Superman 64 multiplayer, anyone? *dons hazmat suit*
P1 Weapon Modifier
812415DC ????
P2 Weapon Modifier
812418A8 ????
P3 Weapon Modifier
81241B74 ????
P4 Weapon Modifier
81241E40 ????
3F80 - Rocket
4000 - Homing Missiles (Rockets are
slightly slower than Homing Missiles.)
4080 - Mine
P1 Unlimited Plasma Cannon Shots
812415D0 42C8
P2 Unlimited Plasma Cannon Shots
8124189C 42C8
P3 Unlimited Plasma Cannon Shots
81241B68 42C8
P4 Unlimited Plasma Cannon Shots
81241E34 42C8
Mines Don't Do Damage
8026B64D 0064
All Players Start With ???? Health (Default: 42C8; you'll need to use this as a value to reset to default starting health)
8104AB3E ????
P# Starts With ???? Health (Default: 42C8)
8104AB54 0C00
8104AB56 0018
81000060 3C19
81000062 800F
81000064 8F39
81000066 DE18
81000068 2401
8100006A 000# <-- 1-4 goes here
8100006C 240E
8100006E 0001
81000070 002E
81000072 0823
81000074 240E
81000076 02CC
81000078 0800
8100007A 0024
8100007C 01C1
8100007E 0019
81000090 0000
81000092 7012
81000094 01D9
81000096 C821
81000098 2401
8100009A ???? <- Starting health goes here
8100009C A721
8100009E 0024
810000A0 03E0
810000A2 0008
810000A4 2401
810000A6 0019
Is this code messy? Yep. But am I proud of it? Yep!
Take THAT, game with no constant pointers to every player's data!
No luck with infinite turbo boost or infinite shields. I was going to do health box restoration amounts, but I didn't feel like dealing with even more COP1 stuff. One of the few things that
wasn't float-based was a counter that seemed to be tracking the number of shots fired by each player. Half-baked function for computing accuracy, maybe? That wouldn't surprise me. If the cars weren't so floaty, the draw distance so limited, and the map selection so small, this game's multiplayer would've been pretty neat. Kind of like "Wipeout meets Destruction Derby," or something.
Also, it's been a while.
What's up, guys?
_________________
I'm a procrastinator, but I'll worry about that problem later...