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CupheadArchipelago

Mod Created by JKLeckr

A mod for Cuphead!

Intro

This mod is designed to work with Archipelago, but it also adds extra features to the game as well. Parts can be enabled or disabled in the config.

This mod is currently in the alpha phase which means it is still missing things. So, do not expect a dreamy vacation on Inkwell Isle while immersing yourself in the mod. Caveat Emptor!

Links

Cuphead Game: Steam, GOG

Archipelago: GitHub

APWorld: Archipelago-cuphead

Client Mod: CupheadArchipelagoMod (This project)

Install

Note: The install process is WIP, so it is not the most user-friendly.

Prerequisites

  • A legal copy of Cuphead
  • BepInEx 5.x (x64)

Instructions

  1. Download the CupheadArchipelago mod from the releases page.

  2. Place the extracted contents of BepInEx 5.x x64 for your OS into the Cuphead installation folder (the folder with cuphead.exe in it). There should be a winhttp.dll and a doorstop_config along with a BepInEx folder and some other files in the same directory as cuphead.exe. [Screenshot]

  3. Extract the CupheadArchipelago folder from the CupheadArchipelago mod zip and place it into the BepInEx/plugins folder. There should be a CupheadArchipelago folder BepInEx/plugins that contains several DLL's like CupheadArchipelago.dll. [Screenshot]

  4. Launch game. The mod name and version should show in the main menu. [Screenshot]

Extra Notes

  • Make sure you are installing the binary build of the mod and not the source code. Don't be one of those fellas!
  • If BepInEx/plugins does not exist, you can launch the game with BepInEx once, or create the folder yourself.
  • If you are on the Steam version, and the mod does not load, launch the game directly from Steam.
  • If you are on Linux using Wine/Proton, use the Windows build of BepInEx.
  • If you are using Steam on Linux or SteamOS, make sure to put WINEDLLOVERRIDES="winhttp=n,b" %command% in the launch arguments.
  • There are no binary builds of CupheadArchipelago for macOS. You can build from source, but you are on your own. There are known issues that prevent secured connections from working.

Building

See BUILDING.md

Setting up Archipelago

  1. Launch Cuphead with CupheadArchipelago installed. It will create the config files.
  2. Select an empty save slot. (Note the save slot must be empty to enable or disable Archipelago on it.)
  3. Press the button combination shown in game to show the Archiepalago setup menu (if you are using a keyboard, it's C+Z by default). [Screenshot]
  4. Set it to enabled (use left/right to toggle enabled), and set all the required settings for connecting to Archipelago.
  5. Once you are done, close the Archipelago setup menu and start the save slot. (Note it says "AP" in the corner of the save slot if Archipelago is enabled).
  6. Have fun, and watch out for bugs!

Logs

If you want to see what is going on behind the scenes (useful for diagnosing problems), you should check the logs. The logs are located in the BepInEx folder in the game directory. Logging can be configured in the config (See Configuring).

Configuring

The config files are in the game directory's BepInEx/config folder. The mod config file is called com.JKLeckr.CupheadArchipelago.cfg. It might be useful for debugging to add more verbose logging flags in the config. The game must be launched at least once for this to appear.

Logging

Logging can be configured in the config.

The BepInEx console allows you to see what's going on in real time. By default, the BepInEx console is disabled.

These are notable config files and their settings for logging:

  • BepInEx.cfg

    • Under [Logging.Console], set Enabled to true to see the logging console window. Useful for seeing what's going on in real time. The log file might update regularly too, but it isn't as real time.
    • Under [Logging], setting UnityLogListening to true helps with logging what Cuphead itself is logging.
  • com.JKLeckr.CupheadArchipelago.cfg

    • Adding Network to Logging will show more verbose network action logging.
    • Debug is probably too verbose to be useful for most people currently. Logging is pretty verbose, even without Debug currently while the mod is in heavy development.

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