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[account β†—] [repo β†—] APPLICATION β˜… 4902 1295 ● active (last update 1 month ago)
reviewed by: deepseek/deepseek-v4-flash

This repository is a complete, annotated disassembly of the original Game Boy PokΓ©mon Red and Blue games. It faithfully reproduces the exact ROM images (verified by SHA1 hashes) using the RGBDS assembler toolchain. The codebase is organized into modular subsystems: engine (battle, overworld, events, items, menus), data (maps, PokΓ©mon stats, moves, items, trainers, wild encounters), audio (music and SFX with a macro-based composition language), graphics (sprites, tilesets, fonts), and scripts (map-specific event scripts). It includes custom C tools for graphics optimization, compression, and Virtual Console patch generation. The architecture is a monolithic ROM image with bank switching, using a predef dispatch system for cross-bank calls. Key entry points include the game start routine in home/start.asm and the VBlank handler in home/vblank.asm. This is a high-quality reverse engineering project with extensive comments, consistent coding patterns, and a robust build system, making it an invaluable resource for ROM hacking, retro game development, and studying Game Boy internals.

RATING9.3/10
QUALITY8.5/10
MAINTENANCEactive
DRIFTlow
CONTRIBUTORS78
VELOCITY0.84
OPEN ISSUES22
CLOSED ISSUES148
LAST COMMIT1 month ago
Files by Type (count)
Other (.asm)
1923
Other (.png)
668
Other (.blk)
228
Other (.bst)
19
Other (.tilemap)
14
C
4
Markdown
3
Other (no ext)
2
YAML
2
Git Ignore
2
Makefile
2
Other (.template)
2
Files by Type (size)
Other (.asm)
3MB
Other (.png)
266KB
Other (.inc)
43KB
Other (.template)
42KB
C
36KB
Other (.blk)
23KB
Other (.bst)
22KB
Markdown
6KB
Makefile
5KB
Other (.tilemap)
5KB
C/C++ Header
3KB
YAML
2KB

The LLM identified 5 files worth highlighting for reuse:

Implements a differential bitstream decompression algorithm for Game Boy sprite data. Uses run-length encoding, XOR merging, and flip support. This is a self-contained, reusable routine for any retro game project needing compressed sprite data.

file: home/uncompress.asm β†— | tags: #sprite-decompression #bitstream-decoding #retro-graphics

Provides generic assembly macros for defining data tables with automatic width tracking and length assertions. Includes table_width, assert_table_length, list_start, nybble_array, and bit_array. Can be extracted and used in any RGBDS project to enforce data structure integrity.

file: macros/asserts.asm β†— | tags: #data-definition-macros #assembly-assertions #table-validation

Implements a weighted move selection AI for turn-based battles. Includes per-trainer AI routines, item usage logic, and switching heuristics. The modular structure allows adaptation to other turn-based games with similar decision-making needs.

file: engine/battle/trainer_ai.asm β†— | tags: #turn-based-ai #move-selection #game-ai

Handles save/load to SRAM with checksum verification, box management, and Hall of Fame rotation. Demonstrates a robust pattern for battery-backed save data in Game Boy games. Reusable for any GB/GBC project requiring persistent storage.

file: engine/menus/save.asm β†— | tags: #sram-save #checksum #game-saving

Implements a serial communication protocol for two-player battles and trades over Game Boy link cable. Includes synchronization, data exchange, and patch list handling for missing bytes. A reusable pattern for any multiplayer Game Boy game.

file: engine/link/cable_club.asm β†— | tags: #serial-communication #multiplayer #link-cable
Last analyzed: 2026-09-02 14:27:34.567919
Next check: 2026-09-09 14:27:34.565185
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