Add Archipelago MW support to Yoku's Island Adventure
Find a file
2025-06-25 14:15:35 -07:00
APCpp@185b6498d1 Enable compression for APCpp 2025-06-25 14:15:35 -07:00
asm_hxx@9b1c186c76 initial commit 2025-02-18 17:47:26 -08:00
data initial commit 2025-02-18 17:47:26 -08:00
launcher/src Add ability to enable console output. 2025-03-16 16:28:56 -07:00
mod Enable compression for APCpp 2025-06-25 14:15:35 -07:00
UATServerIX Add basic autotracking support 2025-03-31 19:14:49 -07:00
utf8@217518d38b Update utf8 2025-03-26 11:52:19 -07:00
.clang-format initial commit 2025-02-18 17:47:26 -08:00
.gitignore fix steam instructions 2025-02-20 16:00:51 -08:00
.gitmodules initial commit 2025-02-18 17:47:26 -08:00
CMakeLists.txt Enable compression for APCpp 2025-06-25 14:15:35 -07:00
constants.hxx.in Add ability to enable console output. 2025-03-16 16:28:56 -07:00
LICENSE initial commit 2025-02-18 17:47:26 -08:00
Makefile add Makefile for linux builds 2025-02-24 11:46:59 -08:00
README.md Change linux advice in README 2025-02-26 16:21:37 -08:00

Yoku's Island Adventure Randomizer Mod

Required Software

Optional Software

Installation

Download yam-x.y.z.tgz from the releases page, and extract it into the game folder.

Launching

Launch the yam-launcher.exe file however you normally launch the game:

GOG

It should be enough to just click yam-launcher.exe, or make a shortcut, or whatever.

Epic

It should still work to simply open yam-launcher.exe; the game may complain about not being launched from the Epic launcher, but it will still run.

Steam

Windows

Modify "Launch Options" to read:

"C:\...\yam-launcher.exe" %COMMAND%

Replace C:\...\yam-launcher.exe with the correct full path to yam-launcher.exe.

Alternatively, you can add yam-launcher.exe as a non-steam game.

Linux

NOTE: I have not been able to test this code successfully on steam in linux. You're welcome to try it; YMMV.

On steam in linux, you will have to get proton to run yam-launcher.exe. Create the following script in the game folder:

#!/bin/bash
"${@:1:$#-1}" "$STEAM_COMPAT_INSTALL_PATH"/yam-launcher.exe

Make it executable, then set your game's "Launch Options" to:

./yam-proton.sh %COMMAND%

Replace yam-proton.sh with the name of the script file.

Opening a game and connecting to a server.

To open an archipelago game from the main menu:

  1. Select "Continue"
  2. Select an empty slot
  3. Select "Randomize mode"
  4. Set the difficulty to "Very Hard" (this does not depend on the configuration you set when you generated the world.)
  5. Choose any start option.
  6. When the beginning animation ends, the game will ask you if you want to load an APWorld. Select "Yes".
  7. The game will then prompt you for server/slot/password.

Bugs and Peculiarities

I can't see Yoku

If it's the beginning of the game, this may be because a dialog popped up before Yoku washed up. You're just off-screen to the left; walk right to fix it.

I can't get into the Boiling Underbelly

This is a known issue when the Key to the Underbelly is received as a remote item. To fix it, just save and then Reload from Checkpoint (you don't have to exit your game).

This isn't working on my system

If you're using steam on linux you might just be out of luck for now. I'm trying to figure out why that's not working correctly for me, but I don't have the answers yet. If the game is starting but can't connect to a server, you may be experiencing an issue with your wine prefix's certificate store. To fix it, try running internet explorer (wine iexplorer.exe) and then closing it. If that doesn't do the trick another reported fix is building the project from source.

If you're not on linux, or the above fixes don't work, let me know about it!

For anything else

The issue tracker is the best place to let me know about it.

Building

On Linux

You will need msvc-wine, GNU make, and cmake.

Download the source, switch to the directory, and run make. If that runs successfuly, then yam-<VERSION>.tgz will be in the build folder.

On Windows

You will need Visual Studio and cmake.

Download the source, switch to the directory, and run:

cmake -Bbuild .
cmake --build build --config Release

NOTE: The project will only compile if you choose the Release config because the Debug and Release versions of the std library are incompatible, and the game is compiled against the Release version.