Releases: ShadowTheHedgehogHacking/2P-ShdTH
v2.3b / 2022-09-26
Note: Release was updated on 2023-02-22, Thanks intra for noting the 2P MTN codes did not work originally. This is now fixed, download the -r2
version
WARNING: If you play with a MTP swap mod (ex Sonic or Omega) You may crash on levels that feature the original character.
For example Sonic: Space Gadget, Final Haunt
You may be able to fix this if you apply a different model for the Partner Sonic character (See 2A Character pack)
Beta release without DOL expansion, instead replaces unused code.
- Updated widescreen to v5
- Resolve some Link ID object bugs
- Now compatible with regular Nintendont (do not use the custom Nintendont from v2.2)
- Changes to code structure in anticipation of eventually making 2P-ShdTH and ShdTH-Reloaded compatible with each other.
Please report any bugs you find, thank you
Use regular Nintendont, not the custom 2P Mod Nintendont. It is no longer needed now that we are not expanding the DOL.
You can get the final SD Texture Pack here:
https://mega.nz/file/Cfh2UBoC#z_Lhfz8mltDimmCl9TSfrSoaMI_y421hqP9OrhlDZGE
- TURN OFF VIBRATION IN-GAME OR YOU WILL EXPERIENCE MORE CRASHES!
Full Changelog: 2.2...2.3beta
v2.2 / 2021-06-26
- Nintendont support is back (you need a custom build)
- Additional tweaks have been added to the codelist
- We identified Vibration feature causes more crashes even in the non-modified game, turn it off.
- The ISO build process is now way simpler, Dolphin has built in features to make the process streamlined.
- Supports Custom MTP characters over YellowAndroid slot, such as Sonic or Omega. Note while using Custom MTP you will likely encounter more crashes. Additionally, this feature only works on Dolphin
WARNING: If you play with a MTP swap mod (ex Sonic or Omega) You may crash on levels that feature the original character.
For example Sonic: Space Gadget, Final Haunt
You may be able to fix this if you apply a different model for the Partner Sonic character (See 2A Character pack)
-
You can get the final SD Texture Pack here:
https://mega.nz/file/Cfh2UBoC#z_Lhfz8mltDimmCl9TSfrSoaMI_y421hqP9OrhlDZGE -
Details on custom Nintendont build here (app is included in release zip):
https://github.com/ShadowTheHedgehogHacking/Nintendont-2PMod-Fix -
Use CodeManager2 to make your own code GCTs for Nintendont
https://github.com/CLF78/CodeManager2 -
Get CharacterMod swaps here
https://github.com/ShadowTheHedgehogHacking/CharacterMods
Thank you everyone who helped me and supported the project. Enjoy!
v2.1 / 2020-09-09
v2.1
The issue with Nintendont could not be fixed, so this release is Dolphin only, like 2.0.
Fixes some issues and took feedback from 2.0 into account, allowing Independent respawns to be a choice rather than default.
A key new feature is true widescreen support
- 16:9 UI - In-game UI is no longer stretched and GNCPs have been modified to properly position themselves
- Memory leak fixed in Space Gadget
- "Airbug" (occasionally P1 or P2 will be stuck in the floating state until hurt after entering wind/fan/elecfan objects) Fixed
- DevilDoom crashing fixed (P2's skin data will be transparent in DevilDoom stage until death as a side effect)
- DevilDoom is balanced for two players (ring collection is shared)
- Worm Enemies and Alien Gunships target closest player
- More options in GUPE8P.ini rather than hardcoded (ex: independent respawns or normal death behavior)
- Some model fixes in events (Expert/Last Way Rank event, Space Gadget enter cutscene, Commander scene1)
- MadMatrix blue tower camera fix
- More stuff I've probably forgotten
- More phys tweak options
If you are on Mac or Linux, you need the xdelta version!
Note the xdelta version is NOT uploaded to GitHub. For some reason xdelta3 kept giving me huge patches, even when optimized I still hit 400mb+. As such the xdelta patch versions are hosted externally, and info can be found in HOW_TO_PLAY.
The attached version instead uses nod_tool, built for Windows only.
Additionally the SD-Texture restoration pack 1.0 is now released.
Get it here, and follow the README:
https://mega.nz/file/vO50lSwT#CCB2iqM-bvullTHaORTLTSEvvHpPVGoD6InZjEuTFQU
v2.0 / 2019-09-19
v2.0
This is the most stable build and most feature packed version of this mod yet. Lots of testing went into this build and its finally ready. Unfortunately "Air bug" did not make it in time, but a gecko patch will be eventually released when its figured out.
Edit: 2020-05-24: 'Airbug' patch is now available as a gecko code, see attachments
Edit 2020-05-25: v2 of Airbug patch, fixed vehicle exceptions (super rare edge case)
Edit: 2020-05-31: v3 of Airbug patch, full safecheck for vehicle exceptions (v2 had a super rare exception)
ALL LEVELS ARE PLAYABLE IN THIS BUILD
Note that stage and object textures have been crunched heavily. The game looks like it ran on N64 or worse.
This was done to get around the game's three buffers which have caused plenty of crashes and issues for people trying this mod, and even speedrunners playing the original game without any mods!
A HD Texture pack through Dolphin's Texture replacement feature is in the works. This is possible because it uses your computer's RAM for the texture replacements rather than to the emulated system's memory.
This is the first release to use DOL modification and Gecko in unison. This was to get around the gecko limit we hit earlier during the period from v1.2 to now.
Changelog:
- Verify 1:1 misc/unknown bytes for level edits per HPP v0.7.6+
- Vehicles map to correct player's controlpad
- Fix "ChaosPowers activate for both players" - add underflow check
- Fix "Disable ScreenShake" - (occasional endless shake issue)
- Partner does not despawn if P1 is not in range of "RW:Range" activation patch for P2
- All bosses are free-cam
- Circus Park Hero Mission counts P2's rings
- GUN Fortress Security Camera segments are free-cam
- Culling issue for P2's screen when near force-fields / or near Vacuum effect (effect removed)
- Key Doors, Westopolis Triggers, Computer Room react to P2
- Android characters have unique JumpBall colors
- Individual death-to-checkpoint (Basic)
- Physics Rewrite for GUNMech Jumpers
- Downscale all stage and stage_gdt textures to reduce crashing
- Coaster/Pulley/Ziplines Fix v2
- Proper CameraHook for Turrets/Flyables/Vehicles
- Devil Doom / Super for P2
- Checkpoint Warping/Backtracking separate warping
- Make Space Gadget Coasters Grindable
- Space Gadget Gravity Switchers Fixed* (Checkpoint warp/deaths may run into issues)
- Vehicles/Turrets/Flyables Controls/Cams detect which player uses them by distance
- P3/SLOT3 Partner mapping code V2 (Fixes DarkPartner is first activation issue)
***** Note:
There are no game changes from 2.0 and SHC2019 2.0; Only difference is I have removed GCR, added a 100% save, and provided an xdelta diff for easier setup
Nintendont is not compatible with 2.0 for some reason; This is being investigated and will be fixed in 2.0.1 / 2.1
A SD Texture Restoration Pack is available here:
https://youtu.be/YuLxW7KGj0Y
Pre-2.0 Final Gecko
QA Build 2 / Pre-v2.0
This is the second and final pre-release prior to v2.0. It is intended for others to test and find any remaining crashes / overflows that need fixing.
THIS IS THE FINAL VERSION THAT WILL USE GECKO CODES!
We have officially hit the Gecko limit! We are out of memory! Because of this we cannot have all of the Boss fixes in this version, nor would Gravity Switchers make it. The solution is DOL modification, and we will likely need to extend the existing DOL.
Because of this drastic change I decided to release this version as the final release that uses strictly Gecko + File edits.
Stage Textures have been crunched to very small sizes.
An HD Texture pack is in the works but is not yet available.
- Crashless! (In theory, due to texture crunch)
- Improved Independent Respawns
- Checkpoint Warping v0.9 (UI is still P1 only)
- Vehicle physics have been suped up
- Black Doom and Heavy Dog will attack P1/P2, whoever is closer
- Coasters are player independent for all except Circus Park stage
Remaining Unplayable stages: Space Gadget & Devil Doom
PLEASE REPORT ANY ISSUES FOUND to me on Discord or YouTube
Feature Demo:
Note, not all boss codes can be enabled at once due to Gecko limit
https://www.youtube.com/watch?v=Okrmn6vvrPs
Note: If you downloaded this prior to 8/22, I have reuploaded it with the 0.95 Checkpoint Warp fix code.
Pre-2.0 QA Build
QA Build / Pre-v2.0
This is a pre-release prior to v2.0. It is intended for others to test and find any remaining crashes / overflows that need fixing.
This is a Dolphin only pre-release. Nintendont version pending, I have reached Gecko OS code limit cap. A solution is in the works for v2.0.
Level map is the same, coasters/gravity switchers did not make it in time for this build.
- Experimental Independent Respawns
- Crashes / Buffer overflows greatly reduced (textures were made lower res)
- Layout/level edits redone with HPP v0.8.1, Unknown bytes resolved, some layout tweaks
- Vehicles map to correct player's controlpad and freecam
- Underflow check for "ChaosPowers activate for both players"
- Disable ScreenShake updated for missed cases
- Partner does not despawn if P2 reaches it first
- All bosses are free-cam
- Circus Park Hero Mission counts P2's rings
- GUN Fortress Security Camera segments are free-cam
- Culling issue fixed for P2's screen when near force-fields / explosions / or near Vacuum effect
- Key Doors, Westopolis Triggers, Computer Room react to P2
v1.2 / 2019-03-03
v1.2
Note this is less stable than v1.1! It is highly likely you will experience some crashes.
- Level map is expanded.
- Pulley/Ziplines are modified to allow for rail-grinding. This is a way to get around P2 being unable to use Pulley/Ziplines yet
- Lost Impact has a custom layout designed for no-zipline/pulleys now
- Cryptic Castle Expert works fine, but until Pulleys/Ziplines are fixed to be player independent the normal level is still considered broken.
- Chunks* : players can now separate far throughout the entire level. This is one of the main causes of all the new crashes. So staying near each other = less crashes. For most stages it works fine even if you split apart through the whole level. Key ones that crash are The Doom, Central City, Lost Impact. And rarely Lethal Highway.
- P2 can now pause/unpause
- Partner/Mission Helper is now AI controlled
- Diablon boss fixed
- A whole bunch of misc fixes
2P-ShdTH-SHC2018Final (Release 3) / v1.1
SHC2018 Final Version / Release 3 / v1.1
See HOW TO PLAY.txt
and WARNINGS BEFORE PLAYING.txt
Level Status:
-
P2 UI
-
Widescreen patches fixed (prior releases not working)
-
Chaos Control Enabled, Z+R to activate for both players
-
Dolphin Clock override now defaults to ON @ 165%
-
Air bug is still present, Z+L for Chaos Blast as a temporary solution
-
Chunks are tied to P1 only (stay near each other)
-
Air bug is still present (Press Z+L and then use Chaos Blast to break out of the animation)
-
Includes
True Black Shadow
by TheHatedGravity -
Includes
Rouge over YellowAndroidShadow
by Shadowth117 -
Uses SP Widescreen Hack by LimblessVector
-
Infinite Lives by Link Master
-
Chaos Powers Activators by Zzetti
-
SuperShadow tester code included
2P-ShdTH-R2 (Release 2 / v1.0.1)
Added better instructions to get setup and a brief warning list of things to be aware of before playing.
Nintendont support added.
Release 2
- Dolphin Clock override now defaults to OFF (turn it on if you have performance issues)
- Some levels fixed (see map)
- See
HOW TO PLAY.txt
- See
WARNINGS BEFORE PLAYING.txt
- Air bug is still present
2P-ShdTH-SHCInitialVersion (Release 1) / v1.0
This is the initial release for my first entry for SHC.
I plan to have an updated build out before the deadline with the air bug fixed at minimum.
^ 2019-05-15 : That never happened, air bug is still unfixed as of update post
View HOW TO PLAY.txt for instructions setting up!
Adjust Dolphin's Clock speed in the Config pane if you are having issues with performance.