NETPLAYEmulator netplay · 2011 · Nintendo in-house

The Legend of Zelda: Skyward Sword

ss-coop by ItsPainY: in development, rated C (Rough).

ss-coop

ItsPainYCo-op Anything

C
RoughAlpha builds, or partial sync without the story. Expect desyncs and crashes.
Stage
In development
Co-op
53%
Synced
  • See each otherSynced
  • StorySynced
  • EnemiesPartly
  • WorldPartly
  • ItemsPer player
Connect
Direct IP
Players
2
Tested
Automated tests
Features
Made with Co-op AnythingStory co-opOpen sourceAutomated tests
Latest release
No release yet
Last activity
Active Oct 26, 2026
GitHub stars
0
About this project

Wii USA disc SOUE01 revision 0 in Dolphin 2609a, each player with their own dump. A bridge next to each Dolphin reads and writes guest memory and talks UDP (host forwards one port); a REL built from the zeldaret/ss decomp replaces the unused J_TEST actor and draws the other player as a second Link (models, outfit, real animations, sword, shield, held items). Story, item, scene, dungeon (keys), chest and enemy defeat flags are shared and written to both save files; loads and resets cannot erase the other player's progress. Live enemies are owned by the nearer player (epochs, following playbook/actor-ownership.md); the other game shows them at the owner's position with shared (lower) health, and Keese, ChuChus, Remlits and Skytails also with the owner's animation. Enemies only damage their own game's Link. A two-PC internet session was played with version 0.1; later features are covered by an automated two-client bot test (21 checks, Skyloft, see games/skyward-sword).

What you need

Your own copy of The Legend of Zelda: Skyward Sword.

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