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.
Mods are part of the plan, not an afterthought.
pokerecomp is designed to be fully compatible with mods. A 3D voxel mod will be possible too, turning the classic world into a layered HD-2D adventure while keeping its original spirit.
The Gen 1 recomp project already shows how fun that direction can be with its LÖVE-based DramaticShapeVoxelMod. A similar mod will be possible with pokerecomp.
Approximate 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, maps, encounters, palettes, animation, scripts, text, menus, marts, phone records, TM/HM tables and bounded audio payloads. Dex entries, egg moves and Headbutt's tree encounter tables remain.
Battles run end to end: parties, switching, stats, damage, accuracy, priority, all five statuses, volatile effects, two-turn and multi-hit moves, weather, trapping, running, every held item a battle reads, experience with Exp. Share, move learning, and a trainer AI that scores moves, reaches into its bag and sends in a better matchup. Battle intro and attack animations are the main gap, plus a handful of unwritten effects such as Substitute, Perish Song and Transform.
Validated save slots created on demand, new-game creation, fourteen PC boxes with atomic transfers, party inspection, SRAM party and player import/export, battle writeback, save-format migration, a guarded save editor, and world snapshots with map, inventory and event state. Gifts, eggs, trades, healing, repel, TM/HM teaching and supported capture transactions are covered. The trainer card (ID, gender, play time) and broader SRAM fields such as the Pokédex and ribbons remain unowned.
Real maps support movement, connections, collision, palettes, animation, object sprites and state, bounded scripts, event flags, trainer sight and verified approach, encounters, fishing, roaming, clock, snapshots, service overlays, phone calls, party transactions, battle overlays, and six field moves: Cut, Surf, Strength with boulder pushing, Whirlpool, Waterfall and Flash, which now darkens the thirteen unlit caves until it is used. Headbutt is the next one in, with Fly, Dig, Teleport and Rock Smash behind it, and full NPC coverage across all 388 maps is the longer job.
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 a zip through the launcher, a window drop or a schema-gated index feed, with the manifest validated before any mod code runs. A mod can add or patch content, register move effects and their steps, subscribe to world and battle events, add menu entries, and replace the world or battle renderer outright. Semver ranges, inter-mod dependencies, per-mod save data, broader hooks and resource packs remain.
The Crystal route now runs end to end against real game data: out of the bedroom, through Elm's Lab and all eight Johto badges, across the S.S. Aqua, then every Kanto badge with the radio and expansion cards, the Snorlax, the lost doll and the Magnet Train on the way, before spending the sixteenth badge on Oak and climbing Mt. Silver to Red. Nothing on the main line is left. A Gold and Silver equivalent of that route, full NPC coverage across all 388 maps, and the Hall of Fame credits are what remains.
Join the Discord and get pinged the moment it ships, or star the repo and watch it come together.