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PK-GBA Multiplayer

Hello there everyone! I have a large project I will be working on and wanted to share it will all of you.

PK-GBA Multiplayer

This mod has one ambitious goal: to become the ultimate multiplayer mod for 3rd gen pokemon games.

Features:
-Support for all Gen 3 pokemon games, including varying languages
-no hardcoded player cap (set to 8 by default)
-Trainer card support
-Trading support

Plans for Alpha 4.0
-Battle system


Alpha 3.5 showcase:



Installation guide:



Screenshots:
[PokeCommunity.com] PK-GBA Multiplayer

[PokeCommunity.com] PK-GBA Multiplayer

[PokeCommunity.com] PK-GBA Multiplayer

[PokeCommunity.com] PK-GBA Multiplayer

[PokeCommunity.com] PK-GBA Multiplayer

[PokeCommunity.com] PK-GBA Multiplayer


Download:
https://github.com/TheHunterManX/GBA-PK-multiplayer
 
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Yo, you should probably advertise this thread on your youtube (especially on the next update) as the only link that directs here is the readme.md of the github repo.
 
Incredible!! I was just thinking about this the other day. Imagine connecting the GBA through the multiplayer port to USB and battling online..
 
So I KNOW it wasn't intentional,. but I gave this a whirl with Gaia and it somehow worked. Aside from P2's sprite breaking, it WORKED and a friend n' I could even pull off a trade without any major issues.
 
Considering the dude went radio silent for like 6 months plus, its safe to assume this is dead in the water. He went from posting multiple times a month to literally nothing and zero activity on all social medias. Once he realized the titan task of scripting combat he gave up.

Stinky. He's probably busy with IRL matters and this at the same time. This was probably ALWAYS gonna take a long while, cuz I can't imagine both recreating this for RSE AND programming it to have cross-play with FRLG would go seamlessly.

Plus, other ROM hacks have taken ages of months for even teeny updates. Have you seen Saffron or Gaia?
 
The good thing about this being LUA is that we have the source, so other people can tweak the code to improve it.

Also, it seems to work with hackroms, which is very promising. Sucks to not be a coder otherwise I'd be rehashing the code for Gen2 support and get Prism working on that thing. Still, FRLG alone is a lot to enjoy with friends given most hackroms being FRLG hacks.
 
We need more documentation for the ipconfiguration mate.
Well, a document may be worth making after I release Alpha 4.0, but here is some help with IP configuration for Alpha 3.0 / 3.5 when it comes out.
IPAddress, Port = "127.0.0.1", 4096
While both the server and client have this, only the client uses the IP address, which needs to be changed to the server's internet IP. The server needs to port-forward or both players need to use something like hamachi. If both players are using the same router you don't need to port forward, just use the local router IP (ipconfig in command prompt). To find out which IP the server has, the server needs to use a website like https://whatismyipaddress.com/ to find it out.
 
Oh that's so cool. Will this still work on romhacks? :o
It already does with those that don't edit the file too much, don't change the game ID (BPRE for example is firered), and don't change the player sprite/player palette. And it will remain that way in terms of general rom hack support. As for specific hacks, I will only do it once I have all of the important features added.
 
Well, a document may be worth making after I release Alpha 4.0, but here is some help with IP configuration for Alpha 3.0 / 3.5 when it comes out.
IPAddress, Port = "127.0.0.1", 4096
While both the server and client have this, only the client uses the IP address, which needs to be changed to the server's internet IP. The server needs to port-forward or both players need to use something like hamachi. If both players are using the same router you don't need to port forward, just use the local router IP (ipconfig in command prompt). To find out which IP the server has, the server needs to use a website like https://whatismyipaddress.com/ to find it out.
Wait, so am I using the IP in my cmd or am I using the ip in the website?

I tried using my iPv4 address for local play on my friends client.lua but my friend gets this when they try to connect.
 

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Wait, so am I using the IP in my cmd or am I using the ip in the website?

I tried using my iPv4 address for local play on my friends client.lua but my friend gets this when they try to connect.
You are to use the router IP (cmd) when you are both connected to the same router. If the two of you are on different routers, then use the public one found on any what is my IP website.
As for that other issue, it is due to the script trying to remove a player from the console that doesn't exist. It is probably just one of the many bugs that are in Alpha 3.0, and will be fixed when Alpha 3.5 comes out.
 
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