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Zero Racers 0.1.0 — Experimental Multiplayer

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@mstan mstan released this 23 Oct 20:45
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Zero Racers 0.1.0 adds optional experimental multiplayer for two to four human racers.

  • Enable Multiplayer / VS (Experimental) on Mods before launching; it is installed and disabled by default.
  • Local play uses top/bottom split screen for two players and four panes for three or four. Network play gives each player their own full view through the shared online, LAN and Direct IP lobbies.
  • Native-font P1-P4 ship labels, matching title artwork, and the original countdown cadence.
  • Whole-session local save/load and rewind, host-synchronized between-race network saves, room return and rematch. Native cartridge saves remain separate.
  • README screenshots show both players' network perspectives and the two- and four-player local layouts.

Use identical builds, ROM revisions and enabled mod contents on every peer. Each computer controls one racer; mixed couch/online play, spectators and joining a running race are not supported. Multiplayer is a first pass and may have rough edges.

The optional Wireframe color mod is included and remains disabled by default. Original red graphics are the default. Supply your own supported Zero Racers ROM; no ROM is included.

Validation covers both eyes independently, generated-native/interpreter state and pixel comparisons, audio replay, current-build saves and rewind, and independent-process LAN/ICE rollback/rematches. Public cross-network NAT behavior remains subject to player testing.

The shipping Windows build has diagnostic tools and CPU tracing disabled. Stock, two-player and four-player deterministic execution/render/audio counters match the qualified build. The extracted release ZIP passed actual two-instance Host/Join/Play, portable-profile and boot-digest agreement, 350 ticks per peer with no desync, protected native-save canaries and no TCP diagnostic listener. The archive includes hashes and dependency licenses/source, with no ROM, save states or personal profiles.