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v0.1.0-test10 (early test)

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@daurosk daurosk released this 12 Nov 23:59

New here? Download oot-coop-v0.1.0-test10.zip, follow the setup guide: unzip to a short folder (C:\oot-coop), add your own keys, firmware and game, run make-puppet-pack.cmd once; the host runs Host.bat (or Host-Hookshot.bat) and sends the invite code, the others paste it into Join.bat (or Join-Hookshot.bat). Each player needs their own copy of the game.

Hookshot gets the co-op features (experimental). Hookshot is a native PC version of the game (no emulator), built on your PC from your own game by Build-Hookshot-Coop.bat (Hookshot v2.2.0-rc.1 + our co-op patches; 10-45 min the first time). Needs a mesh-shader GPU (RTX 20+ / RX 6000+), 16 GB RAM, ~60 GB free while building. Checked by hand: the other players as Link in their colours with name tags, your own Link in your colour, shots in flight, and Hookshot and emulator players together, each seeing the other as a coloured Link. Also there: chat (T), player list (F6), panel (F7), game-style HUD, cheats (F8, mouse too; off unless the host's kit turns them on, LICHII_COOP_CHEATS=1), your own ocarina notes. Test releases after test10 are Hookshot only. Hookshot steps.

Update (protocol 10: everyone). Close the games and the server, run Update.bat (signed), then rebuild the puppet pack: make-puppet-pack.cmd (emulator) or Build-Hookshot-Coop.bat (Hookshot, new Hookshot version too). That gives your own Link your colour and the child cap's edges in colour. No colour chosen: the host is blue, joiners red. Let "Preparing shaders" finish. Every session now has a join password: with server_password = empty the host gets a random one (in the invite code).

Hosting without a VPN: Host.bat opens the router port (UPnP), makes a random join password and copies an invite code (friends only: it holds your address and password). All game traffic is encrypted. Playing online.

Linux / Steam Deck (experimental): oot-coop-v0.1.0-test10-linux-x86_64.tar.gz (emulator), Host.sh / Join.sh; not yet played on real Linux or a Deck; your own Link stays green there. It is built from this release's tag and appears in the assets below about an hour after the release. Setup.

New since test9

Seen working in our tests:

  • Hookshot: other players as Link in colour with name tags, shots in flight; crossplay with the emulator kit (by hand).
  • Threads of Time shared (#193); PvP (off; host sets pvp = on), sword hits both ways.
  • No world reset in one area (#159); Deku scrubs' 2-3-1 (#149); Epona's rider (#199); Navi stays in her player's room (#145); Stalchildren shared (#124).
  • Join password always + encrypted traffic (#201), emulator and Hookshot.

Built in, not yet checked (or only partly):

  • Lifts and moving floors in step (Dodongo's Cavern, Deku Tree basement; #196), from Hot Onion's tip.
  • /teleport into a dungeon no longer freezes (#197): you arrive at its entrance unless you are in that room.
  • A server restart while you play no longer stops your game (#175).
  • Tunic colours (color =), your own Link too (#202; adult keeps some green); game-style HUD; story cutscenes together (#173); time of day (#192); fewer snaps after cutscenes (#194); a given ocarina (#190); Kakariko gate (#171).
  • Deku Tree switches, torches, ladder, webs, map chest, block (#176 #177 #129 #146 #147), scrub talk (#144); Gohma targets both (#150), larvae, move-in (#178 #148); Peahat (#157); enemy shots, drops, chasers, guards (#189 #102 #101 #133 #105 #191).
  • Pots, boulders, signs (#84 #90), tokens (#89), Deku Shield (#130), fishing (#151), others' seeds (#198), ocarina in hand (#152), NPCs in cutscenes (#200), chests (#195), sounds (#131); fewer drops (#143), safer rejoin (#163); game-build scan (#97).

Known issues

  • Hookshot: Linux keys untested; collect-logs misses its log; may crash on some AMD cards.
  • Others' shot sparks and bounces don't show (#166; the shots do). On the emulator, a Hookshot player's Link can show the Hylian Shield while they hold the Deku Shield.
  • Others' ocarina songs not heard (#152); masks and boots not seen yet (#91). Taking the Ocarina out holds the others ~4 s.
  • Adult Link keeps some green (#202); your colour may tint Mido, the bed and the ocarina holder.
  • Gohma needs a pre-Gohma save to check (#150). Only game version 1.1.1 is checked (#97). Shader stutter at first.
  • More: known issues.

Next (test11): Hookshot only, co-op moving into the game's own code: co-op menus on the title screen, native chat and name tags in the game's own UI, other players as real game players.

Thanks

Thanks to zizerak and Hot Onion for development tips, and to everyone who play-tested.

v0.1.0-test9 (early test)

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@daurosk daurosk released this 11 Nov 22:11

New here? Download oot-coop-v0.1.0-test9.zip below and follow the setup guide. In short: unzip it to a short folder such as C:\oot-coop, add your own keys, firmware and game, run make-puppet-pack.cmd once, then the host double-clicks Host.bat and everyone else double-clicks Join.bat and pastes the host's address. Each player needs their own copy of the game.

Already have a kit? Update.

  • Everyone must update. test9 is protocol 9: a test9 game refuses a test8 (or older) game or server. Close the games and the server window, then double-click Update.bat in your kit folder, or answer Y when Host.bat / Join.bat asks.
  • Then run make-puppet-pack.cmd once more. The pack now has the bomb another player holds. Update.bat reminds you.
  • The emulator changed (a co-op save folder for guests), so Update.bat moves your old shader cache aside. The first start shows a "Preparing shaders" screen: let it finish (it shows the time left; you do it once). If you press Play now, it keeps working beside the game and the game stays slow until it is done. More in Low frame rate.
  • Hosts: set a join password. Host.bat asks for one the first time; give it to your friends with the address. Join.bat asks for it.

New since test8

Seen working in our two-game tests:

  • Join password (#160): a wrong or missing password is turned away, and an address that keeps guessing wrong is shut out for a minute. The password itself never goes over the network.
  • Held bombs (#169): a bomb another player holds stays in their hands and its fuse blinks red, and it explodes on every screen at the same moment, held or thrown.
  • collect-logs hides addresses (#172): IP addresses and your PC and user name are masked in the zip you send us.
  • The updater adds new settings (#179): every new coop-options.ini setting is added on update, below your own lines.
  • /teleport <name> to another area (#156): you load into the other player's area about a second later and land next to them. No talk or sign needed first.

Built in, not yet checked in a real game:

  • Seeds and arrows stay where they hit for everyone (#166; the spark and sound are not shown yet).
  • Guests get the host's save (#167): when a guest joins from the title screen, the host's save is copied into a co-op save folder beside the guest's own. Still press Continue to load it. Your own saves are not touched.
  • Shared story and cutscene flags (#173): Saria, the owl and the forest-exit wall once for everyone.
  • Fewer disconnects and reconnects over the internet (#175).
  • Deku Tree: eye switches, floor plates, the slingshot room's ladder, bridge and webs are shared (#176, #177, #129).
  • Gohma's larvae hatch on every screen (#178).
  • The updater says why when it cannot update, and stops the old server window itself (#180).
  • A Low frame rate section in the setup guide, with steps for AMD cards. The kit now carries Fritchii's shader recipe, so the first start prepares the shaders up front (less stutter in new places, most of all on AMD cards). The recipe holds no game code: your own game builds the shaders.

Known issues

  • Order puzzles split between two players don't count: the Deku Scrubs (2-3-1) only work once one player talks to all three (#149).
  • Shader stutter in new places the first time (less once Preparing shaders has finished).
  • Impact sparks, sounds and bounces of others' shots are not shown yet (#166).
  • The ocarina's songs of other players are not heard.
  • Bosses target one player at a time.
  • More in known issues.

Thanks to all the Discord testers for their reports, logs and two-PC tests, and to Lixyas, boredhermit and Schnup89.

v0.1.0-test8 (early test)

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@daurosk daurosk released this 11 Nov 10:26

New here? Download oot-coop-v0.1.0-test8.zip below and follow the setup guide. In short:

  1. Unzip it to a short folder such as C:\oot-coop.
  2. Add your own keys, firmware and game.
  3. Run make-puppet-pack.cmd once.
  4. The host double-clicks Host.bat; everyone else double-clicks Join.bat and pastes the host's address.

Each player needs their own copy of the game.

Already have a kit? Update.

  • Everyone must update. A test8 game refuses a test7 (or older) game or server, so all players need the same release. Close the games, then double-click Update.bat in your kit folder, or answer Y when Host.bat / Join.bat asks.
  • Then run make-puppet-pack.cmd once more. Update.bat reminds you. The pack now has the other Links' own footsteps and what they shoot: seeds, arrows, hookshot tips and fishing lures.

Easier hosting

  • Host.bat shows which address to give your friends, for your home network, Radmin VPN, Hamachi or the internet, and copies it for you.
  • Join.bat takes the address as pasted, :port included.
  • check-hosting.cmd checks the server, the firewall rule and who may join, and prints the exact fix.
  • coop-options.ini has two new settings. server_allow lets only the addresses you list join. server_bind makes the server listen on one address only.

New in this release

Seen working in our two-game tests:

  • The host's save decides. When the host loads a save, every game follows it. A guest who loads a save gets the group's progress.
  • Projectiles show for everyone: slingshot seeds and arrows fly, and nuts, bombs and the hookshot appear, both ways. The slingshot no longer stays pulled back on other players (#158).

Built in, not yet checked in a game:

  • Bombs no longer vanish when you pull one out after a partner got the Goron's Bracelet: the shared bracelet now also gives you its strength (#125).
  • Gold Skulltula tokens count once. The Deku Shield is per player.
  • Rolling boulders, carried pots and Deku Tree blocks and ladders are shared.
  • Enemies woken by one player wake for everyone, and a Peahat rises for the player next to it.
  • Fishing: all fish are shared, and a fish one player lands is gone for everyone.
  • The world no longer resets every few seconds when the two clocks drift apart.
  • The other Links take armor off properly and have their own footstep sounds.
  • /teleport <name> moves you to another player in the same area.
  • Chat notices when another player gets an item or opens a chest.
  • Safer servers: limits on how much each player may send, and firewall rules only for the co-op server.

Known issues

  • /teleport to a player in another area can leave the screen black, and it first needs a talk or a sign. Teleport within the same area works.
  • A bomb held by another player falls and snaps back on your screen, and you don't see their bomb's fuse animation (#169).
  • Impact effects (spark, sound, bounce) are not shown for other players' shots yet (#166).
  • No ocarina sound for other players yet.
  • More in known issues.

v0.1.0-test7 (early test)

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@daurosk daurosk released this 11 Nov 03:42

New here? Download oot-coop-v0.1.0-test7.zip below and follow the setup guide: unzip it to a short folder such as C:\oot-coop, copy in your own keys, firmware and game, run make-puppet-pack.cmd, then one player starts Host.bat and the others Join.bat. You need your own copy of the game (version 1.1.1) dumped from your own console; the kit has no game files, keys or firmware.

Already have a kit? Update.

Protocol 7: everyone must update. A test7 game and a test6 (or older) game or server refuse each other. Close the games and double-click Update.bat in your kit folder (or answer Y when Host.bat / Join.bat offer the update). test2 players: download Update.bat from this page into your kit folder first.

Then run make-puppet-pack.cmd once more (Update.bat reminds you): the pack now carries the other Links' sounds and the slingshot seeds they shoot.

The first start prepares the shaders again (a few minutes): the emulator is new (Fritchii v5.8.4).

Saves: the host's save decides

Progress is shared while you play. When the host loads a save, every game goes back to that save's progress: items, keys, chests, doors. A guest who loads a save gets the host's progress. To undo something, the host loads an older save. If the host restarts and loads, what the guests did since the host last saved is undone, so the host should save often.

New since test6

Seen working in our two-game autotests:

  • Stalchildren in Hyrule Field at night are the same in both games, and a kill stays a kill (#124).
  • Boss rooms: a player who walks out during the fight is pulled back in; the intro is shared (#109).
  • Code mods: a game with a code or cheat mod stops co-op even when started directly (#136).
  • Slingshot seeds another player shoots are shown (#85).
  • Held items and gear on the other Links: slingshot, bow, hookshot, masks, boots, tunics (#91, #92).
  • All Deku Babas show in both games (#132).
  • Connections over VPNs such as Hamachi: smaller packets, and a dropped server is reconnected (#143).
  • Fritchii v5.8.4: a new Saves window to export, import and copy saves between Fritchii, Eden and Lichii.

Built in, not yet checked in a game:

  • The host's save decides (above).
  • Chests opened live in every game; push blocks; locked doors stay open for everyone.
  • Room switches and gimmicks: never marked done in one game without the result (no more Deku Tree ladder softlock).
  • Business Scrub talks, Navi, Gohma, the dungeon map, order puzzles played alone.

Known issues

  • The ocarina is not shown in the other players' hands and its songs are not heard.
  • Fishing with two players is not shared.
  • Order puzzles split between two players do not count.
  • Bosses target one player at a time.

Thanks to Lixyas, boredhermit, Schnup89 and all the Discord testers for their reports and two-PC tests.

  1. Setting up.
  2. Known issues.

Source

GPL-3.0. Source for this exact build: this repository at tag v0.1.0-test7, and the Fritchii emulator at tag fritchii-v5.8.4 (https://github.com/Frizti/Fritchii) with the patches in lichii/. SOURCE.txt in the zip says the same.

v0.1.0-test6 (early test)

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@daurosk daurosk released this 10 Nov 23:31

Newer: v0.1.0-test7 (protocol 7, Fritchii v5.8.4). Run Update.bat.

New here? Download oot-coop-v0.1.0-test6.zip below and follow the setup guide: unzip it to a short folder such as C:\oot-coop, copy in your own keys, firmware and game, run make-puppet-pack.cmd, then one player starts Host.bat and the others Join.bat. You need your own copy of the game (version 1.1.1) dumped from your own console; the kit has no game files, keys or firmware.

Already have a kit? Read on.

Protocol 6: everyone must update. A test6 game and a test5 (or older) game or server refuse each other when they connect. Close the games and double-click Update.bat in your kit folder (or answer Y when Host.bat / Join.bat offer the update).

The first start after the update prepares the shaders again (a few minutes). The emulator is new (Fritchii v5.7), so Update.bat moves your old shader cache into the backup- folder.

Then run make-puppet-pack.cmd once more (Update.bat reminds you): the other players' Links now have sounds, and the pack carries them.

  • test4.x and test5 players: run Update.bat as above.
  • test3 players: run your kit's Update.bat the same way. test2 players: download Update.bat from this page into your kit folder first.

New since test5

Seen working in our two-game autotests:

  • Slingshot and ammo bags come with their ammo (#128): a Slingshot one player gets reaches the others with 30/30 seeds; bags and quivers bring their room.
  • No more Deku Tree softlock (#138): a player who never picked up sticks or seeds gets room for them, also when they join on the title screen or an item arrives while they are loading.
  • Dungeon events shared, and a save load no longer undoes shared progress (#129): a switch the group set stays set when another player's save loads.
  • Chests shared (#87): a chest opened in one game is removed in the others (seen with one Deku Tree chest; two players opening the same chest at once not tried yet).
  • The adult Link puppet shows and walks (#111): an adult player is seen by the others.
  • Heart containers raise everyone's maximum health (#88; seen with the test cheat).
  • Navi follows other players again after a load (#93).
  • Fritchii v5.7: Frizti's newest emulator: fewer graphics glitches after area changes, no out-of-memory crash on 16 GB PCs, faster loads and fights, .nx games.
  • Mods: texture and model mods work with co-op; Host.bat and Join.bat refuse to start with a code or cheat mod installed and say which one (#136).

Built in, not yet checked in a game:

  • Cut signs (#90): a sign cut in one game is cut in the others (seen in the logs; the pieces on the other screen not yet).
  • Puppet sounds (#131): the other Links' footsteps and voices (the pack loads them without errors; not yet heard in a real game).
  • Enemy kills and woken enemies (#133, #132): kills reach every game, and an enemy a player wakes is handed to that player.
  • Enemies that chase a player stay with the player they chase (#101).
  • Kokiri Shop (#130): the shield is shared, so the shop's one-per-person rule counts it for everyone; a shield one player loses comes back from the others, and the shop sells again once all have lost theirs.

Known issues

  • #124 Stalchildren in Hyrule Field at night are not the same in both games.
  • #131 The other players' Links' sounds are not yet heard in a real game.
  • #92 Some items held in the hand are not shown on the other players' Links.
  • #125 Bombs pulled in the autotests vanish (test-only; real bombs are not affected as far as we know).
  • A player who walks out of a boss room is not pulled back in.
  • Started directly (not through Host.bat / Join.bat) with a code mod installed, a game still connects for co-op. Use the start scripts.

Thanks to Lixyas, who found and reported #128 to #133, and to the Discord testers, among them boredhermit for the two-PC test.

  1. Setting up.
  2. Known issues.

Source

GPL-3.0. Source for this exact build: this repository at tag v0.1.0-test6, and the Fritchii emulator at tag fritchii-v5.7 (https://github.com/Frizti/Fritchii) with the patches in lichii/. SOURCE.txt in the zip says the same.

v0.1.0-test5 (early test)

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@daurosk daurosk released this 10 Nov 18:32

Newer: v0.1.0-test7 (protocol 7, Fritchii v5.8.4). Run Update.bat.

Protocol 5: everyone must update. A test5 game and a test4.x game or server refuse each other when they connect. Close the games and double-click Update.bat in your kit folder (or answer Y when Host.bat / Join.bat offer the update).

The first start after the update prepares the shaders again (about 15 minutes). The emulator is new (Fritchii v5.6), so Update.bat moves your old shader cache into the backup- folder: a cache from the old emulator is not used with the new one.

Then run make-puppet-pack.cmd once more (Update.bat reminds you): the puppet pack tool changed.

  • test4, test4.1 and test4.2 players: run Update.bat as above.
  • test3 players: run your kit's Update.bat the same way. test2 players: download Update.bat from this page into your kit folder first.

New since test4.2

Seen working in our two-game autotests:

  • Fritchii v5.6: the emulator is Frizti's newest release (Ctrl+U high refresh and its other fixes). Co-op, puppets and Navi load in it as before.
  • Close and rejoin fixed (#112): a player who closes the game and joins again no longer makes another player's game shut down.
  • Name in use: a game that crashed and is started again waits for its old self to leave instead of being refused with "name taken". The player list says "name in use, asking again" meanwhile.
  • Dungeon progress shared: the one-time objects of the 13 dungeons (chests, webs, cracked walls, silver rupees and the like) are shared through their save keys, so what one player opens is open for all. Seen with one Deku Tree key; the chests and webs themselves are not checked yet.
  • Boss rooms shared: when one player enters a boss room, the others are moved in with them, and the intro starts together. Seen in the logs of the Water Temple boss room.

Built in, not yet checked in a game:

  • Projectiles: bombs, bombchus, arrows, seeds, nuts and boomerangs used by one player appear in the other games, turned the right way, with the bomb's fuse.
  • Multi-part enemies: an enemy made of several parts (and a boss with its pieces) is handled as one group, so its parts do not split between players.
  • Puppets in cutscenes: other players' Links are put out of sight during your cutscenes and stand still during theirs.
  • Game version check: a game build other than 1.1.1 gets a clear message saying which version is needed.

Known issues

  • #111 The adult Link puppet is never made: an adult player is not seen by the others.
  • #124 Stalchildren (Hyrule Field at night) are not shared.
  • #128 Slingshot: the second player gets it with 0/0 seeds and cannot get ammo.
  • #129 Deku Tree slingshot room: the trap and the ladder are not shared.
  • #130 Kokiri Shop: the Deku Shield can be bought only once for all players.
  • #131 Other players' Links make no sound.
  • #132 Deku Tree first room: only one Deku Baba shows for the other player.
  • #133 Enemy kills are not always shared (a Skulltula shot with the slingshot).

Thanks to Lixyas, who found and reported #128 to #133. Fixes for these are being made now and will be in test6.

  1. Setting up.
  2. Known issues.

Source

GPL-3.0. Source for this exact build: this repository at tag v0.1.0-test5, and the Fritchii emulator at tag fritchii-v5.6 (https://github.com/Frizti/Fritchii) with the patches in lichii/. SOURCE.txt in the zip says the same.

v0.1.0-test4.2 (early test, hotfix)

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@daurosk daurosk released this 10 Nov 09:34

Newer: v0.1.0-test6 (protocol 6, Fritchii v5.7). Run Update.bat.

Hotfix: the crash on AMD graphics cards is fixed (#118). On a PC with an AMD card (and no NVIDIA card) the kit now turns the emulator's shader libraries off when it starts, and says AMD GPU found: shader libraries off (EDEN_NX2_GPL=0). AMD's driver crashed with them on (amdvlk64.dll).

Thanks to akawii, who tracked down the AMD crash, found the fix and sent a full report.

  • test4 and test4.1 players: close the games and double-click Update.bat in your kit folder (or answer Y when Host.bat / Join.bat offer the update).
  • test3 and test2 players: see the test4 notes (protocol 4: everyone must update). test2: download Update.bat from this page first.
  • Plays with test4 and test4.1: same protocol (4), same emulator and server.

Also new:

  • coop-options.ini can now hold EDEN_NX2_... lines for the emulator. EDEN_NX2_GPL=1 turns the shader libraries back on, and EDEN_NX2_GPL=0 turns them off on any card. A PC with both AMD and NVIDIA cards keeps them on (the game runs on NVIDIA) and says how to turn them off if it crashes.
  • Update.bat now moves the shader cache aside when an update brings a new emulator. A cache from an older emulator build is not used with a newer one. This one keeps the same emulator, so your cache stays.
  • The puppet pack is built from your .nup, as in test4.1.
  1. Setting up.
  2. Known issues.

Everything else is as in test4, known issues included.

Source

GPL-3.0. Source for this exact build: this repository at tag v0.1.0-test4.2, and the Fritchii emulator at tag fritchii-v5 (https://github.com/Frizti/Fritchii) with the patches in lichii/. The emulator is the same build as test4's. SOURCE.txt in the zip says the same.

v0.1.0-test4.1 (early test, hotfix)

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@daurosk daurosk released this 10 Nov 09:02

Newer: v0.1.0-test6 (protocol 6, Fritchii v5.7). Run Update.bat.

Use v0.1.0-test4.2 instead: a hotfix for the crash on AMD graphics cards. It has this fix too and plays with test4 and test4.1. Run Update.bat.

Hotfix for test4. The puppet pack (what shows the other players as Link) is now built straight from your game's .nup file. No Dump RomFS and no newer keys are needed, so "RomFS Extraction Failed!" no longer blocks setup (#115).

Thanks to akawii for finding the cause (old keys) and the .nup workaround.

  • test4 players: close the games and double-click Update.bat in your kit folder (or answer Y when Host.bat / Join.bat offer the update). Then run make-puppet-pack.cmd if you have no puppet pack yet.
  • test3 and test2 players: see the test4 notes (protocol 4: everyone must update). test2: download Update.bat from this page first.
  • Plays with test4: same protocol (4), same emulator and server. Players on test4 and test4.1 can play together.

make-puppet-pack.cmd looks for the .nup in the emulator's game list folders. If it finds none, it asks for the file. It also checks a RomFS dump if you have one and says, one line per problem, what is wrong and what to do.

  1. Setting up, including the puppet pack step.
  2. Known issues.

Everything else is as in test4, known issues included.

Source

GPL-3.0. Source for this exact build: this repository at tag v0.1.0-test4.1, and the Fritchii emulator at tag fritchii-v5 (https://github.com/Frizti/Fritchii) with the patches in lichii/. The emulator is the same build as test4's (its co-op hook is from v0.1.0-test4). SOURCE.txt in the zip says the same.

v0.1.0-test4 (early test)

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@daurosk daurosk released this 10 Nov 08:07

Newer: v0.1.0-test6 (protocol 6, Fritchii v5.7). Run Update.bat.

Use v0.1.0-test4.2 instead: the newest hotfix. It builds the puppet pack straight from your .nup (no Dump RomFS, no "RomFS Extraction Failed!", from test4.1) and fixes the crash on AMD graphics cards. It plays with test4. test4 players: run Update.bat.

Very early test build. Online co-op for Ocarina of Time in the Fritchii emulator. Tested on one PC with two games; not yet played on two PCs. That is what this test is for.

Download oot-coop-v0.1.0-test4.zip below. You bring your own game dump, keys and firmware; the zip holds nothing from the game.

"RomFS Extraction Failed!" at the puppet pack step? Your prod.keys are too old for the game's update (the emulator log says keys for a newer generation are required). Dump newer keys from your console, put them in emulator\user\keys, and dump again. A fix that builds the puppet pack straight from your game file, with no dump, is coming in a hotfix (#115).

Protocol 4: everyone must update. A test4 game cannot join a test2 or test3 server, and a test2 or test3 game cannot join a test4 server. Update every kit, the host's too.

  • test3 players: close the emulator and the server, then double-click Update.bat in your kit folder. It downloads this release, checks it, and replaces the kit's own files; your keys, firmware, saves, settings and puppet pack stay as they are.
  • test2 players: download Update.bat from this page, put it beside Host.bat in your kit folder and double-click it.
  1. Setting up: unzip, keys and firmware, the puppet pack, first start, updating.
  2. Same network (LAN): the host runs Host.bat, the others run Join.bat with the host's address.
  3. Over the internet: port forwarding (UDP 27510), or a virtual LAN such as Radmin VPN, ZeroTier or Tailscale when you cannot forward a port.
  4. Known issues: what works and what does not yet.

Every player should use this same release and the same game build (e0f3ccfaf50065ae).

New since test3

Seen in the automatic two-game tests on one PC (not yet played by hand):

  • Shared drops: when a crate breaks, every game shows the same item in the same place, and picking it up in one game removes it in the others (#102, crates only so far).
  • Crates, signs and grass are shared: a crate broken in one game is broken in the others, a sword hit on a sign reaches the others (whether the sign is cut there was not looked at), and cut field grass is cut everywhere (#80). Pots and rocks are built the same way but were not reached in the tests (#84, #90).
  • Enemy copies and owner hand-over: enemies another player owns stand and move where they do in that game; when the owner walks away, a player near the enemies takes them over.
  • Masks on the other Links (Skull, Spooky, Bunny, Gerudo) (#91).
  • Heart pieces and Gold Skulltula tokens add up across players.
  • A crashed game's name is free again within seconds, so it can rejoin at once (#95).

Built and unit-tested, not yet seen in a game:

  • Update on launch: Host.bat, Join.bat and play.cmd look for a newer release when they start and ask "Update now? [Y/n]" (yes after 10 s). The whole kit is updated, the emulator included. auto_update in coop-options.ini sets it: ask (the default), yes or no (#104).
  • No folder names of the build PC in the emulator (log lines show src\core\core.cpp, not the build folder) (#103).

Known issues

  • Adult Link: the other players' adult Link is never made (#111). Child Link works.
  • A game once closed itself 0.2 s after another player rejoined; seen once, cause unknown (#112).
  • Heart containers raise the other players' maximum health only with LICHII_COOP_HEARTS_TO_LINK=1 in coop-options.ini (#88).
  • Items held in the hand, such as the slingshot, are still not shown on the other players' Link (#92).
  • Drops from pots and enemies have not been seen yet; only crate drops were (#102).
  • A Gold Skulltula taken in one game may still be there in the others (#89).
  • Enemies that chase a player from afar stay behind in the other games (#101). Enemies made of several parts are not grouped yet (#105).
  • Not checked by hand: bombs, arrows, boomerang and hookshot in the other games (#85); other areas and cutscenes (#86); playing through a dungeon (#87).
  • Not yet tested on two PCs (#94). Delay, firewalls and routers are the unknowns.
  • Only game build e0f3ccfaf50065ae is supported (#97).

Other notes

  • Windows may warn about the kit's programs and about a downloaded Update.bat the first time (unsigned): More info, then Run anyway. Windows Firewall may ask to allow coop_server.exe (on the host) and lichii.exe: allow them on Private networks.
  • The kit's emulator is portable and never reads or writes %APPDATA%\eden.

Source

GPL-3.0. Source for this exact build: this repository at tag v0.1.0-test4, and the Fritchii emulator at tag fritchii-v5 (https://github.com/Frizti/Fritchii) with the patches in lichii/. SOURCE.txt in the zip says the same.

v0.1.0-test3 (early test)

Pre-release

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@daurosk daurosk released this 10 Nov 00:32

Very early test build. Online co-op for Ocarina of Time in the Fritchii emulator. Played by hand on one PC with two games; not yet played on two PCs. That is what this test is for.

Download oot-coop-v0.1.0-test3.zip below. You bring your own game dump, keys and firmware; the zip holds nothing from the game.

test2 players: download Update.bat from this page, put it beside Host.bat in your kit folder and double-click it. It downloads this release, checks it, and replaces the kit's own files; your keys, firmware, saves, settings and puppet pack stay as they are. From test3 on, Update.bat is already in the kit.

  1. Setting up: unzip, keys and firmware, the puppet pack, first start, updating.
  2. Same network (LAN): the host runs Host.bat, the others run Join.bat with the host's address.
  3. Over the internet: port forwarding (UDP 27510), or a virtual LAN such as Radmin VPN, ZeroTier or Tailscale when you cannot forward a port.
  4. Known issues: what works and what does not yet.

Every player should use this same release and the same game build (e0f3ccfaf50065ae). test3 still speaks protocol 3 and its messages are the same as test2's, so a test2 game and a test3 game can connect to the same server; but that mix has not been tested, and the fixes below show only in the games that run test3. Update every kit, the host's too.

New since test2

Seen working in a hand test (one PC, two games):

  • Sword and shield on the other Links: on the back when put away, the sword in the hand when drawn (#79).
  • The other Links' Navi beats its wings and stays with its Link (#93). The wing beat is copied from your own Navi.
  • Enemies react to another player's hit: they flinch when someone else hits them (#81).
  • Time of day follows the host, also across loading saves (#83).

Built and unit-tested, not yet checked by hand:

  • One-click update: Update.bat in the kit, and Host.bat / Join.bat say when a newer release is out.
  • Clearer version-mismatch text: when a game and the server are different releases, the message says to run Update.bat.
  • A spawn the game refuses is asked again after a second, so another player's Link or fairy no longer stays missing for 15 seconds after a load. The frozen copy of Link beside you is gone (it was a debug test puppet).
  • Steadier gear: a sword or shield left behind by its Link is put back on.
  • Grass: the 13 tufts near the Kokiri Forest side of Hyrule Field are shared when cut. Not yet checked in a game.

Known issues

  • Ordinary field grass is not shared when cut (#80); cut signs are not shared (#90).
  • Items held in the hand, such as the slingshot, are not shown on the other players' Link (#92). Tunic, boots and masks are built but have not been seen (#91).
  • Enemies that chase a player from afar stay behind in the other games (#101).
  • Hit reactions: the case where one game is paused while the other hits has not been checked (#81).
  • Adult Link has not been seen working (#82).
  • Not checked by hand: pots, crates and rocks (#84); bombs, arrows, boomerang and hookshot in the other games (#85); other areas and cutscenes (#86); playing through a dungeon (#87).
  • Heart containers do not raise the other players' maximum health (#88). A Gold Skulltula taken in one game may still be there in the others (#89).
  • Not yet tested on two PCs (#94). Delay, firewalls and routers are the unknowns.
  • A killed emulator's name stays taken on the server for a few seconds (#95).
  • Only game build e0f3ccfaf50065ae is supported (#97).

Other notes

  • Windows may warn about the kit's programs and about a downloaded Update.bat the first time (unsigned): More info, then Run anyway. Windows Firewall may ask to allow coop_server.exe (on the host) and lichii.exe: allow them on Private networks.
  • The kit's emulator is portable and never reads or writes %APPDATA%\eden.

Source

GPL-3.0. Source for this exact build: this repository at tag v0.1.0-test3, and the Fritchii emulator at tag fritchii-v5 (https://github.com/Frizti/Fritchii) with the patches in lichii/. SOURCE.txt in the zip says the same.