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Possible MM Multiplayer?


Gazpacho146
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I messaged Spinout a couple days ago, and He gave me permission to port his 4player.ppf to majoras mask. I'm not sure I'll be able to do this alone because I have no experience with coding on Zelda OOT/MM

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Look at the source code to that hack and see what it replaces; find that in Majora's Mask and replace it. There are a few hard pointers you'll have to replace but that isn't a biggie

So, first of all, I need to find the source code! Please reply if you are interested in helping!
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  On 9/10/2011 at 1:10 AM, DeathBasket said:

http://spinout182.com/4player/

 

I might not help directly with the hack (depends on what time I get) but I'll see if I can find some of the information you'll need. What version of Majora's Mask are you using?

 

just the regular rom, i have zero experience with coding, I'm brand new to zelda hacking, and it's super difficult cause i'm 14 :D
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ok, i've never used nemu really, i'm used to using a hex editor to edit ROM not RAM but i'm pretty sure they're alot the same! thanks!

edit: alright in nemu i go to Plugin>Debugger: Memory...

then I enter in 80763754 in the address box and it brings up this:

80763754: 8A390018 9A39001B -- AF190004 8A28001C

this is what should be showing right? just trying to make sure :D

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  On 9/10/2011 at 2:39 AM, Crownjo said:

Ask Jman for help he has been studying ASM hacking ever since he saw spinout's video. Here is what he has done so far.

*video*

 

Funny you should mention that, i messaged him and he said:
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Yea I am willing to help though im still clueless as ever compiling n64 related stuff like the mips op code etc etc I also have the n64 sdk lying. Still trying to figure out this stuff for ocarina though. also Replace Tael routine and spawn 3 more links may work the same like ocarina

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  On 9/10/2011 at 2:09 AM, DeathBasket said:

Those are the RAM addresses, use Nemu's debugging tools to view and edit the code. I don't have the ROM addresses right now but they wouldn't be of much use at the moment anyway.

 

directions from Spinout
  Spinout said:

No, I recommend using a text editor, such as gedit, jedit, or notepad++. The source is compiled with the GNU toolchain targeted to MIPS. I don't know if you are running windows or linux but I'm guessing windows; you can set up the GNU toolchain following these directions:

http://code.google.c...4ToolchainSetup

hope this can help, Deathbasket!
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  On 9/10/2011 at 5:51 AM, Gazpacho146 said:

Spinout warned me that the games engine might not be able to handle multiple Link forms, but agreed it would be awesome! P1 could be Link p2 deku p3 Goron and p4 zora once i learn to code this will be a cinch

 

In that case make it two players for now.
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  On 9/10/2011 at 6:11 AM, spinout said:

Change

ori $s7, $zero, 3

to

ori $s7, $zero, (NUMBER_OF_LINKS-1)

in http://spinout182.com/4player/links.S

 

I need DeathBasket's (or someone who knows and understands this codes) help for stuff like this because I know absolutely NOTHING about stuff like this since I'm a n00b at zelda hacking :D but anyways thanks a lot spinout! hopefully Jmanx will be able to make Gameshark codes for it if it gets finished :D and the 3 means the number of other links?
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  On 9/10/2011 at 5:28 AM, Gazpacho146 said:

directions from Spinout

-quote-

hope this can help, Deathbasket!

 

I was suggesting using Nemu just to find the right places to start writing the code but of course the final version of the hack would be a modified Link actor which you'd do in a text editor.

If you're serious about this hack then you should start reading up on MIPS assembly code so that you can understand exactly what spinout's hack does and how to implement something similar in MM.

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