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MegaManX6Recomp v1.3.0-alpha — Experimental X + Zero co-op
Pre-releasev1.3.0-alpha
This Windows x64 prerelease introduces experimental simultaneous X + Zero
co-op, locally or through delay-based netplay. The bundled co-op mod remains
Experimental 0.0.1 and is disabled by default for local play.
The build includes default-on Seamless Loading for local play: disc archives are
prepared in host memory and reused for stage/area loads through the game's
native installation callbacks, preserving normal gameplay and audio pacing.
Netplay currently uses the synchronized disc-loading path.
Playing together
- For local play, enable X + Zero Co-op in Mods and assign P1 and P2 in the
launcher. P1 controls X; P2 controls Zero. Release builds require distinct
physical controllers; controller plus keyboard is supported. - For netplay, use identical builds, the supported USA v1.1 disc, and OpenGL.
Select your local input on the P1/Netplay controller card, then host or join
through Netplay. Co-op is enabled automatically for both peers. - Netplay offers fixed 4:3, 16:9, and 21:9 views. The wide views use the enhanced
renderer, including extended scenery/enemy visibility and both native HUDs.
The host chooses the view before the session; adaptive resizing is excluded. - Players have separate health, weapons, and native character progression,
with one shared life pool. A surviving player continues after their partner
dies. P2 can hold Select for 1.5 seconds to leave and tap Select to return
with retained health; death prevents rejoining until a stage/team respawn. - Native door/dialogue handling, pause/Sub Tank ownership, collectible ownership,
Reploid rescue, Zero arrival animations, and independent pit deaths are included.
Zero is reserved for P2 and omitted from P1's unit-selection menu.
OpenBIOS is bundled and selected by default. Netplay skips the BIOS shell
animation. Standard memory-card saves remain supported; co-op uses isolated
save storage. This package contains no game disc, retail BIOS, or player saves.
Validation and limitations
Local co-op has owner playtest coverage. Two private peers on one Windows PC
passed transported P1/P2 movement, P2 leave/rejoin health retention, enhanced
16:9 scenery/enemy visibility, and both native HUDs. All 373 shared checksum
checkpoints matched in the refreshed development build. This does not establish
Internet, separate-machine, rematch, or full-campaign reliability.
- Co-op requires OpenGL, a fresh boot, and rewind disabled. Co-op save states,
rewind, and rollback are not supported; netplay uses delay synchronization. - Campaign-specific transitions, progression/report behavior, mod combinations,
Internet latency/loss, and longer sessions still need testing. - Zero's HUD badge currently uses the resident blue palette.
- Existing widescreen limitations include authored gaps in Amazon Forest and
incomplete coverage of the combined rain/darkness mask.
The source is pinned to the co-op framework and launcher branches. The package
includes source provenance, license notices, an audited native overlay cache,
and the fallback overlay toolchain. v1.2.0 remains the stable release.