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Pokémon neo
An experimental Pokémon engine for Nintendo DS. neo is written in C++ using devkitPro and libnds, the source code is available on GitHub.
This engine is intended to be run on real hardware, but DeSmuME 0.9.11 and melonDS seem to be capable of emulating most of real hardware's features, too.
For demonstration purposes only, currently neo includes some (updated) maps from Pokémon Emerald, as well as images from other mainline Pokémon games. These are not part of neo. Also, there is a short demo story that goes until the second badge in Dewford Town.
Features
Partially implemented features are in italics.
Screenshots
Screenshots are available on GitHub.
Releases
Compiled versions and the source code for the latest release (v1.0-alpha) are available on GitHub. (Considering that these are not retail ROMs but written and compiled from scratch, it is hopefully OK to post links to them.)
The above ROMs can be compiled from the source code using make.
Known Issues
An experimental Pokémon engine for Nintendo DS. neo is written in C++ using devkitPro and libnds, the source code is available on GitHub.
This engine is intended to be run on real hardware, but DeSmuME 0.9.11 and melonDS seem to be capable of emulating most of real hardware's features, too.
For demonstration purposes only, currently neo includes some (updated) maps from Pokémon Emerald, as well as images from other mainline Pokémon games. These are not part of neo. Also, there is a short demo story that goes until the second badge in Dewford Town.
Features
Partially implemented features are in italics.
- A status screen to display a Pokémon's status, including detailed information about the Pokémon's moves and ribbons
- Gen 1 - Gen 5 Sprites (Pokémon Black 2 / White 2 Versions)
- Spinda support
- Gen 6 - Gen 8 Sprites (Smogon XY Sprite Project, Smogon Sun/Moon Sprite Project, Smogon Sword/Shied Sprite Project)
- Slight color variations of Pokémon based on their PV.
- An in-game Pokémon storage system
- A working PokéDex, listing for each Pokémon
- A flavor text
- Types, simplified base stats, height, and weight
- A working battle engine including
- Single and double trainer battles
- Wild Pokémon battles
- Switch Pokémon, use moves, use items, use held items
- Move effects, item effects, ability effects
- A fully working bag (using adapted graphics from ORAS)
- Maps (32x32 block maps, using AdvanceMap's (v1.92) *.map, *.bvd format; tile sets and palettes need to be converted) including
- Events (using a completely new map event / map script engine)
- Wild Pokémon encounters
- Animated map tiles (hard coded)
- Player sprite, animated moving, surfing, cycling, and fishing
- PKMN following the player
- Warps
- Weather and other overlays (flash, sandstorm, etc)
- Field moves
- PokéRadar, Bikes, etc
- BGM and SFX
- An in-game jukebox
- Compatibility with DS-era music (.sseq)
- A real time clock
- Overworld changes based on time (map palette akin to DNS)
- Different wild Pokémon encounters based on time.
- Map events based on day time
- Support for save games
- Saving the progress to the micro SD (only works on flash cards)
- Saving the progress to flash memory (only works in emulators)
- A clean UI
- Dynamic difficulty
- Wild Pokémon's levels scale with the story progression
- Adjust the difficulty anytime via the Options.
- Support for multiple save files
- Full support for multiple languages (currently, all strings are available in English, and most also in German)
- A Braille font is available.
- Kana are supported font-wise, getting Kana text for story content still requires some work.
Screenshots
Screenshots are available on GitHub.
Releases
Compiled versions and the source code for the latest release (v1.0-alpha) are available on GitHub. (Considering that these are not retail ROMs but written and compiled from scratch, it is hopefully OK to post links to them.)
- PNEO.nds — Intended for emulators, no special developer features enabled
- PNEO_DESQUID.nds — Intended for emulators, special developer menu on SELECT, "walk through walls" on R
- PNEO_DESQUID_FLASH.nds — Intended for flashcards, no special developer features enabled
The above ROMs can be compiled from the source code using make.
Known Issues
- On real hardware, (by now very rarely) the engine will hang when loading an asset (GFX or BGM) from the file system.
- The overlay for forest clouds (in Petalburg Woods) flickers while running.
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