Ha ha, yeah, splitscreen multiplayer would be ridiculous.
So anyway the splitscreen multiplayer is jump-in co-op with friendly fire. Press Start on controller 2.
Originally this response was going to be within a day of your comment, because this project is so ass-backwards, I figured it would take about three hours to implement side-by-side splitscreen. I was wrong. It took five. Literally one night is all I needed to have two independent viewports, because all column-pairs are independently raycast. Even the FOV is maintained... so I guess this NES game is set for anamorphic 16:9. What I've been doing for the last two weeks, instead of delivering that 'ha ha so anyway' punchline, is finding ways the game breaks if it tries counting to two. If you picture Sideshow Bob in that field of rakes, it's basically that, with more swearing.
I spent an entire day reverse-engineering my own view-weapon code so that removing bits from a byte would make bullets disappear when they hit something. Rendering the other player took literally fifteen minutes. There's a reason all programmers are Like That.
Though if you're playing on PC you'll probably want Mesen to add scanlines after NMI. Single-player performance has been significantly improved. Splitscreen performance needs work.