-
Notifications
You must be signed in to change notification settings - Fork 3
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Multiplayer Support #2
base: metroid-prime-hunters
Are you sure you want to change the base?
Multiplayer Support #2
Conversation
Ooh awesome! This is really great. Sorry I didn't get an email for some strange reason. I can merge this in. Might need to update the hash check for the compatible game warning |
I realized a more graceful way of handling that almost immediately after posting, which was that the values are all evenly spaced so just do some quick math instead of the hardcoded values, but I got around to playing it proper with another person and it's still not 100% there. Sometimes the control just, locks up again, which I hope it isn't but is presumably because the address moves. I'll try to do more thorough testing when I can, but up to you if you want to merge it or hold off cause it's I'd estimate 90% functional lol. |
If you need more testers, we of this MPH Discord would be glad to help. |
Hi, If you need to do some testing I'm available in the MPH Discord too "Livetek". @shadowgamer67890 |
@shadowgamer67890 Maybe you could update the code accordingly to automatically detect the player position ? Thanks ! |
Tried to have a multiplayer match via the help of Kaeru WFC/Wiimmfi, and everything worked except for the fact that whoever was P2 wasn't able to aim, as well as their inputs instead spinning P1 from P2's POV until the incoming data rebounded P1 to where they were actually facing.
Many hours later of trying to run the original DesMuME controller lua script in a match, I managed to figure out the memory addresses of P2's aim input, so I've created a simple setting for which player the client is supposed to be inputting to by changing the address the mouse data is being sent to depending on said setting.
There are also values for P3 and P4 which I haven't been able to test in a real match without enough computers and VPNs, but watching identical memory behavior and patterns for all 4 players no matter what mode would suggest they're correct.