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[Update] Dark Souls 2: Seamless Co-op - Engine and UI changes

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[Update] Dark Souls 2: Seamless Co-op - Engine and UI changes
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Hi everyone

Development of the mod continues. The production is a little slower this month as I am a bit overwhelmed with other personal matters, but I'd like to make a post on some of the stuff I've been working on.

Engine changes

I spent a great deal of time reverse engineering the game's default memory allocation blocks. A few of these are insufficient for the way by which I load map blocks in seamless co-op.

It's difficult to demonstrate the benefit of the game engine changes, however a few important things to know:

In the vanilla game, only 2048 map entities (characters, objects, levers, etc.) can be loaded at any one time. If any more than this are loaded then the game will run out of memory and crash. I have increased this cap to 2048 per player to allow for more maps to be loaded at the same time. Once this done, I wrote a code spider to find and replace all references to offsets of TargetManager to point to the new offsets of ModTargetManager instead of the default offsets.

Common crashes (e.g. bullet spam from other players) which usually exhaust the game's memory aren't possible anymore

UI changes

A common feature in the seamless co-op mods are the addition of certain features to extend player names.

For example, in the screenshot posted above you can see the player's ping added to the end of their in-game name. The other features available are:

0 = Normal [IGN]

1 = Nothing (disabled)

2 = Ping view [IGN Xms]

3 = Level view [IGN Level: X]

4 = Death view [IGN Deaths: X]

5 = Ping + level view [IGN Xms Level: X]

I may also add some colour filters to player names which users can customise as they wish.

As always - thank you for your patience and a huge thank you to all of my supporters <3

Take care,

Yui

Yui PATREON 22 favs
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POSTEDDec 12, 2025
ARCHIVEDDec 12, 2025