Fusion Pikmin 2 — solo and co-op diagnostic build, 2026-10-10 r4

This is an experimental native Pikmin 2 solo and online co-op test. P2 Archipelago
integration is not included. Expect unfinished behavior; use a separate campaign.
Windows x64; both players need this same package and their own legal USA Pikmin 2
GPVE01 revision 0 ISO/GCM. No game image, assets, saves or credentials are bundled.

1. Extract the ZIP into a new writable folder; run Play.cmd.
2. Click Set up disc, choose your own ISO/GCM, and choose an existing parent
   folder with at least 1.25 GB free. Setup creates a fresh private assets folder,
   reads the disc without changing it, and verifies each extracted file. The
   assets and manifest fields fill automatically. Setup.cmd offers the same flow;
   select its printed assets folder in Play.cmd. Extraction can take minutes.
Solo: after step 2, choose New campaign folder and click Solo / resume.
No partner, invitation, relay or internet connection is needed for solo play.
Use the in-game file menu to start or continue a save; the launcher slot selector
is for online play. Later, select the same solo campaign and click Solo / resume.
Solo and online campaigns must use separate folders. Diagnostics are always on:
native output, memory-card operations and tick timing are recorded automatically.
Click Collect logs after a failure and send that ZIP with your last action.
Save in-game before closing; Stop ends an unresponsive run without promising a save.

Online co-op:
3. Host: use New campaign folder; select save slot 1, then Host / resume.
   Once ready, Save invitation and Save my code. Send both privately to the guest.
4. Guest: choose those invitation and host offer files; use New campaign folder
   for each join, then Join. Save my code and send the answer privately to host.
5. Host: Import partner answer. Wait for both games to connect. Each player uses
   their own captain. Keep connection files private; they contain live ICE data.
   The public relay requires an internet connection and may be unavailable.
6. Save using the game's normal save prompt. Host / resume uses the same host
   campaign and slot; give the guest a NEW invitation/offer and NEW guest folder.
   Preserve host folders; guest folders are snapshots, not authoritative saves.

Diagnostic play: tracing defaults on; the window starts centered at 960x540.
Try landing, separate captain movement, throwing/whistling, fighting/carrying, entering a cave,
advancing a floor, leaving the cave, saving, then host resume with a fresh guest.
Record the area/cave/floor, what each captain did, and whether one or both PCs
failed. Stop on a failure and preserve both campaign folders.

Click Collect logs, or run Collect-logs.cmd and choose the campaign folder.
This explicitly creates a ZIP; it uploads nothing. It includes sanitized tails
of native/crash logs, result and load receipt from the newest 10 runs, plus build
provenance. Review it before sharing. Game assets, saves/cards, invitations,
ICE codes, settings and memory dumps are excluded. Submit both players' ZIPs
with your steps and observed result. Save sharing is a separate explicit choice;
do not send your whole campaign folder or disc assets. Report any failure as soon
as it happens; completing the remaining steps is not required.

Crash dumps can contain private game assets and credentials. Keep existing
Windows crash dumps local (often %LOCALAPPDATA%\CrashDumps, if Windows dump capture
has already been configured; creation is not guaranteed); provide one only when specifically requested through
a private channel. This package does not alter Windows crash dump settings.

See RELEASE-NOTES.txt, VERIFICATION.json and BUILD-PROVENANCE.json for this revision.
