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Kit 7 (2026-10-15)

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@github-actions github-actions released this 15 Oct 08:02
· 70 commits to main since this release

WCCF 2010-11 (Rev D) on a PC - kit 7. Community-made tools for your own copy of the game: a launcher,
stand-ins for the cabinet's hardware and an on-screen panel, so the game's server, the projector and a player
cabinet (seat 1) run on one Windows PC - or play online on a shared server. The game is not included. Download
WCCF-2010-11-kit-7.zip below.

Updating

Close the game, open SETUP.exe and pick the new kit under UPDATE (your club, keys and settings stay); it sets up
the game folder again, and the English if you use it. From a kit without that (Kit 5.4 and older): unzip the new kit
over the old folder, then SETUP.exe - it also removes the old .bat files and ENGLISH.exe.

You need

Windows 10/11 (64-bit) · your own copy of the game, Rev D, as a folder of files · DirectX June 2010 runtime (setup
tells you if it is missing). Python is inside the kit.

Play

PLAY.exe (two windows: the projector and seat 1; online only seat 1 - no projector on players' PCs). Quit by
closing the game's window. Online: SETTINGS > NEXT START: ONLINE, type the server's address, then RESTART
NOW
(click it twice). The first online start asks you to sign in to wccf.online: PLAY shows a
short code - log in (or register) there and approve it.

The zip's SHA-256: 24be24e9d1d1535fbdf277fdd4f630009b1ead7d080b307e069006102810cf29

What's new

Added

  • Online: a wccf.online sign-in, the way a TV signs in. Before joining a server, PLAY shows a short code (in its
    window and in a small Windows box) and opens wccf.online in your browser; log in there - or register - and approve
    the code, and the game carries on by itself. This PC stays signed in (data\account.json; never sent with SEND
    LOGS). It is the first step of linking the website and online play: a wccf.online account to play online.
  • Hosting a server: the seat desk checks each PC's sign-in with the website and its log says who sits where. Sign-in
    is optional until the host puts a file data\require_signin.txt on the server; then a PC that is not signed in is
    told so, and kit 7 plays on its own PC instead and says why. If the website cannot be reached, signed-in PCs are
    let in anyway. A signed-in kit 7 still joins servers that have not updated (their seat desk does not know sign-ins:
    it asks again without one).
  • Online, signed in, you play with your account's own club - a fresh start, separate from the club cards on your PC
    (those keep playing on your PC). A new account gets 11 white cards (1 GK, 4 DF, 4 MF, 2 FW); the CATALOGUE then
    lists only the cards your account owns, and the first time they are laid out on the table so the game's own Club
    Make builds your club from them. The club card is kept in data\save\online\. YOUR CARDS, NEW CLUB CARD and CLEAR
    BAD ENDINGS are off for the online club, and no card is shown after a match there yet.
  • Every finished online match earns a card. The server sees the match end (the game's own end-of-match message) and
    tells wccf.online; the website draws the card - 2.5% better than black, otherwise 70% white and 30% black - and
    adds it to your account (a card you already own counts as a copy). After the locker room the game shows it - NEW
    CARD - and it is in your CATALOGUE at once. Only servers wccf.online knows give cards (hosting: a secret from the
    website owner in data\server_name.txt and data\server_secret.txt).
  • Your online club card is kept on wccf.online: each save goes up after the match (never mid-match), and each online
    start takes the website's latest - so your club is the same on any PC, and a copy edited on a PC is not taken. A new
    online club starts on a blank card with an id of its own. If the website cannot be reached, you play with your PC's
    copy, and it goes up after the next match.
  • Online play needs your wccf.online sign-in and your online club. Without them (not signed in, or the website cannot
    give you your cards the first time), PLAY plays on your PC instead, with your own club cards, and says why - your
    other club cards never go online.
  • When your online club's contract ends (after 100 matches, as on the arcade), put the card in again: the game moves
    your manager to a new card and you make a new club on it. wccf.online keeps the new card from its first match, and
    the old club is kept on your PC (data\save\online\...\transferred\) - the game will not play it again.
  • SETTINGS shows your wccf.online account (ACCOUNT, under NOW) with SIGN OUT: two clicks, done at the next start
    (RESTART NOW or PLAY). The website then no longer accepts that sign-in, and the next online start asks for a new
    code.

Changed

  • Hosting a server: in a round where clubs are free (no league or cup match of their own), any two free players are
    now paired with each other at random, whatever their clubs' strength - the game's own rule paired only close
    strengths and gave the rest computer clubs (MATCHING_PARA_FM1=20000 in the server's settings, written by SETUP;
    the server takes it at its next start). The game still keeps two players apart for about 10 rounds after they met
    at random, and the league and cups pair as before: to play a friend again, use ARRANGE FIXTURE in a free round.
  • The game's red notice "This cabinet is offline. Network features cannot be used." now says what is true: "Sega's
    network is closed. No nationwide play or rankings." (in Italian too). The old words made players on a community
    server think they were not connected. It shows the same on your own PC, so it does not name a server. New words
    need the English (or Italian) put in again: after UPDATE, SETUP offers it.

Fixed

  • The buttons no longer stop working for the rest of a session. If the kit's I/O board stand-in paused for about 4
    seconds (two of the three pauses seen began as it wrote a file; the cause is not certain), the game marked the
    board broken and never read a button again until it was closed - a card session then ended badly. The kit now
    switches that mark off as the game starts, drops the stand-in's late answers (after a shorter pause every press
    stayed late until the game was closed, and later each pause made it later still), and the stand-in answers without
    ever waiting for the disk. Checked in the real game: after a 6-second pause the buttons work at once.
  • In English (and Italian), the bar under the screen between matches now says "Please wait for the next match"
    ("Attendi la prossima partita") where it was Japanese. The kit's hook hands the game an English picture as it loads
    Sega's, at Sega's size and with its reflection; no game file is changed for it (the English pictures that were added
    to the game's archive stay off: with them the game gave club cards straight back). After UPDATE, say yes when SETUP
    offers to put the English in again.
  • Online: two signed-in players in one house (one internet address) now each get their cards and keep their club
    saves. The server could not tell them apart and sent nothing for either; kit 7 now tells the server which club card
    it plays, and the server matches it with the card in each match. (A server must update too; an older one is asked
    again without the card.)
  • Building the kit's programs (source\build.ps1) in a folder whose path has a space in it.
  • Hosting a server: a match between two players no longer falls back to a CPU match when a player's router gives the
    game a new port as the match starts. The relay took the new port for a stranger and held the seat for 30 seconds,
    so the game gave up ("Network disconnected. Switching to CPU match."). The same address on a new port is now taken
    at once; another address is still refused while the seat is in use.
  • Closing the game normally no longer sends its logs to the server as a run that went wrong. As the game ended, the
    panel sometimes saw the server link go and wrote it as lost; now nothing is written once you have closed the
    window. A link lost while you play is still written, and still sends the logs.

Every change: CHANGELOG.md