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Box art for Divinity II: Developer's Cut
TOOLFramework or tool · Gamebryo-derived

Divinity II: Developer's Cut

divinity2-split-screen by cranebeaker: in development, rated D (Experimental).

divinity2-split-screen

cranebeakerCo-op Anything

D
ExperimentalPrototype, research build, or abandoned before it got far.
Stage
In development
Co-op
9%
Synced
  • See each otherNot synced
  • StoryNot synced
  • EnemiesNot synced
  • WorldNot synced
  • ItemsNot synced
Connect
Not stated
Players
2 (planned)
Tested
Automated tests
Features
Made with Co-op AnythingOpen sourceAutomated tests
Latest release
No release yet
Last activity
Active Oct 1, 2026
GitHub stars
-
About this project

Build from zero toward split-screen co-op, two players on one PC, started 2026-10-18. Stage 1 done; the game loads a 32-bit dinput8.dll proxy (it imports only DirectInput8Create). Stage 2 done; per-instance Profile and Savegames redirection via a MinHook hook on SHGetFolderPathA, enabled by an env-var token; verified with two real game instances, the real profile untouched in every run. No co-op gameplay yet; running two instances at the menu is flaky (a startup race in the engine's main-menu movie player, a pre-existing bug, proven not the hook). The automated test covers the isolation layer only. Tied to one exe build (addresses in the write-up); the hook is build-independent by design. MIT. Code, notes and tests in this repo's game folder.

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