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SM64DS Co-op preview.6: pack switches and controller binding repair

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Adds saved ON/OFF switches for installed resource packs and repairs Xbox/controller binding capture from pause-menu controls. The game now lets the focused binding editor read controller buttons while gameplay input remains blocked; held A/Start presses are consumed after capture.

Disable a texture pack: on the title screen, open Mods → Texture Pack Tools → Enable / Disable Packs, select the pack and switch it OFF, then quit and reopen the game. Use the same menu to enable it again. Pack files and saves stay intact. Changes must be made before starting an adventure.

Map controls: open Options → Controls, choose the action row and one of its three cells with Left/Right or the mouse, press Enter/A to edit, release the buttons, then press the desired keyboard key or controller button. Escape cancels; Delete clears the selected binding. Choices save automatically.

Update: quit the game, replace the EXE in your existing extracted game folder, and keep assets, saves, settings and mods. Friends should update before starting a fresh room. The WGS server and public tunnel need no update. The optional DS Classic Menu pack remains a separate ZIP; extract its ds-classic-menu folder into mods/resource-packs and restart.

The actual executable passed capture/focus/held-button and pack-toggle/fallback checks, 12 local component tests and all nine portable CI jobs. Includes the existing constructor-memory crash repair and seven-player features. This release does not claim to resolve all internet lag or peer-departure pacing. Native Linux/SteamOS/macOS game ports remain in progress; compiler/component tests are not playable releases.

No ROM, cartridge assets, saves, private tunnel credentials or home IP address are bundled.

SM64DS Co-op preview.5: optional DS menu texture pack

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Adds optional native-menu texture packs. The separate DS-Classic-Menu-Texture-Pack.zip uses the supplied DS UI sheet's exact frames and available letter shapes, removes baked labels with original frame material, and completes missing letters/digits/punctuation in matching outlined style. S and 5 have different shapes. Menu labels remain live; existing controls and click targets remain functional. Absent, disabled or invalid assets select the stock menu.

Update the game: quit, replace the EXE in your existing extracted game folder, and keep assets, saves, settings and mods. Friends should update before starting a fresh room. The existing WGS server and Playit tunnel do not need a server update.

Install the optional pack: extract its ds-classic-menu folder into mods/resource-packs. The final path must be mods/resource-packs/ds-classic-menu/pack.lua. Restart the game. To disable, quit, rename that folder off_ds-classic-menu, and restart; restore its name to re-enable. Only enable one menu theme at once. The pack changes native menus/pause/controls; gameplay textures, chat fonts and saved progress remain unchanged.

Includes preview.4's verified constructor-memory ownership crash repair and previous seven-player features. Real menu enabled/disabled/corrupt-image checks, 12 component tests, 15 pack-loader checks and all nine portable CI jobs passed. Intermittent peer-departure pacing pauses remain under investigation; no guarantee that every internet-lag cause is fixed. Native Linux/SteamOS/macOS playable ports are still in progress; these compiler checks are not native game releases.

No ROM, cartridge assets, saves, private tunnel credentials or home IP address are included.

SM64DS Co-op preview.4: online-start crash repair

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Fixes a verified startup memory-corruption bug: when Windows already owns part of the DS address range, constructor callbacks now use the safe host table instead of writing into another allocation. The controlled regression reproduces the unsafe write in preview.3 and proves the exact preview.4 executable preserves foreign memory. Seven local Windows clients passed the complete animated-menu-to-online transition; this is not seven-PC internet certification.

All players should update to preview.4, quit the old game, replace only the executable in their existing extracted game folder, and start a fresh room. Keep ROM assets, saves, settings and mods. The host should keep the existing WGS server and Playit tunnel running; no server update is required for this hotfix.

Retains readable fonts, three bindings per action, chat/moderation, character palettes, fullscreen and optional Speed & Coordinates HUD. The separate optional menu texture pack and native Linux/SteamOS/macOS games are still under development. Intermittent peer-departure pacing pauses remain under investigation; this release does not claim to fix every cause of lag or crashes.

SM64DS Co-op preview.2: internet input and castle softlock repair

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Sharper antialiased menu/chat/player-name text, high-resolution title menus with gameplay resolution restored, all 14 controls with three mixed binding boxes, and optional Speed & Coordinates HUD for solo and online. Original cartridge artwork retains its DS style. Enable the HUD from Mods before entering a room. Existing immediate-input and castle-entry fixes retained. Separate peer-departure tests showed intermittent pacing pauses under investigation; this is not a seven-PC internet certification. Native Linux/SteamOS and macOS work follows this release; no native game packages are claimed.

SM64DS Co-op preview.2: internet input and castle softlock repair

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This Windows preview repairs severe internet input delay and the repeating Castle Secret Stars save screen.

Adventure co-op reads your controls locally, independently of other players' packet timing. Remote player states and animations come from their owners, and remote entry/star/death scripts cannot run their Main against your world. Joining players spawn from the door actually requested instead of the next entrance record, which may describe a star return.

How to update:

  1. Everyone quits the game.
  2. Extract this ZIP into the existing game folder and replace the EXE, server profile and joining instructions. Keep ROMs, saves, settings, mods and extracted assets.
  3. Reopen sm64ds coop.exe. The host creates a fresh lobby and shares its code; friends join that code. All players need preview.2.
  4. The server operator keeps WGS and the tunnel running. This client update does not require a server restart.

A fresh installation requires your own supported .nds beside the EXE. The ZIP includes no ROM, extracted game assets, saves, home IP or private tunnel credentials.

Tested with two clients under simulated 180 ms one-way delay, 60 ms jitter and 2% loss: both held 30 game ticks per second with no buffered local frames or network starvation, and repeated castle re-entry opened no false results menu. Combat damage/death/respawn and animations also passed with simulated delay and jitter. Native UI and startup tests passed. Real internet latency still affects the arrival of remote movements; this is not a seven-PC internet performance certification.

Linux/SteamOS and macOS remain the next port priorities; Android and iOS follow later. Portable CI checks components, not complete game builds.

SM64DS Co-op 0.5.7 preview: seven-player rooms, synchronized combat and color presets

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Seven-player Windows preview with separate lobbies, automatic server discovery, usernames, head labels, chat, host/moderator commands, three keyboard/controller bindings per action and widescreen fullscreen.

This update synchronizes player-owned damage, health, death, respawn and animations; avoids a redundant online frame wait; adds RGB sliders, grouped overalls/pants, saved presets and CoopDX .ini import/export; improves menu text and embeds the supplied logo with transparency. The bundled ROM extractor now sets PowerShell policy only for its own process.

How to play

  1. Extract the Windows ZIP. Existing users replace the EXE and server profile after quitting, keeping their ROM, saves, settings and extracted assets.
  2. Put your own supported .nds beside the EXE if assets have not been extracted. Open sm64ds coop.exe.
  3. Choose HOST ONLINE to create a room and share its room code. Friends choose JOIN ONLINE and enter that code. No IP or port entry is required. Every player needs this version (protocol 5).
  4. OPTIONS -> PLAYER -> CHARACTER COLORS opens the sliders. COLOR PRESETS includes Save, Apply, Import CoopDX .INI and Export.

The server operator must keep WGS and the outbound tunnel running. The client profile contains the public Playit address and a public discovery key; it contains no home IP or private agent credential. The ZIP includes no ROM or extracted game assets.

Combat and timing were retested with two local clients; this is not a seven-PC internet performance certification. Linux/SteamOS and macOS playable ports are the next priorities. Android and iOS follow later. Current cross-platform CI checks components, not complete native game builds.

SM64DS Co-op 0.5.6 preview 2 — dialogue controls and multi-file mods

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Fixes Enter/Start opening Pause over native dialogue, including locked-door text. The game now lets its text and save prompts own confirmation input; Enter, Escape and controller Start advance dialogue. The normal adventure pause menu remains available after text closes.

Multi-file DS Lua mods: put main.lua and other .lua files in one mod folder. The main file runs first, then the others alphabetically, sharing a sandbox and globals. Up to 32 scripts totalling 1 MiB; one script failing disables the whole mod. Single Lua files, enable/disable selections, SM64 Movement and texture pack tools remain available. Extract mod ZIP downloads manually. Gameplay Lua currently runs only in solo adventure; CoopDX scripts need adapting to the DS API.

Open sm64ds coop.exe directly. Retain your own game data, saves, settings and edited mods when updating. This ZIP contains the EXE, documents, the editable movement mod and portable mod/texture folders. It contains no cartridge assets, original music, textures or player saves.

Validation on source dd14d6bef1040b82c4d2ea74e65c532630f50343: a full Windows build with DS-state, face-cycle and ARM9-global guards; seven native dialogue/controller-input/pause regressions; an actual-game multi-file Lua hook test; save-file displays and the installed EXE's default data path. Eleven portable component checks passed, with additional Lua file-count/combined-size/Unicode/error-isolation checks. The scripted controller path was tested, not a physical controller device. A reproducible dialogue check requires your own local assets.

This is a Windows x86 preview. Playable Linux/SteamOS, macOS, Android and iOS apps and public lobby browsing remain unfinished. See native port work and website work. The earlier preview contains the camera, music/background and texture-creation changes; this update focuses on dialogue and Lua loading.

EXE SHA-256: 2bce69432942566dba50df198edd28c3012ed71287a724bbf491e529cd2867b4
ZIP SHA-256: d750372916f14095f00e67e7e962503f3507bad43bac55d6ea68d05a3fb5f65a
Source contribution: #5

SM64DS Co-op 0.5.6 preview — Lua mods, SM64 camera and pause menu

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This Windows preview adds DS Lua mods, an editable SM64 Movement mod, C-Up inspection and Lakitu/Mario camera modes, an adventure Start/Resume menu, and texture pack creation tools.

Open sm64ds coop.exe directly. Extract the portable ZIP alongside your existing game data, retaining saves and settings. It includes mods/sm64-movement/main.lua, mods/resource-packs and texture-work/capture; existing edited mods should be retained. The EXE creates the movement script if absent and never overwrites edits. The download includes no cartridge data, original textures, music or saves.

Mods: put mods/<name>/main.lua beside the EXE, enable it in Mods, and use Refresh Mods after editing. The movement mod adapts Mario walking/turning and jump launches; disabling it restores DS movement. Gameplay Lua currently runs only in solo adventure because co-op rollback does not snapshot Lua state. CoopDX scripts need adapting to the DS API.

SM64 Cam: select Options > Camera > SM64 Cam. Q/E rotate, F zooms out, R returns near and then enters C-Up inspection while standing still. WASD looks around; jump/attack exits. V or right-stick click switches Lakitu/Mario. Mario stays visible; N64 distances/look limits use DS collision geometry, without N64-specific level camera volumes. Enter/Escape/controller Start opens the adventure pause menu.

Textures: Mods > Texture Pack Tools > Start Texture Capture; play the areas to edit, then Create Pack From Capture. Edit the generated PNGs in mods/resource-packs/my-texture-pack-NNN/assets and restart. Existing packs are never overwritten. Publish your replacement artwork rather than unedited captures.

Validation on source ac0a066195292a95e827f80dc305a0dc8648d280: full Windows game build and DS-state/face-cycle/ARM9-global/gxbank/tail-jump guards passed; 12 new actual-game checks plus music/SFX, custom media and the complete original DS Staff Roll cycle passed. Eleven local component checks, three archive-contract checks and all nine desktop/Windows-host/mobile-component CI jobs passed. Rendered Mods, Texture Packs, Pause and Mario camera captures were inspected.

Platform status: this release is Windows x86. Full Linux/SteamOS, macOS, Android and iOS game apps remain unfinished; the native foundation contribution and component/core builds are not playable packages or touchscreen device tests. Fresh-folder import, save loading, two-client co-op and return-to-menu need further runtime verification. Existing unrelated repository CI failures remain documented in PR #5.

EXE SHA-256: 009fda6da2191d8b33bfbb4530350ce87b47803095e3c4b5bc70742968c9ecbb
ZIP SHA-256: 7825d630813e78285cb1f0375dc3815f16c8f0f9bcc3e236386238022e7ab8b6
Source contribution: #5

SM64DS Co-op menu preview.3 — Original DS Staff Roll and gameplay options

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Staff Roll now runs the original 20 DS course-panorama scripts, with their camera paths, scene timing and fades. It loops before the ending cast scene and hides Mario, other players, shadows and HUD only in this background. Selected menu music continues independently.

The other seven built-in backgrounds show Mario facing a fixed camera. They use CoopDX's reference course locations adapted to DS collision and camera placement; Dire Dire Docks uses its DS entrance point because CoopDX has no menu preset for that course.

New gameplay options:

  • Options > Player > Movement Mod > SM64: optional Mario-only N64 walking and jump constants. This is a beta profile; DS air steering, slopes, collision and action transitions remain.
  • Options > Camera > SM64 Cam: Lakitu-style 45-degree turns, two zoom distances, pan and DS collision handling. Q/E or gamepad bumpers turn; R/F zoom; C recenters. N64 level-specific camera volumes and alternate modes are not reproduced.
  • Options > Display > Object Distance: DS Default, Near, Medium, Far or Unlimited drawing distance. Object simulation and native area visibility remain.

The integrated menu retains three adventure-save previews, 33 full-length DS themes, menu effects, custom MP3/FLAC/WAV music, shuffle choices and custom PNG/JPEG/BMP backgrounds.

Windows x86 preview: open sm64ds coop.exe directly. Replace the EXE in an existing installation and retain assets, settings, saves and custom media. No BAT launcher or decoder DLL is needed. The 3,448,610-byte ZIP contains only the 9,948,672-byte EXE, README and license notices; supply your own supported game data. No ROM, Nintendo assets, songs or saves are included.

Validation on source 24827fd0d0a71b7b66fc9fc91fc6a4812c6ae26f: full native build and all three DS-state/face-cycle/ARM9-global guards passed. All 21 isolated runtime checks passed: menu pages across all eight backgrounds, all 20 native Staff Roll cameras and the loop wrap, Mario's rendered facing direction, scenery transitions, audio/custom media, gameplay movement/jumps/long jump, camera turns/zoom, near/unlimited object drawing and unchanged Luigi movement. Captures of all backgrounds and credits scenes were inspected. All nine portable component and Windows-host CI jobs passed: https://github.com/SCOPIC64/sm64ds-coop-port/actions/runs/38054341820

Native Linux/SteamOS, macOS, Android and iOS game builds are still unfinished. Android/iOS SDK component checks are not APK/IPA releases or on-device touchscreen validation. This remains a prerelease: fresh-folder import, adventure save-loading, two-client co-op and return-to-menu need further runtime testing. Existing repository dead-reference and missing-private-assets CI failures remain documented in PR #5.

EXE SHA-256: 8568f4a7cdc295e1fc1b7277852f07c8435efca51c8076b5967260888e7dd76f
ZIP SHA-256: 574314ea402122e5fb958b6b4b60908e4692f7210198c9e4ba8a35a5ec361e36
Source contribution: #5

SM64DS Co-op menu preview.2 — Staff Roll background fix

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Staff Roll now loops seven moving camera views through the DS courses, with half-second scene fades, no player or HUD, and your selected menu music continuing independently. Switching between Staff Roll and Bob-omb Battlefield correctly resets the background renderer even though both begin in the same course.

This follows CoopDX's menu credits behavior using original port camera paths through DS scenery; it does not run the retail DS ending script.

Windows x86 preview: open sm64ds coop.exe directly. Choose Options > Display > Background > Staff Roll. Replace only the executable in an existing installation and retain your assets, settings, saves and custom-media folders. No BAT launcher or media decoder DLL is required. The ZIP contains only the executable, README and license notices; supply your own supported game data.

Validation on source 8f4a1c6e727f7fe682933df565f0eb8bade74cc8: full native build and DS-state/face-cycle/ARM9-global guards passed; 13 isolated runtime checks passed, including all seven moving cameras and the loop wrap, same-course switches, all eight backgrounds, all menu pages, DS music/SFX, custom media and a 120-frame gameplay check. Early/middle/late camera captures were inspected. All seven portable component/Windows-host jobs passed: https://github.com/SCOPIC64/sm64ds-coop-port/actions/runs/37964645377

Native Linux/SteamOS, macOS, Android and iOS game releases remain unavailable. Desktop portable component tests do not verify full games on those platforms. This remains a prerelease: fresh-folder import, adventure save loading, two-client co-op and return-to-menu need further runtime testing. Existing unrelated repository dead-reference and missing-private-assets/unsupported-parser CI failures remain documented in PR #5.

EXE SHA-256: 9690edcb309ab9ea0eb5b7f5420d89add1d8ff2d3c72aac682f7183a9f5f56c9
ZIP SHA-256: 2c7337f7a0c921f73726705499a777132cec21ecc6da8a5232fa4f0e012ad338
Source contribution: #5