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🗡️ TOTK Multiplayer

A network-protocol co-op mod for The Legend of Zelda: Tears of the Kingdom on modded Switch hardware. See each other roam Hyrule in real time — powered by a thin on-console memory pipe and an authoritative PC server.


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What this is

TOTK has no networking code. This project synchronizes two (or more) consoles by reading player state out of the game's RAM, relaying it over the network, and writing it back as a visible "ghost" — the same technique the Breath of the Wild multiplayer mods use. The realistic v1 target is ghost co-op: you and your brother see each other move, turn, and animate in your own worlds, with shared HP/loose combat as a stretch goal. (Fully synced enemy AI/physics is explicitly out of scope — see ROADMAP.md.)

Architecture

   ┌──────────── AUTHORITATIVE PC SERVER ────────────┐
   │  validates state · relays · interpolation ·     │
   │  address config · hosts Switch-only clients      │
   └───────▲──────────────────────────────▲──────────┘
           │ UDP (wire-protocol v0)        │
     ┌─────┴──────┐                  ┌─────┴──────┐
     │  Switch A  │                  │  Switch B  │
     │ thin sysmod│                  │ thin sysmod│
     │ read/write │                  │ read/write │
     │  game RAM  │                  │  game RAM  │
     └────────────┘                  └────────────┘

The Switch stays dumb (just moves bytes); all logic lives on the PC where iteration is fast. A single PC doubles as a server, so a friend needs only a modded Switch — no PC of their own. Multiple servers can later federate (server interlink).

Repo layout

totk-multiplayer/
├── ROADMAP.md          # the full phased, robustness-first plan
├── config/             # version pin, wire protocol, address-map schemas
├── pc-tools/           # Phase 0 pipeline — runnable NOW against a fake console
│   ├── protocol.py       shared wire-protocol v0
│   ├── fake_switch.py     synthetic console (streams fake telemetry)
│   ├── recorder.py        capture stream -> session file
│   ├── analyzer.py        offline address hunter
│   └── visualizer.py      live top-down map
├── sysmodule/          # thin Atmosphère memory-pipe (C/libnx skeleton)
└── pc-server/          # authoritative server (Phase 4+)

Try it now — no console required

The entire PC pipeline runs today against a fake Switch with known ground truth, so it's build and verify before hardware:

cd pc-tools

# watch a fake Link move live on a map
python3 fake_switch.py &
python3 visualizer.py

# or: record a session and hunt its addresses offline
python3 recorder.py --label demo &
python3 fake_switch.py --duration 60
python3 analyzer.py --verify ../config/sim_layout.json

See pc-tools/README.md for details.

Status

Phase 0 (foundations / PC pipeline) — ✅ done & verified: fake console → recorder → analyzer (finds 6/6 planted fields) → live map, plus an authoritative PC server relaying/validating two fake players. Console-dependent phases (real addresses, ghost actor, two-player sync) begin once the hardware is modded. Target game version is pinned to 1.2.1.

Requirements

  • PC tools: Python 3.9+ (standard library only; tkinter for the visualizer).
  • Console (later): a hackable Switch running Atmosphère CFW, TOTK 1.2.1, EdiZon-SE, devkitPro/libnx to build the sysmodule.

⚠️ Legal / disclaimer

This repository contains only original tooling and code — no Nintendo assets, no game dumps, no keys. It requires you to own and dump your own copy of the game. This is a homebrew / reverse-engineering project for educational and personal use, not affiliated with or endorsed by Nintendo. Nintendo, The Legend of Zelda, and Tears of the Kingdom are trademarks of Nintendo. Use at your own risk.

License

MIT © 2026 phyrobyte

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Network-protocol co-op mod for Zelda: Tears of the Kingdom on modded Switch — thin on-console memory pipe + authoritative PC server.

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