Can the decomp of Mario 64 with the splitscreen co-op mod be made into a Wii U build where each player gets their own screen instead of splitscreen?

MikaDubbz

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So with Mario 64 being decompiled for a awhile now, with mods working for it including a local splitscreen co-op mod that also has been available for awhile and it got me curious, could we apply that mod to the Wii U port of Mario 64 and then program it so that instead of a split screen, the game just gives each player their own Screen, Mario the TV and Luigi the Gamepad (or vice versa)? I know in the images in that link, you see them using the Render96 build with the mod, which I know can run slow on the Wii U, but I'm sure that the co-op mod can be applied without Render96. Is such a thing even possible, or would like Render96, that be too much for the Wii U to handle based on how the decomp is loaded on the system?
 
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FAST6191

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"easiest" proper method would be some of the things we see done for multiplayer elsewhere where two games are run and a NPC is added in/nerfed and enemy/coin/whatever data is copied around from the host to the client and vice versa (if necessary). Quite resource intensive and better for things geared towards this, as well as running multiple pieces of code (which is usually not consoles but with consoles becoming basically specialist home computers then eh) but a possibility.

Easiest method for cowboys. If you wanted a sonic and tails approach where one screen controls everything else then doable but hard for the one not controlling the camera. You could tweak elements of the game to work better (it already takes the camera from you at times) and do some kind of sonic/tails style teleport back in when they go off screen but at that point you are either making a new game/mode or polishing a turd.

After that you would be doing it "properly" and rendering out two views of the same world and piping those around to different screens. That would seem within reason but might not necessarily be the easiest code tweak.

You could do Wii U as your primary but I would first do it for PC and then try to port that, possibly while noting that you are going to have to optimise a few things.
 

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