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faq.md

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How is ALttPO different from emu-coop and others?

  • You can see other players in real time when they're in the same location as you
  • Sound effects from other players on the same screen are synced
  • Custom player sprites are supported and are visible to other players
  • Nearly all game state that is synced is synced at the full 60fps that the game runs at
  • Network communication among players is done via raw UDP sockets, not over IRC or other TCP-based means
  • Multiple players (more than two) are supported in the same game
  • Designed in a peer-to-peer fashion with a custom server responsible only for peer discovery and traffic forwarding between peers

Is it open-source?

Does it run on my system?

  • If your system is Windows, MacOS, or Linux, then yes.
  • Cross-platform support is one of the goals of the project.
  • If your system is not Win/Mac/Linux then it would require some porting effort but that effort is entirely contained within the bsnes project and not ALttPO itself.

What is ALttPO implemented in?

Is it compatible with real SNES consoles?

  • Not currently.
  • At some point in the future this avenue could be explored but for now it requires the bsnes emulator.

Does it work with any SNES emulator?

  • Not currently.
  • Only bsnes is supported at this time.

Why bsnes and why not snes9x or my favorite emulator?

  • Bsnes was chosen for its high emulation accuracy and for the quality and maintainability of its codebase
  • Bsnes natively supports multiple platforms out of the box, not just Windows
  • Bsnes has its own cross-platform GUI library for handling windows, buttons, checkboxes, labels, etc.
  • Other emulators could be supported in the future but this would require porting effort; time is better spent on improving ALttPO right now rather than extending support to more emulators.

What ALTTP ROMs are supported?

  • US v1.2
  • JP v1.0
  • VeeTorp's Randomizer ROMs based on JP 1.0 as of v31

What world state IS synced?

  • Temporary real-time overworld area changes e.g. picked up bushes, stones, signs, cut grass, shovel dig sites
  • Permanent overworld area changes e.g. lumberjack tree cut down, revealed secrets, bombed walls
  • Permanent underworld area changes e.g. doors opened, bombed, chests opened
  • Underworld torch lit/unlit state
  • General progress indicators for NPCs e.g. bottle salesman, hobo, dwarven swordsmiths, witch
  • Temporary objects on screen:
    • Bombs
    • Arrows
    • Ice rod shots
    • Fire rod shots
    • Somaria blocks
    • Moving gravestones
    • Explosions

What world state IS NOT synced?

  • Temporary real-time underworld area changes e.g. picked up pots, star tile changes, trap floors, trap doors
  • Enemies on the screen
  • Item drops on the screen
  • Players cannot directly interact but can indirectly harm one another via bombs

Which player items ARE synced?

  • Bow & silver upgrade
  • Boomerang (blue, red)
  • Hookshot
  • Mushroom, powder (randomizer note: cannot lose mushroom once gained)
  • Fire rod
  • Ice rod
  • Bombos medallion
  • Ether medallion
  • Quake medallion
  • Lantern
  • Hammer
  • Shovel, flute
  • Bug net
  • Book of Mudora
  • Bottle count (NOT contents)
  • Cane of Somaria
  • Cane of Byrna
  • Magic Cape
  • Magic Mirror

Which player items ARE NOT synced?

  • Arrows count
  • Bombs count
  • Rupees count
  • Bottle contents (only new pre-filled bottles are synced)
  • Life meter
  • Magic meter

Which player stats ARE synced?

  • Pegasus boots
  • Mitts/gloves
  • Flippers
  • Moon pearl
  • Arrows capacity
  • Bombs capacity
  • 1/2 and 1/4 magic
  • Sword level (fighter, master, tempered, butter)
  • Shield level (no shield, fighter, fire, mirror)
  • Armor level (aka mail/tunic color, green, blue, red)
  • Heart containers and quarter heart pieces

What dungeon progress IS synced?

  • Pendants and crystals
  • Dungeon big keys
  • Dungeon compasses
  • Dungeon maps

What dungeon progress IS NOT synced?

  • Dungeon small keys