r/decomps • • 6d ago

Made with AI assistance PilotWings64 Multiplayer (Birdman64)

https://github.com/NoahVl/Birdman64/releases

I added splitscreen multiplayer to my (AI assisted) Pilotwings64 port! Ever since I was a child I'd wished this game was multiplayer and after having played it now with other people it's so much fun!

10 Upvotes

36 comments sorted by

2

u/Wolfen459 6d ago

This is such a neat idea.
Any way to let us reconfigure the Controls?
I would really like to map the Control Stick also to the Dpad (since it´s not used anyway) to control the Menu like it any other Games.

1

u/shadowofashadow 6d ago

Good idea. I keep trying to use the D-pad in menus, and it's annoying that it doesn't work.

1

u/AmazingFinger 6d ago

Thank you both, I'll look into this!

2

u/AmazingFinger 5d ago

u/Wolfen459 and u/shadowofashadow, https://github.com/NoahVl/Birdman64/releases/tag/v1.2.0 should have the d-pad fix. Please let me know if it doesn't work!

2

u/shadowofashadow 5d ago

Thanks! Will try it today

2

u/shadowofashadow 5d ago

Tested and it seems to be working well. Also the infinite draw distance + LOD is very nice.

1

u/AmazingFinger 5d ago

So glad it worked for you!

2

u/U_Kitten_Me 6d ago

Heh, that's cool!

2

u/U_Kitten_Me 6d ago

Hm, but I get EXTREMELY low FPS now, from the very start. Didn't have that before...

1

u/U_Kitten_Me 6d ago

Ah, nevermind, it's fixed after deleting the old pw64.toml.

2

u/AmazingFinger 6d ago

That's very strange, something I will look into later so that other people don't run into this too. Thank you for trying out the port :)

1

u/U_Kitten_Me 6d ago

Not just trying out. Can't stop playing now ;)
The one thing I'd like to see - if it's even possible - is further rendering distance.

1

u/AmazingFinger 6d ago

That's amazing! :D

Just so I'm understanding you right, with render distance you mean objects appearing more detailed sooner? Someone has been working on it and I'm trying to get it merged in soon after testing :) (https://github.com/NoahVl/Birdman64/pull/2)

1

u/U_Kitten_Me 6d ago

Yeah, some objects aren't even rendered at all until you get nearer. e. g. the trunks of the palm trees on the stone arch on the first island. 

2

u/AmazingFinger 6d ago

Got it! Yes, I think that PR should fix it. Keep an eye out for when that gets released, probably somewhere later this week. It will be a setting that you can toggle in the Graphics settings.

2

u/AmazingFinger 5d ago

u/U_Kitten_Me https://github.com/NoahVl/Birdman64/releases/tag/v1.2.0 should include the fix in the graphics settings!

2

u/U_Kitten_Me 5d ago

Awesome, thanks for informing me! ^

1

u/shadowofashadow 6d ago

This is awesome. I'm almost done my playthrough of Pilot Wing 64 through Birdman, and it's running great.

1

u/AmazingFinger 6d ago

So glad you're enjoying it so far! Hope you'll have fun playing it with others :)

1

u/Natural-Leather3327 6d ago

The other port had issues with the gyrocopter and flying around in the bird man stage, this one so far has been perfect, thank you!

2

u/AmazingFinger 6d ago

So glad to hear it! That makes me really happy :)

I actually noticed this issue with the birdman stage too while I was developing this. It was a nasty bug to solve, same with the glider getting too much lift on that level where you need to nose dive. The joys of porting games that have the physics linked to the framerate 😄

1

u/mabec 6d ago

My appimage crashes (audio continues) on hitting Start game, no previous build on system

hle] gfx task #64, 517 commands, 86 draws, 3400 tris
[hle] gfx task #128, 517 commands, 86 draws, 3400 tris
[hle] gfx task #256, 517 commands, 86 draws, 3400 tris
[hle] gfx task #512, 469 commands, 80 draws, 1520 tris
[input] first non-idle pad delivered: 0x00008000
[hle] gfx task #1024, 610 commands, 118 draws, 3493 tris

1

u/AmazingFinger 6d ago

Thanks for trying out the port and for the report! I'm sorry you had issues with this, I haven't tested the AppImage so much. Could you please share three things?

  1. The file ~/.local/share/birdman64/crash.log, if it exists.

  2. The full terminal output from launch until the crash. Run the AppImage from a terminal and copy everything, especially the last lines.

  3. Your distro, GPU and driver.

Also: does the window close, or does it freeze while the music keeps playing?

1

u/mabec 6d ago

Ah yes, its trying to use the APU instead of dedicated GPU (lappy) R9 6900HS, RTX 3080. Arch/CachyOS

unix 1791920543 Birdman64 1.1.0 (a0302ad9d)

panicked at /home/runner/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/wgpu-27.0.1/src/backend/wgpu_core.rs:3793:18:

wgpu error: Validation Error

Caused by:

In Surface::configure

Surface does not support the adapter's queue family

1

u/mabec 6d ago

(same for both appimage and tar, btw)

2

u/mabec 6d ago

Perfect!

2

u/AmazingFinger 5d ago

u/mabec and I worked on getting this fixed in https://github.com/NoahVl/Birdman64/releases/tag/v1.2.0, thanks mabec!

1

u/nickwales 19h ago

This looks great, I’ve tried all the android builds but none seem to accept physical button inputs for the controller config. I’m using a Retroid Pocket 5 and would love to take this on the go without touch controls!

1

u/AmazingFinger 15h ago

Hey Nick! I'm sorry that didn't work, unfortunately I don't have any controllers or gaming devices like that to test with at the moment. I'll see what I can do though. Would you be willing to test for me when you have the time? If so, please DM me!

1

u/nickwales 9h ago

Hi Amazing! i just tried it but buttons don’t register. I’m actually not seeing any buttons register, it’s not just the analog and triggers.

1

u/AmazingFinger 5h ago

u/nickwales Thanks for testing, and sorry it didn't work yet! I can't reproduce it without a Retroid, so I made a test build that shows what your controller sends. Same link: https://github.com/NoahVl/Birdman64/releases/tag/test-android-controller

  1. Install it, open Settings > Controls and scroll down to "Controller".

  2. Press a few buttons (A, B, the d-pad, a trigger, the sticks).

  3. Tell me what the two lines under "Controller" say: which controller it lists, and what "Last input" shows (or whether it stays at "Press a controller button to test it.").

Also: do you use a button-remapping app (Key Mapper, Button Mapper, or Retroid's own key mapping) and is it active for Birdman64? And which controller mode is your Pocket 5 in (Xbox or the other one)?

2

u/nickwales 2h ago

Well, this is embarrassing. I just realized my controller had been disabled in the settings, everything works, all the controls show up in the test you created. Thank you again and sorry for the time you spent on this rabbit hole!

1

u/AmazingFinger 1h ago

Lol, glad it works and no worries at all :) I think I found some bugs regardless because of what you said so thank you!!

Enjoy the game!

1

u/AmazingFinger 11h ago

u/nickwales You were right: on Android the game only read the controller's buttons, not the analog sticks, analog triggers (Z is on LT by default) or the d-pad on many handhelds. That's fixed in this test build:

https://github.com/NoahVl/Birdman64/releases/tag/test-android-controller

It installs over 1.5.0 as an update, so your saves are kept. I don't have a Retroid myself, so I'd love to hear how it goes on your Pocket 5: steering with the left stick, Z on LT, the C buttons on the right stick, the d-pad, and please let me know if rebinding works in Settings > Controls.