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:
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:
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!
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.
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.
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!







