ss-coop
ItsPainYCo-op Anything
- See each otherSynced
- StorySynced
- EnemiesPartly
- WorldPartly
- ItemsPer player
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).
Your own copy of The Legend of Zelda: Skyward Sword.