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I've developed quite a few SNES-related things for fun, mostly using Go and C++, with some 65816 ASM sprinkled in. https://github.com/alttpo/alttpo https://git
by jsd1982 5y ago
I've developed quite a few SNES-related things for fun, mostly using Go and C++, with some 65816 ASM sprinkled in.
https://github.com/alttpo/alttpo https://github.com/alttpo/alttpo - A Link To The Past Online. Lets multiple players see and interact with one another in the same game world and synchronize their progress through the game. Exclusive to a customized fork of the bsnes emulator which provides a scripting language and PPU-integrated drawing routines to render remote player sprites. In retrospect, I consider this a dead-end architecture; redesigned in o2 project (see below).
https://github.com/alttpo/o2 https://github.com/alttpo/o2 - Second version of alttpo (see above) but this time targeted at SNES hardware console support (via SD2SNES flash cart USB feature) and does not require a customized emulator nor a scripting language. Trade-off here is a loss of the visual aspect (cannot see remote player sprites) due to tight hardware limitations in the amount of VRAM and limited SNES CPU cycles available. Work is in progress to gain back the remote sprite rendering as an optional add-on via the bsnes-plus WASM module support (see below). This project includes a 65816 machine code emitter library (pure Go) with support for named labels of branch targets. There is also a bare-bones headless SNES emulator library (pure Go) included for unit tests to verify the generated 65816 ASM and ROM patching mechanism.
https://github.com/alttpo/bsnes-plus https://github.com/alttpo/bsnes-plus - A fork of bsnes-plus in development that invokes WebAssembly modules when certain general SNES events occur, e.g. `on_nmi`, `on_power`, `on_reset`, `on_frame_present`. WASM code has access to a draw-list API for drawing into the various PPU layers, e.g. extra sprites, text (with PCF font support), basic shapes. WASM code can also receive arbitrary binary messages from external applications, e.g. to update remote player positions or exchange custom sprite graphics.
- new_stranger 5y agoGreat idea, there are so many games that would actually be played with even a basic co-op support like this. It's okay it's just an overlay with no shared-game state, still really fun!
- jsd1982 5y agoOh but there is shared game state! Most of SRAM data is synced for ALTTP and there's even a PvP feature so you can slash at each other with swords and use some of the items to damage each other. Of course you can enable/disable whatever bits of state to sync or not.
- Salgat 5y agoI developed a modded emulator for Pokemon Red/Blue that allowed multiplayer (as in, multiple people walking around in the world, all interacting with the npcs and being able to battle each other) but unfortunately when I asked around there seemed to be no interest. I still have it on github, maybe some day I'll get back into it. https://github.com/Salgat/PokeSynch https://github.com/Salgat/PokeSynch
- a_t48 5y agoI didn't know there was a v2 of alttpo going on! I will have to give it a look, I wasn't a fan of v1 because of it being tied to an emulator.
- jsd1982 5y agoYep, it's aimed mostly at console users though it works with emulator too, just without sprite sync. WIP on sprite sync for emulator to bring that back