Repository navigation
v1.1.0 Windows Native and Link Play Co-op
Pokopia now runs natively on Windows too, Link Play works between our builds, and the builder works when your build
folder is on another drive. One release, one download per computer:
Which download do I need?
| I have… | and want to… | Download |
|---|---|---|
| a Windows PC | play on Windows | Pokopia-Native-for-Windows.zip |
| a Windows PC | build the iPhone app | Pokopia-Native-for-Windows.zip |
| a Mac | play on the Mac | Pokopia-Native-for-Mac.zip |
| a Mac | build the iPhone app | Pokopia-Native-for-Mac.zip |
- Co-op needs the same pokopia-native version on every device. Update every device to 1.1.0 before playing together.
- Each player needs their own save. The game refuses a second copy of the same save.
As always: your own copy, your own dump. Neither download contains anything of the game; everything is made on your
computer from your dump. Please do not share build folders, apps, IPAs, game.dll, shader files or saves.
New
The Windows game
The "for Windows PCs" download builds Pokopia for Windows from your dump: the game's arm64 code is recompiled for your
PC (our own recompiler, through LLVM) and runs on our own runtime with a Vulkan renderer. No emulator.
- Both game versions, 1.0.5 and 2.0.1.
- 60 fps in the field on the test PC; mouse look written straight into the game's camera, as on the Mac;
controllers (Xbox, PlayStation, Switch Pro) as Switch controllers, with rumble and motion; SDL3 sound. - Your save:
%APPDATA%\Pokopia Native\<version>\save; Import save… (ornxs2.py import-save) brings yours from
Eden, the iPhone or the Mac. Windows saves load on the Mac and the iPhone. - Run-time shaders are recorded and translated on the spot the first time the game makes them; no refresh step.
- No installer, no administrator rights, no compiler: the download brings its own tools in
windows\bin(their
notices inwindows\bin\THIRD-PARTY-NOTICES.txt). It needs Windows 10/11 64-bit, an AVX2 CPU, a Vulkan 1.3 GPU,
Python 3.12, the .NET 10 runtime and git, and about 12 GB per game version. The build took 20 minutes on the test PC (4 workers; longer on smaller PCs), at idle
priority. Details: docs/WINDOWS.md. - The source is in
windows/(MIT).
Link Play between our builds
The game's Link Play → Local connection now works between our builds: Windows, Mac and iPhone in any mix, up to four
players, without Nintendo's servers. ("Online connection" in the same menu is Nintendo's service and does nothing here.)
- On the same Wi-Fi: turn on Link Play on this network in the iPhone or Mac launcher; on Windows a window before
the game starts asks how you want to play. Hosts find each other by themselves. - Over the internet (opt-in): the host forwards port 47600 (TCP and UDP) on its router and shares its address and
a room code; visitors type both in (iPhone / Mac: Join address, Internet play, Room code in the launcher;
Windows: "Visit a host over the internet" in that window, while a Windows host gets its code in a window with a
Copy button). Every connection proves the room code and every message is protected against changes; the traffic is
not encrypted. - Tested: a Windows PC hosting with an iPhone visiting over home Wi-Fi, and over the internet with the phone on mobile
data; Windows and Mac together; four players; players leaving and coming back. - Windows asks once to allow the game on networks (allow Private), and the network must be Private; the iPhone and
the Mac ask once for local network access. - Steps and tips (Tailscale when you cannot open a port): the README's
Playing together.
Builder
- The build folder on another drive than the tool now works (nxnative's
DM_GAMES_DIRis split on the system's
path separator, not on:). - Windows without Apple's tools:
nxs2.py setup --no-ios(or Setup with "iPhone IPA" unticked) sets up the
Windows game only. - The Windows game's recordings of the run-time shaders also finish the iPhone app of the same build folder
(nxs2.py refreshpicks them up). nxs2.py --version; the window's title shows the version.- Windows: when the builder window does not open,
Pokopia Native Builder.cmdnow says why and waits (no Python, a
Python older than 3.12, the Microsoft Store's "python" placeholder, Python without Tk), and writesbuilder-log.txt
beside itself for a report.
Known issues
- The Windows game was developed and tested on one PC (Windows 11, NVIDIA). AMD and Intel GPUs are untested; please
report how it runs. - Physical controllers on Windows were tested with SDL's virtual pads only;
-PadChecklogs everything for a report. - The first start on Windows draws some effects late while the run-time shaders are translated (about 150, once).
- Link Play over the internet needs the host's router to forward a port; there is no matchmaking server. Hosting from an
iPhone over the internet is untested, as are Tailscale-style virtual networks. - The iPhone app reads its settings when it starts: after changing Link Play settings, close it fully and open it again.
- Internet play must match on every device: a device with Internet play on does not see a host on the same Wi-Fi
that has it off ("destination not found"). For play on one network, leave it off everywhere.
Upgrading
- Mac / iPhone: unzip the new download, run Setup once in it, build again with your dump: only what changed is
redone, and your recorded shaders stay. Install the new iPhone app over the old one (never delete the app first:
that deletes its save); the game files on the phone only need copying again if you moved to another update of the
game. Mac saves live outside the app. Steps: the README's "Updating from an older version". - Windows (iPhone builder from 1.0.x): the same. The Windows game is new: tick "Windows: play on this PC".
Checksums (SHA-256)
21ac12d5a8ceb64882aa030a08660ffcd378811a3872b6bb60b12b51c5ffeaf7 Pokopia-Native-for-Windows.zip
5e4867d08b5cdea561624efc8870309f9bfa868eb2007590c80628f37efd77fe Pokopia-Native-for-Mac.zip