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2P split screen in 1P modes for Shadow the Hedgehog

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ShadowTheHedgehogHacking/2P-ShdTH

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2 Player Shadow The Hedgehog

About

This project aims to get 2 Players working in Shadow The Hedgehog (GameCube)'s 1P modes. Story Mode, Select Mode, Expert Mode, Last Story.

Level Status (current changes)

Current Level Map

Warp Warning

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.

Release 2

  • 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...)

Credits

  • 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)

Problems (To be fixed)

  • 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

Done so far:

  • 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)

Problems (Not sure if will fix)

  • 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