Gold
The one that started it all.
pokerecomp is a native reimplementation of the Generation 2 Game Boy Color games, written from scratch in Godot 4. Not an emulator: your own cartridge is verified by SHA-1, decoded once, then released.
Playable development screens exist internally. The first public build lands on this page.
All three are supported and decoded straight from your own dumps. Matching is by SHA-1, never by filename. An unrecognised cartridge is refused outright.
The one that started it all.
The darker half.
The definitive edition.
Four things worth knowing before you download anything.
The engine is written from scratch for Generation 2 in Godot. No emulation, no static recompilation, no disassembly.
No game data ships in the repository. Drop in your own Gold, Silver or Crystal dump, matched by SHA-1.
A verified cartridge is decoded once into a local cache and released. Your ROM is never modified.
The entire engine is public on GitHub under the MIT licence. Fork it, read it, build with it.
Change the way it looks, plays and surprises you. Mods are part of the engine, not an afterthought.
pokerecomp is built around a mod host. The repository already includes a voxel preview renderer, and mods can replace the world or battle renderer while keeping the same game data and logic underneath.
That means the classic 2D game can grow into a different presentation without changing the cartridge data or core systems.
EXPLORE THE MOD LIBRARYApproximate completion based on implemented and tested repository scope. The first public build drops on this page.
Gold, Silver and Crystal import into validated caches with core data, overworld maps and scripts, encounters, graphics, battle animations, menus, services and bounded audio. A few cartridge tables and edge cases still need parity work.
Battles run end to end with parties, switching, stats, damage, accuracy, priority, statuses, volatile effects, weather, trapping, running, held items, experience, move learning, capture and trainer AI. Exact effect parity and edge cases remain.
Three validated slots, new-game flow, .sav import/export, party and 14-box PC storage, the save editor, world snapshots, and battle/overworld writeback are in place. Eggs do not hatch yet, and some original SRAM fields remain outside the project save.
Real maps support movement, connections, collision, palettes, animation, object state, scripts, encounters, fishing, roaming, clock, services, phone, party transactions and all current field moves: Cut, Surf, Strength, Whirlpool, Waterfall, Flash, Headbutt, Rock Smash, Dig, Teleport, Sweet Scent, Fly, Softboiled and Milk Drink. Full NPC and script coverage is still the long tail.
Bounded decoding, waveform and drumkit import, WAV rendering, runtime music and effects playback, and cry streams work across all three cartridges. Hardware modulation, pitch slides, vibrato, envelopes, stereo behavior and some sequence fidelity remain.
Mods install from zip files, window drops or a schema-gated index feed, with manifests validated before code runs. They can add or patch content, register move effects, subscribe to world and battle events, add menus and controls, inject sprites, and replace either renderer. Mod art, mutation hooks and party/mart entries remain.
The story preview now walks all three cartridges from Elm's Lab to Red on Mt. Silver, including the badges, Hall of Fame and credits. Full story-state parity and the remaining special-call branches are still in progress.
Join the Discord and get pinged the moment it ships, or star the repo and watch it come together.