Post subject: Making multiplayer hacks of classic games
Joined: 3/25/2004
Posts: 459
How hard would it be to make multiplayer hacks of classic games? I'm thinking of two Links on a screen attacking bad guys. Mario and Luigi stepping on goombas and shooting pirana plants at the same time. [Edit by Bisqwit: Changed topic title. "Clever tactics to get one to look at the thread" contribute adversely to the usability of the forums. Don't do that.]
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Joined: 12/22/2006
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Quite.
<adelikat> tony hawk is porn for me <Comicalflop>my mom is hot
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Joined: 11/6/2004
Posts: 833
How hard would it be to... put a useful description into the topic, rather than having some vague incomplete concept in the subject field. Now when I look at this thread tomorrow, I'll have no idea what it's about and need to click it just to be reminded.
Joined: 3/25/2004
Posts: 459
It's a clever tactic to get you to look at my thread. There wasn't enough room. :-(
nesrocks
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Location: Rio, Brazil
you'd have to make it for pc or something and reprogram the whole thing
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Ramzi wrote:
There wasn't enough room. :-(
How about "Multiplayer game hacks?" Anyway the only multiplayer hack I know of successfully is a Secret of Evermore 2player hack.
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Joined: 12/23/2004
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Something like alternating turns in a Mario game isn't very hard. Creating an entire new player character during a game is another story entirely.
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nesrocks
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What i've wanted, and has been partially done, is play as different characters on other games, like ruy hayabusa on contra levels. You can see something like that on MUGEN. Look for MUGEN NES on youtube and you'll find various oddities.
Post subject: Re: Making multiplayer hacks of classic games
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Joined: 10/2/2005
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Location: Toronto, Ontario
Ramzi wrote:
How hard would it be to make multiplayer hacks of classic games? I'm thinking of two Links on a screen attacking bad guys. Mario and Luigi stepping on goombas and shooting pirana plants at the same time.
I'm assuming the answer to this is Hard^x, where x = how good you want the finished game to actually be. You'd essentially be re-writing the game from scratch, since there's really no way (that I can think of at least), to do this easily with existing tools.