Quote | ID: 117033


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Some kind of P2-controlled sidekick wouldn't be much of a problem to implement (you could read second controller data in c. sprite routines), but as Sukasa said, it might be difficult to give it the full feature set of the first player with the CPU available.

Besides, who plays retro games together with others nowadays anyway? Netplay is out of fashion and hardly anyone owns copiers that would enable them to flash such a hack on a real cartridge and play it together with real people.



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Sonikku
Posted on 10-13-09 01:21 AM Link | Quote | ID: 117051

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Posted by lolcats439
Could luigi be implemented as a custom sprite that is controlled by Player 2?
Yes, actually. Me and a friend of mine are working on it (More than likely there won't be a release of it), right now it interacts with most sprites, powerups, and some sprite-platforms like Info Boxes, gray falling platforms, etc (Though it can't interact with rotating platforms due to glitches), but it certainly is possible, just very, very complicated (Block interaction is far too hard to code, so we might just have it be a "helper", that has a few more upsides than Mario, but a few more downsides as well).

The only real problem with a sprite is that tile limitations could delete the sprites' tilemap on occasion. If it were possible to create a perfect second player that could act identical to Mario, it would be amazing, but SMW hacking technology/knowledge hasn't gotten so far as of yet. Maybe someday, but as of now it is out of our reach.

Aaendi
Posted on 10-26-09 09:35 PM (rev. 2 of 10-26-09 10:37 PM) Link | Quote | ID: 118012


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How much cpu power does Mario take up? More than half?

Sukasa
Posted on 10-28-09 04:54 AM Link | Quote | ID: 118095


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Easily. Even if he didn't, everything else uses up way too much as it is.

Aaendi
Posted on 10-28-09 07:53 PM (rev. 2 of 10-28-09 07:55 PM) Link | Quote | ID: 118126


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Why didn't the NES mario games have slowdown like the Snes game? Is it because the cpu doesn't have to calculate all that v-ram address junk for the NES like it does for the Snes?

ninjablooper
Posted on 10-28-09 09:17 PM Link | Quote | ID: 118137


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ll we need is a play bubble and this will be like NSMBW.

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Sukasa
Posted on 10-28-09 10:55 PM Link | Quote | ID: 118153


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Posted by Aaendi
Why didn't the NES mario games have slowdown like the Snes game? Is it because the cpu doesn't have to calculate all that v-ram address junk for the NES like it does for the Snes?


More like there's just a hell of a lot more to calculate out than in SMW. Not to mention it was a new console, so the designers were in some respects still learning to use the hardware, making the game rather poorly optimized.

Lord Myre
Posted on 11-06-09 03:57 PM Link | Quote | ID: 118915


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What about the actual keyboard? Not only does having two players at the same time take up a lot of space on the keyboard, but holding too many keys will make the keyboard lock up until you let them go (At least my keyboard does).

Not everyone uses keyboards, sure. But those are still big hurdles.

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boingboingsplat
Posted on 11-07-09 12:57 AM Link | Quote | ID: 118953


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Posted by Lord Myre
What about the actual keyboard? Not only does having two players at the same time take up a lot of space on the keyboard, but holding too many keys will make the keyboard lock up until you let them go (At least my keyboard does).

Not everyone uses keyboards, sure. But those are still big hurdles.

Er, what? This is being developed for a SNES game, so any emulator hurdles shouldn't be an issue for the actual development. Any issues like that are best sorted out by the user.

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