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daurosk/oot-remake-multiplayer

Games

Online co-op mod for the Ocarina of Time remake, running first on an emulator and later on a native PC recompilation.

123
10
C++
GPL-3.0
5 days old

Project overview

This project adds online co-op to the PC remake of Ocarina of Time. Up to four players share one game world: they see each other as Link, fight the same enemies, share items, keys and dungeon progress, and use in-game chat. It is aimed at players who already own the game and want to play the story together.

The work follows one design across two targets. The emulator kit patches a Fritchii emulator build and is the more established path. An experimental port runs the same co-op code, protocol and server on Hookshot, a native PC recompilation, so emulator and Hookshot players can join the same game. The transport is an ENet server, and stage progress is tracked in the project plan; each feature is tested first with two instances on one PC, then with testers on separate PCs.

Getting started

The quickest route is the emulator kit. Download the newest oot-coop-...zip pre-release from the releases page, unzip it into a short path such as C:\oot-coop, and add your own game dump, keys and firmware. Run make-puppet-pack.cmd once to build the puppet pack from your own game files. The host double-clicks Host.bat, shares the invite code it copies, and each other player pastes that code into Join.bat. The detailed walkthrough is in the setup guide; LAN and internet play are covered separately, and the invite code uses UPnP port forwarding plus hole punching.

The Hookshot route is experimental and builds the game on your PC: Build-Hookshot-Coop.bat takes about 10 to 45 minutes the first time, then Host-Hookshot.bat and Join-Hookshot.bat start and join games. Full steps are in the Hookshot setup section. Every player must use the same release and game version; the current release is protocol 10, so all players update together via Update.bat and rebuild the puppet pack afterwards. Test releases after this one are Hookshot-only.

To build from source, use CMake 3.24 or newer and a C++20 compiler: cmake -S . -B build, then cmake --build build --config Release and ctest --test-dir build -C Release.

Requirements and limits

You must supply your own legally obtained copy of the game; the repository ships no game files, keys or firmware. The emulator path needs the same game version across all players, and only version 1.1.1 is verified. The Hookshot path needs a mesh-shader GPU (NVIDIA RTX 20 or newer, or AMD RX 6000 or newer), 16 GB of RAM and roughly 60 GB free during the build, and it can crash outside Kokiri Forest or on some AMD cards. The Linux and Steam Deck kit is experimental and has not been played on real Linux hardware.

The host's save decides the group's progress: a host save load resets everyone to it, and a guest who joins from the title receives the host's save. Several features are built but not yet verified in a real game, including some boss behavior, story cutscenes watched together, and parts of the Hookshot port. Code or cheat mods stop co-op; texture and model mods work. Online sessions encrypt game traffic with the join password and open only UDP port 27510 on the host; details are in SECURITY.md. The project is GPL-3.0 and is an unofficial fan project.

HotRepo's take

The repository appeared on the HotRepo new-project list for C++ on 2026-11-13, recording 6 Star gains in a window of about 1.5 hours at 107 Stars and 6 forks. That is a short single snapshot, so it establishes visibility on that day rather than a trend. What stands out technically is the staging discipline: the README documents per-feature test status, a shared server and wire protocol across emulator and recomp targets, and a save-ownership model that resolves the usual co-op progress conflicts. The main open question for new users is maturity, since much of the README reports one-PC verification and unverified features.

Written by AI from the project's README, updated . The project's own docs are the source of truth.

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