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Taz Wanted Guide

Taz Wanted — Setup Guide

What you need

Enabling PINE in PCSX2

Settings → Advanced → tick Enable PINE, and leave the slot at 28011. The client talks to the emulator through it; nothing works without it.

The first time: double-click your .apTAZ

That is the whole setup. The Taz Wanted Client opens and asks you two questions, once ever:

  1. Where is PCSX2? Point it at pcsx2-qt.exe.
  2. Where is your Taz Wanted dump? Point it at your own .bin or .iso.

If you pick the wrong file it says so on the spot — it names both hashes and, since it can see the size, what kind of wrong it is: a different revision or region, an image of some other disc, or not a disc image at all. Every address this patcher writes was measured out of one revision, so a different disc would produce an image that boots and is quietly wrong. It is refused rather than patched.

Then it patches — about thirty seconds, with a progress bar — and writes two files beside your .apTAZ:

    P1_YourName_<room>.apTAZ     what you downloaded
    P1_YourName_<room>.bin       your playable disc
    P1_YourName_<room>.cue       so PCSX2 knows what it is looking at

If you gave it an .iso, you get P1_YourName_<room>.iso instead and no .cue — PCSX2 mounts one directly, and a .cue describing it as MODE2/2352 would be describing it wrongly.

Your original dump is never modified. PCSX2 then starts on the patched image by itself.

⚠ Connect BEFORE you choose English

This is the one rule. The moment the game starts, connect the client to your room and slot — before you touch the Choose Language screen.

Connecting after that screen means the client has already missed its chance to set your slot up, and the run has to be restarted from a cold boot. The client says this in red every time it starts a game, and shouts if it catches you at the main menu still unconnected.

Playing again later

Two ways, and they are the same game either way:

Either way, connect before the language screen.

If you delete the patched .bin, double-clicking the .apTAZ simply builds it again — and you will not be asked for PCSX2 or your dump a second time, because those answers are kept in host.yaml.

Before you start a file

Set the difficulty to match your yaml. The client warns you if they disagree, but by then some checks may already be unreachable.

Then start a new file — any of the three slots works. The client writes nothing until a save file is loaded, so it is safe to leave running at the title screen.

Boot from cold, not from a save state

A save state made on a different build of the disc restores the old archive directory, the old executable and the old sound contents over your patched image. Start the game normally; save files are fine, save states carried across a re-patch are not.

What the patch actually changes

Everything else is the game you already own.

Commands

Typed into the client:

Command What it does
/taz Mode, locations sent, unlocks, and what the goal still needs
/goal In Open, each goal condition and how far along it is. In Linear, every poster gate and which ones are open
/difficulty What the game is set to versus what your yaml expects
/deathlink Turn DeathLink on or off, overriding the yaml
/resync Rebuild everything from the server's item list

/resync is rarely needed — the client does it on connect — but it is the fix if the game ever looks out of step with what you own.

Game modes

Open shuffles level access into the multiworld. Every level, boss, costume and bonus game is an item, and you choose what the goal requires: Wanted Posters, boss defeats, the Hindenbird's own unlock, or any combination.

Linear leaves the game's own progression alone. Levels unlock as they normally would, but each boss is gated behind a number of Wanted Posters. Costumes and bonus games are still shuffled.

Things worth knowing

If something goes wrong