Hacking help [ARM9 / RAM]: Creating a 2-Player Co-op Mode for Kirby Squeak Squad (NDS)

KittyTechnopouf

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Hi everyone,

I'm currently working on a massive overhaul project for Kirby: Squeak Squad on the Nintendo DS. This is actually my very first programming and SDK creation project—I had never written a single line of code before starting this! I wanted to share my progress, and ask for some help on a technical wall I've hit.

Here is my progress so far:

  • 1. Level Editor (Squeak Squash): First, I took the Squeak Squash level editor (from around 2015), fully translated it from Chinese to French, recompiled it, and made its source code much more flexible and permissive.
  • 2. Custom Palette Tool: Next, I created a small custom software that allows me to modify Kirby's sprays, change his colors to absolutely anything I want, and assign them to any spray paint. With these tools, you can virtually remake the entire game into a brand-new experience.
What I am trying to do now (Where I need help):

I am looking for guidance to create a multiplayer mode for the main story campaign. I've already tried quite a few things on my own:

  • Attempts with Tinke: I've been using Tinke, but the only result I've achieved so far is swapping a base enemy's sprite (Waddle Dee) to Kirby and altering part of its behavior. I can now pass right through it without taking damage, but it is still partially controlled by the base Waddle Dee AI pacing left and right.
  • Attempts with the Ghost Ability: I also tried using the Ghost ability to look into the ARM9 code and RAM to see what memory changes occur the exact moment I possess an enemy, but it hasn't given me a concrete lead yet.
My question to the community:Right now, hijacking a Waddle Dee entity is my most solid lead for attempting to implement Player 2 controls. However, I am really not sure if this is the best or correct solution. If anyone has a completely different track or a better architecture in mind (like cloning the actual Kirby player entity instead), I am completely open to other suggestions!

The immediate goal is to get this working on an emulator using a secondary controller, and eventually, make it work on a real NDS hardware.

Thanks in advance for your support!
 

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