Big Replay
Auto-starts the standalone Big Replay recorder next to a modded Big Walk launch (read-only; not for validated runs).
| Date uploaded | a week ago |
| Version | 0.1.0 |
| Download link | iameli-Big_Replay-0.1.0.zip |
| Downloads | 17 |
| Dependency string | iameli-Big_Replay-0.1.0 |
This mod requires the following mods to function
BepInEx-BepInExPack_IL2CPP
BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.
Preferred version: 6.0.755README
Big Replay — Launcher
Records 12-player Big Walk runs from outside the game and plays them back on a map.
This package auto-starts the standalone Big Replay recorder when you launch Big Walk through a mod manager, and closes it (after saving) when the game exits. Big Replay itself stays a separate executable: it never patches the game and never writes to it — it reads memory only, the same class of tool as the community LiveSplit autosplitter.
Install
- Install this package with your mod manager (it pulls in
BepInExPack_IL2CPP). - Launch Big Walk through the mod manager as usual — Big Replay opens by itself.
- Play. Replays are saved to
Documents\BigReplay\on the host's PC. - Watch them at https://big-replay.iame.li/, or drop a replay file into the viewer.
Run this on the host's machine: Mirror's host is the only side that sees all 12 player bodies and all gourd state.
⚠️ Speedrun validity — installing anything through a mod manager means the game loads mods. For validated runs use the standalone Big Replay with a vanilla launch. This package is the convenience path for people who don't care about that distinction; the recorder it starts is identical.
How the launcher behaves
- Starts
BigReplay.exewith--exit-with-game <game pid>. - Big Replay then exits — after finishing and saving the current replay — when the game process ends, including a crash (this game's shutdown frequently throws, so relying on clean shutdown callbacks would leave the recorder orphaned).
- A 25-second grace period covers quick relaunches; a relaunch cancels the shutdown.
- If Big Replay is already running, nothing happens (no duplicate windows).
Config
| Entry | Default | Meaning |
|---|---|---|
Launcher / Enabled |
true |
Start Big Replay alongside the game. |
Launcher / ExePath |
(empty) | Explicit path to BigReplay.exe; empty = <profile>/BigReplay/BigReplay.exe. |
Launcher / GraceSeconds |
25 |
Seconds after the game exits before Big Replay closes. |
Troubleshooting
The game crashed on the very first modded launch. That's BepInEx generating its IL2CPP
interop assemblies (normally a several-minute, seemingly-frozen first launch). If it crashes
instead of finishing, just launch again — generation restarts each run — or copy a working
BepInEx/interop folder from another profile. After it succeeds, launches are fast and stable.
Big Replay didn't open. Check BepInEx/config/com.bigwalk.replaylauncher.cfg (Enabled,
ExePath) and BepInEx/LogOutput.log for a Started Big Replay line.
Links
- Source, standalone downloads, docs: https://github.com/iameli/big-replay
- Replay viewer: https://big-replay.iame.li/
- Trust notes (no writes, no injection, no game modification): https://github.com/iameli/big-replay/blob/next/docs/trust.md
CHANGELOG
Changelog
0.1.4
- Recorder repinned to Big Walk 1.6.0 (build 25723723, metadata still v39): new binary
layout (
ImageSize74084352, shifted metadata/type/field tables),PlayerNetworking.isPendingmoved 0x150 → 0x158. Verified live against a running 1.6.0 session — 3 players with names and positions, 45 gourds. Older builds are still refused by the attach fingerprint check.
0.1.3
- Added an MIT "LICENSE" to the repository and to the package.
0.1.2
- Documentation correction: any player in the lobby can run Big Replay — player, gourd and monument state is replicated to every client, so the recorder no longer needs to run on the host. (Recorder window hint text updated to match.)
- The Thunderstore package is now built in CI and attached to every GitHub release
(
Big_Replay-<version>.zip), alongside the installer and portable zip.
0.1.1
- Removed the launcher's executable-path config entry. BepInEx configs are shared as codes, so
a path setting would let a shared config point the launcher at an arbitrary program. The
payload location is now fixed at
<profile>/BigReplay/BigReplay.exe. - Package README: troubleshooting notes for the first-launch interop generation step.
0.1.0
- Initial release: launches the standalone Big Replay recorder alongside a modded Big Walk launch, and closes it (saving the current replay) after the game exits — crash-proof via process watching, with a relaunch grace period.