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FF6 Multitap
06-06-2021, 09:12 AM
(This post was last modified: 07-01-2021, 07:20 AM by SirNewtonFig.)
(I can't imagine there's a tremendous appetite for a patch like this, being as FF6 makes for a pretty lackluster multiplayer game, but I thought I'd toss this up on here just in case there's somebody out there who's interested...)
Over the last little bit, I've been piecing together a multitap patch for FF6 that does the following:
This is all built within the existing space of the controller assignment menu and input decoding routines, so if your ROM is based on a FF6us ROM and has the "Controller: Single/Multiple" toggle (and isn't using C3 optimized) then it will presumably work fine.
You can find the asm and ips patches for this on my github here: https://github.com/SirNewtonFig/FF6multitap
(Credit to Bropedio for optimizing the M mod N controller assignment loop, and Vitor Vilela for showing me how to read P4 inputs from the multitap, because that's apparently not straightforward at all)
Over the last little bit, I've been piecing together a multitap patch for FF6 that does the following:
- changes the "Controller: Single/Multiple" config option to a "Players: 1/2/3/4" option
- scraps the individual controller/character assignment submenu (see controller allocations note below)
- allows any connected controller to control the field/menu (think Twitch Plays, but hopefully more civilized), so P2-4 aren't just along for the ride until battle comes along, and can be responsible for their own shopping and character loadout
- allows any player to pause at any time, so long as an active player isn't in a menu or selecting targets
- allows any player to dismiss end of combat messages
- this also fixes a Blitz bug where controller 2 used to be able to screw up player 1's Blitz inputs and vice versa due to a weird merged input schema that Blitzes were pulling inputs from for some reason
- 1 Player: 1/1/1/1
- 2 Player: 1/2/1/2
- 3 Player: 1/2/3/1
- 4 Player: 1/2/3/4
This is all built within the existing space of the controller assignment menu and input decoding routines, so if your ROM is based on a FF6us ROM and has the "Controller: Single/Multiple" toggle (and isn't using C3 optimized) then it will presumably work fine.
You can find the asm and ips patches for this on my github here: https://github.com/SirNewtonFig/FF6multitap
(Credit to Bropedio for optimizing the M mod N controller assignment loop, and Vitor Vilela for showing me how to read P4 inputs from the multitap, because that's apparently not straightforward at all)
The following 2 users say Thank You to SirNewtonFig for this post:
• Gi Nattak (06-06-2021), Warrax (06-12-2021)
• Gi Nattak (06-06-2021), Warrax (06-12-2021)
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