**Technically you could write a system that divides up unused inputs of existing players to artificially create more players, but this would be a monumental undertaking with all kinds of technical gotchas to deal with before you got it stable.
Correct - i was not able to articulate it yesterday
@rgveda99
- but here is a possible setup for a 6 player ninja turtle game -
most openbor games allow players to use up to 8 buttons, 10 if you include start & screenshot for a total of 40
OG tmnt needed each player to have 7 buttons -
4 directions, jump , attack , start
that's 42 - so you would be 2 buttons short - BUT you could go the SNES/N64 route & "replace" start with Attack, since the start button is not really needed in most openbor modules (only for pause)
so that leaves us with 36 buttons - 4 to spare -
if we where to go a very lazy route where you only rename things in the control options & do re-routes or intercepts for the 2 extra characters, the things end up KINDA like this:
setup player 1
move up
move down
move left
move right
attack 1
jump (taunt/use)
player 5 up (jump)
player 5 down (block/special)
player 5 left (start)
player 5 right (screenshot)
setup player 2
move up
move down
move left
move right
attack 1
jump (taunt/use)
player 6 up (jump)
player 6 down (block/special)
player 6 left (start)
player 6 right (screenshot)
setup player 3
move up
move down
move left
move right
attack 1
jump (taunt/use)
player 5 attack (jump)
player 5 jump (block/special)
player 6 attack (start)
player 6 jump (screenshot)
setup player 4
move up
move down
move left
move right
attack 1
jump (taunt/use)
player 1 pause (jump)
player 2 pause (block/special)
take screenshot (start)
cowabunga special (screenshot)
aftert his you just make sure to do "press attack/ press A " to start/continue on the selection menus & cinemas or dialogues