1 # Borderlands 2 — 2-player split-screen / dual-monitor co-op on Linux
3 Runs **two local instances** of Borderlands 2 that connect to each other over
4 Goldberg's emulated Steam LAN, so two people can play co-op on one PC — each with
5 their own controller, save, and screen. Tested on **Arch + KDE Plasma 6 (Wayland)**.
7 - **Two monitors:** one instance fullscreen on each (auto-detected).
8 - **One monitor:** side-by-side split.
9 - Each Xbox controller drives only its own instance.
11 > BL2 has no native PC split-screen; this launches two copies networked over LAN.
12 > Only legitimate because you own the game. No game files or saves are committed here.
14 
18 - **Borderlands 2 installed via Steam, forced to the Windows build under Proton**
19 (see setup step 1). The native Linux (Aspyr) build is supported as a fallback but
20 is crash-prone with two instances — Proton is the recommended path.
21 - Packages: `umu-launcher`, `gamescope` *(optional)*, `qt6-tools` (for `qdbus6`),
22 `bubblewrap`, `libarchive` (`bsdtar`), `curl`, `binutils` (`strings`).
24 sudo pacman -S umu-launcher qt6-tools bubblewrap libarchive curl binutils
26 - **Recommended:** an entropy daemon so the second instance doesn't stall on
27 startup waiting for randomness (see Troubleshooting):
29 sudo pacman -S haveged && sudo systemctl enable --now haveged
31 - Two Xbox controllers (any two distinguishable pads).
35 1. **Point Steam at the Windows build.** Steam → *Borderlands 2 → Properties →
36 Compatibility →* tick **"Force the use of a specific Steam Play compatibility
37 tool"** → pick **Proton Experimental** (or a stable Proton). Steam re-downloads
38 the Windows depot. (To use the native Linux build instead, skip this — the script
39 auto-detects which is installed.)
41 2. **Build the two copies:**
44 ./bl2-splitscreen.sh check # verifies prerequisites; shows detected mode
45 ./bl2-splitscreen.sh setup # downloads Goldberg + builds p1/ and p2/
47 `setup` auto-downloads the Goldberg emulator (it is **not** committed to this
48 repo) and builds two symlink-mirror copies of the game with per-player Steam
49 identities. First `run` also makes umu download Proton + build each prefix (slow,
52 3. **Play** (turn on both controllers first):
54 ./bl2-splitscreen.sh run
56 With two monitors each game opens fullscreen on its own display; with one, they
57 tile side-by-side. In-game: **Player 1** *Play → host over LAN*; **Player 2**
58 *Play → Join → pick the LAN game*. `Ctrl-C` kills both.
64 | `./bl2-splitscreen.sh fetch` | download the Goldberg emulator into `goldberg/` |
65 | `./bl2-splitscreen.sh check` | verify prerequisites; print the detected mode |
66 | `./bl2-splitscreen.sh setup` | fetch Goldberg + build `p1/`, `p2/` |
67 | `./bl2-splitscreen.sh run` | launch both instances + place windows |
68 | `./bl2-splitscreen.sh tile` | re-place the two windows |
69 | `./bl2-splitscreen.sh kill` | terminate all running Borderlands 2 instances |
70 | `./bl2-splitscreen.sh clean` | kill instances, then remove `p1/`, `p2/` (copies + saves + prefixes) |
72 Useful env overrides: `MODE=native|proton`, `DISPLAY_MODE=dual|split`,
73 `ISOLATION=bwrap|sdl`, `SPLASH_WAIT=<secs>`, `STAGGER=<secs>`.
77 | Concern | Solution |
79 | Two instances at once | Each copy uses **Goldberg** (`steam_api.dll`) instead of real Steam; they connect over emulated LAN |
80 | Goldberg actually loads | The `.exe` is copied **real** (not symlinked) so Wine loads DLLs from our dir, not the real install's `steam_api.dll` |
81 | Two different LAN players | Per-copy `force_account_name.txt` + `force_steamid.txt` |
82 | No startup crash | `steam_interfaces.txt` extracted from the original Steam lib per copy |
83 | Separate saves | Each instance has its own Proton prefix (`p1/prefix`, `p2/prefix`) |
84 | Co-op finds each other | Goldberg `custom_broadcasts.txt` → `127.0.0.1` (broadcast doesn't cross the two Proton containers) |
85 | Skips slow "Creating online session" | Goldberg `configs.main.ini` → `offline=1` |
86 | Windowed at the right size | `-windowed -ResX -ResY`; **no gamescope** (it hides raw controllers from nested clients) |
87 | One controller per instance | **bwrap** masks the other pad's `/dev/input` nodes (the Xbox pads are evdev-only, no hidraw) |
88 | Window placement | KWin script via `qdbus6` — one monitor each (dual) or side-by-side (single) |
89 | No intro-logo wait | Intro movies disabled in each prefix's `WillowEngine.ini` |
90 | No 13 GB duplication | `cp -as` symlink-mirror; only `steam_api.dll` + the `.exe` are real copies |
92 ## What's in git (and what isn't)
94 **Committed** (enough for anyone to reproduce):
96 bl2-splitscreen.sh the launcher/setup script
99 goldberg/.gitkeep empty dir; setup downloads binaries into it
100 p1/.gitkeep p2/.gitkeep
103 **Never committed** (`.gitignore`):
104 - `goldberg/steam_api.dll`, `goldberg/libsteam_api.so` — the Goldberg emulator
105 binaries. They implement Steam's proprietary API, so they aren't redistributed
106 here; `setup` downloads them from the upstream releases (gbe_fork / Mr_Goldberg).
107 - `p1/`, `p2/` (except `.gitkeep`) — the game copies, **your save games**, and Wine
108 prefixes. Machine-specific and large.
111 So another person clones the repo, forces Proton on their own BL2 in Steam, runs
112 `./bl2-splitscreen.sh setup`, and everything else is pulled/generated locally.
116 - **Both pads control both screens / keyboard controls both:** the games read input
117 globally. Controllers are isolated by `bwrap` device-masking (default). Keyboard &
118 mouse are *not* isolated — use a controller per player; kb/mouse is only for menus.
119 - **A pad drives the wrong screen or none:** ensure `ISOLATION=bwrap` (default). If
120 **Steam is running**, its Steam Input virtual pads can interfere — quit Steam.
121 - **Stuck on "Creating online session":** should be quick with `offline=1` (set by
122 setup). If a co-op *join* ever breaks, remove the offline setting:
123 `rm p{1,2}/game/Binaries/Win32/steam_settings/configs.main.ini`
124 - **They don't see each other on LAN:** Player 1 hosts first (the script staggers
125 launches). Discovery uses `custom_broadcasts.txt` (localhost).
126 - **The 2nd instance takes ages to reach the menu — and speeds up when you jiggle
127 the mouse:** classic **entropy starvation** — something in the Wine/Goldberg/crypto
128 path blocks on `/dev/random` waiting for randomness, and mouse movement feeds the
129 pool. Fix it with an entropy daemon (also in Requirements):
130 `sudo pacman -S haveged && sudo systemctl enable --now haveged`.
131 The two instances also share a DXVK shader cache (`dxvk-cache/`) so the 2nd reuses
132 the 1st's shaders; if still slow, raise the launch gap: `STAGGER=45 ./bl2-splitscreen.sh run`.
133 - **In-game "Quit Borderlands 2 → Yes" does nothing / hangs:** the game's shutdown
134 path stalls under Goldberg (Steam-networking cleanup, worse with offline mode).
135 Don't use in-game Quit — close with **`./bl2-splitscreen.sh kill`** or **Ctrl-C**
136 in the run terminal (safe: you're at the menu, nothing is saving).
137 - **Ctrl-C / kill left something running:** `./bl2-splitscreen.sh kill` tears down
138 the whole game + Proton/Wine tree.
139 - **A window won't sit on its monitor:** re-run `./bl2-splitscreen.sh tile`; raise
140 `SPLASH_WAIT` if it fires before the game settles.
141 - **Reset everything:** `./bl2-splitscreen.sh clean` (removes copies + saves; the
142 real Steam install is untouched).
144 ## Native (Aspyr Linux) fallback
146 If Steam has the native Linux build installed, the script auto-detects `native` mode:
147 it uses the **classic Mr_Goldberg** `.so` (gbe_fork crashes that old binary), runs
148 inside the Steam scout runtime, and isolates controllers the same way. It works, but
149 the second instance is prone to crashing — prefer the Proton path.