pokeruby
pokemon-showdown-client
pokeruby | pokemon-showdown-client | |
---|---|---|
7 | 5 | |
745 | 537 | |
1.7% | 1.3% | |
5.6 | 9.3 | |
4 months ago | 9 days ago | |
C | PHP | |
- | GNU Affero General Public License v3.0 |
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pokeruby
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Nintendo classic 'Zelda: A Link to the Past' gets an unofficial PC port | It has key enhancements like widescreen support, faster transitions and pixel shaders.
Pokémon Ruby/Sapphire, Pokémon FireRed/LeafGreen and Pokémon Emerald.
- Anyone know of any resources that explain decompiling and how its done?
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Anyone have Ruby / sapphire trainer list / stat dumps?
The Ruby/Sapphire disassembly on GitHub lists the parties and IVs: https://github.com/pret/pokeruby/blob/master/src/data/trainer_parties.h (use control + F). The IVs are given as numbers out of 255, so multiply by 31/255 and round down to get the actual IV. For example, if the IV is listed as 200, then the actual IV is floor(31 * 200 / 255) = 24. The disassembly also contains other information like items: https://github.com/pret/pokeruby/blob/master/src/data/trainers_en.h. Unnamed grunts are only identified by a number, but you can compare them with the parties of grunts listed on Bulbapedia.
- Decompilation of Pokémon Ruby/Sapphire
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[Gen 3] Feebas encounters might be fixed for each frame
https://github.com/pret/pokeruby/blob/master/src/wild_encounter.c Here is the dissasembly as well.
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Bi-Weekly Questions Thread
here
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How did Pokemon code its actions in the turn phase, e.g status effects, stat changes, change party member
You could always take a look at these decompilation projects on GitHub by Pret (it’s pretty interesting IMO!)
pokemon-showdown-client
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PS Web Client - Authentication for Private Replays
I have some small tools I use the official PS WEB APIs for.
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NEED HELP CUSTOM LOCAL CLIENT SPRITE EDITING
I am begging for one single iota of direction or info on this. I have looked through what feels like every single line of code in every single file for both this and this.
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Have any developers here extracted or used just the battle client UI from the showdown client?
I had an idea for a personal project that could potentially leverage showdown's UI for the displaying battles. I cloned the github repo for the showdown client and am exploring how the client renders a battle.
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Pokemon Showdown Client
I downloaded the Pokemon Showdown client off of GitHub (https://github.com/smogon/pokemon-showdown-client) and as from my understanding, it's a client-side version of Showdown (and from how much I realized, this is a private client where you can mess around and stuff). The Testing section says that I need to run 'node build', and I don't know what that means (I have Node.js and Git installed).
- How did Pokemon code its actions in the turn phase, e.g status effects, stat changes, change party member
What are some alternatives?
pokeemerald-expansion - Feature branches for the pokeemerald decompilation. See the wiki for more info.
PHPMailer - The classic email sending library for PHP
DS-Pokemon-Rom-Editor - New DS Pokemon ROM Editor, based on Nømura's 2020 edition. Expanded with loads of new features, bugfixes and better usability.
Symfony - The Symfony PHP framework
hgss-shiny-modifier - Python script to modify the Shiny encounter rate in Pokemon HeartGold/SoulSilver for NDS
Design Patterns PHP - sample code for several design patterns in PHP 8
pokeemerald - Decompilation of Pokémon Emerald
Composer - Dependency Manager for PHP
pokered - Disassembly of Pokémon Red/Blue
Pokemon-Showdown-Dex - Pokémon Showdown's Pokédex
universal-pokemon-randomizer-zx - Public repository of source code for the Universal Pokemon Randomizer ZX
sa2 - WIP decompilation of Sonic Advance 2 - a GameBoy Advance game written in C