This project aims to get 2 Players working in Shadow The Hedgehog (GameCube)'s 1P modes. Story Mode, Select Mode, Expert Mode, Last Story.
Platforms (either a square or alien-hovering platform object) have been added to the entrance and exit of Warpholes.
Levels marked with the yellow !
will have these platforms.
Make sure P2 is standing on a platform before P1 goes in a Warphole.
If P2 jumps into a Warphole first instead of P1, P2 must wait at the Warphole exit until P1 also jumps into the Warphole.
- New recommended method of play is Nintendont (no stutter issues)
- Dolphin Clock override now defaults to OFF (turn it on if you have performance issues)
- See
HOW TO PLAY.txt
- See
WARNINGS BEFORE PLAYING.txt
- Nintendont stuff added
- Has Dolphin Clock set to 165% by default - Adjust if game runs very slow on your system (try 100%, then increment slowly).
- Due to the many issues still remaining, it is highly recommended to have 'Infinite Lives' enabled
- Chaos Control is disabled by default
- Chunks are tied to P1 only (stay near each other)
- Air bug is still present (temp-fix inbound...)
- Includes
True Black Shadow
by TheHatedGravity - Includes
Rouge over YellowAndroidShadow
by Shadowth117 - Uses Widescreen Hack by LimblessVector
- Infinite Lives & No Chaos Control by Link Master
- Thanks to igorseabra4 and Sewer56 for Heroes and Shadow editing tools (HeroesPowerPlant, HeroesONE-Reloaded, etc...)
- Thanks to LimblessVector for his work on identifying objects and his initial large memorylist
- Thanks to DonutStopGaming for ideas while function hunting
- Thanks to TheHatedGravity, LimblessVector, Shadowth117, DonutStopGaming, my local friends, and all the randoms I played with on Parsec ;) for playtesting
- Thanks to DeadlyFugu, Muzzarino
- Thanks to Heroes Hacking Central (&Shadow)
- Air bug (occasionally P1 or P2 will be stuck in the floating state until hurt when activating a wind tunnel)
- Segments with automated spline sections (e.g. hang-rail in Circus Park) leaves other player behind, only activates on P1
- Fixing vehicles alter P1's camera if P2 uses it
- Some segments where a vehicle is required will not have enough distance to cause a respawn
- Display P2 UI components (Ring count, Ammo count) **more issues than expected for this, putting on hold
- Bungees/Pulleys/RequiredVehicles should be doubled in layout (optional, not needed to beat most stages)
- Certain vehicles alter P1's camera if P2 uses it
- Certain vehicles are only responding to P1's control pad even if P2 is in it
- Turrets alter P1's camera if P2 uses it
- Warphole object leaves other player behind
- Chaos control will leave other player behind; if P2 activates P1's camera is altered*
- Gravity switches on Space Gadget only alter P1's gravity
- SuperShadow only activates for P1
- Level chunks load/unload based on P1 only
- Checkpoint Warping/Backtracking only moves P1
- Load P2 in any mode (including camera)
- Enable splitscreen in 1P, disable when in cutscenes/event cameras* (chaos control is still an issue)
- Layout objects load when P2 is within render distance
- Pick any 2P mode Shadow as a character
- nukkoro2.inf spawn positions for every level
- P2 sound listener fixed (related to GameMode byte)
- P2 spawns according to nukkoro2.inf initially fine, but on restart seems to occasionally be off by +-5.
- Partner/Mission Helpers (Sonic, Doom's Eye, Espio, etc...) only spawn if P1 sees them first (or is in-range). (Side effect of current layout objects load patch)
- Culling issue on Final Haunt for P2's screen when near force-fields