LunInSpectra said:
Nah dude it won't work like that, not 8 players on one game. All it is going to do is...Simulate a controller. Lan parties will be useless with ControlSim. But interesting Idea if smash supported it.
Actually, 6-player SSBM is in theory possible, because (IIRC; I don't have SSBM) there's a stage in SSBM where you have 5 CPU opponents. If ControlSim were to sync the human players on one Cube to the CPU players on another Cube (which Fuzziqer confirms is possible, but it's a low priority right now), 6-player SSBM would be possible. In the same way, it's theoretically possible to have 30-player F-Zero GX with everyone having their own screen (although you'd need 30 GameCubes and tons of bandwidth to pull that off). So basically, anywhere there's a CPU player, a human player could be there instead once that feature is supported.
As for the SSBM 1.0 USA script that's been talked about, I am under the impression from some posts in the testing forum that it doesn't work right now, because of a bug in GCARS-CS regarding non-8-bit pointer codes. For those of you familiar with the Action Replay, here are the details on the bug from Fuzziqer:
Fuzziqer Software said:
This is a 16-bit pointer code:
42XXXXXX YYYYZZZZ
The value YYYY needs to be multiplied by 2 before it's used, and my program doesn't do that....... and I think there's a problem with handling ZZZZ as well. So there's a bit of fixing for me to do.
This should be fixed in the next release.
The next release will be at the same time that public testing will begin.
And MasterRoyCube (and anyone else who is wondering), this is perfectly legal. Loading homebrew software onto a console (at least in the U.S.) is not a crime. Obviously piracy is a crime, and various homebrew software is used by pirates to do their dirty work, but so long as you don't use homebrew software for piracy, you're not breaking any laws.