#picodexdual

2024-11-20

To celebrate the 25th anniversary of Pokemon Gold/Silver, I'm releasing my 32kb gen2 battle-sim game TOMORROW at 20:00 UTC!

Just wrapped up the monochrome sprites this morning!

#picodexdual #picodex #pokemon #pico8 #gamedev #gold #silver #crystal #pixelart

All 250+ Pokemon from Pokemon Gold/Silver, each sprite 16x16 pixels with only 1 bit per pixel. An outlining algorithm fakes the background.
2024-11-15

6 days until the picodex dual release for pico-8!

#picodexdual #pokemon #pico8

2024-11-03

5 days later, I can't believe I fit it! Had to make a few tradeoffs on the UI/and how the move hidden power works. As well as making my codebase even more cryptic.

I'm on track for releasing November 21st. Will try to have a trailer video in a week or two.

Things I now have left:
- Playtesting
- Bugfixing
- Spriting
- Writing a manual reference

#picodexdual #pokemon #pico8

2024-10-06

Currently working on a separate guide cart to document all the moves to make the game easier to play. I'll probably try exporting it to a big cheatsheet png later.

#pokemon #picodexdual #pico8

2024-09-29

#pico8 #picodexdual update. I finally finished implementing all 252 attacks!!!!! It has been a roller coaster getting everything to fit into the 32kb cartridge.

Still have lots of polishing left which will keep me busy. And I ran out of compression space a week ago, hence the temporary fix of 1 letter Pokemon names.

Expect a release on the 25th anniversary of Pokemon Gold and Silver! For those not-in-the-know, that is November 21st, 2024!

2024-08-05

I've implemented 175/250 moves and 200/250 sprites for Picodex Dual. Besides that, everything else is done.

And random battle gifs.

#picodex #picodexdual #pokemon #pico8

2024-06-01

i'm still working on my 32kb gen2 battle sim, "picodex: dual version". and i finally finished the ui for the entire game! lemme know how you think it looks.

other progress: data packing is 100% done! sprites are maybe ~70% done. the battle system has been researched/planned, but only just started implementing it.

i've been working on this project for ~8 months, i only have free time early mornings or late nights when my toddler/job aren't distracting me. so progress is slow.. but i'm now on the tail-end of development and very excited to actually be implementing the complex battle system of gen2 pokemon. seriously, this is the most fun part.

#picodex #pokemon #pico8 #picodexdual #missingno #hotdog

2023-12-29

Picodex Dual is my attempt to fit the entire gen 2 pokemon battle system into a single 32 kb pico-8 cartridge.

My gen 1 battle sim was already nearly 32 kb, so adding all the extra content requires tradeoffs:
- Sprites are all 1 bit. Very compact and no need for token-expensive decompression.
- Trainer/item/pokemon/move are condensed to 6 or 7 characters, saves on code compression tokens and works with UI design.
- Pokemon cries just use the same data as the pokemon stats & move data I have packed into the cartridge, but with a filter applied.
- The entire UI should be virtually sprite-less, because there is no cartridge space after storing all the pokemon data.

I hope that explains better what I'm trying to achieve.

I've been experimenting with the UI even more and I discarded my previous designs. Here is what it will really look like. It reverts to a similar style the original picodex had because I like the color palette. This is a simple grid-based UI that I can reuse the code for throughout the entire game. Which is important because the battle sim part will take lots of tokens.

#picodex #picodexdual #pico8 #pokemon

2023-11-25

11528 is the number of bytes it takes me to store all the different moves every Pokemon in GSC could possibly learn legally (no glitches/hacks).

That number includes all learn moves in GSC & RBY, TM/HM moves in GSC & RBY, egg moves in GSC, move tutor in Crystal Version, special movesets in PS1/PS2, all the variants from in-person events during the 1990s/2000s, and all the PCNY variants obtainable from 2001 to 2003.

Removing the duplicate moves that evolutions share with their previous forms takes the size to 7318. 63% the original size.

Space can be saved with only a few more tokens (~20) when move ids can be represented as continuous ranges. EX:

If bulbasaur can learn: LeechSeed, VineWhip, MegaDrain, Tackle, RazorLeaf. And each move is 1 byte, a total of 5 bytes is stored.

But if LeechSeed=1, VineWhip=2, MegaDrain=3, Tackle=4, and RazorLeaf=5. All the moves can be represented with 3 bytes instead: 1, dash, 5

Getting the number assignment perfect is NP. After crunching my CPU over the night, I got a number assignment which brings the total size down to 4737. 41% of the original size.

Pretty content with that & thought I'd share. Researching moves and data packing has taken like 2 months of my little free time. Nice to see it coming to an end.

#picodex #picodexdual #pokemon #pico8

2023-11-23

Working on more #picodexdual ui mocks. The battle system and title screen will probably look like this...

#picodex #pokemon #pico8

2023-11-19

I've been iterating on the #picodexdual UI more... And I've pretty much nailed down how I want it to look now :).

#picodex #pokemon #pico8

2023-11-17

Trying lots of different things for the gen2 #picodex UI...

My current iteration is the green one with the CRT effect.

#picodexdual #pico8 #pokemon

2023-10-06

So... It's official. I'm working on a GSC/PS2 battle simulator now in PICO-8.

My goal is to implement close to the same battle mechanics that were in Pokemon Stadium 2 and fit it all within a single 32 kb cartridge.

With 80+ new moves and 100 new pokemon, there's lots of new data. So to save space, this simulator will likely be in only 2 colors. Calling it "Picodex Dual".

I'll continue working on the Johto Pokemon in color because it's cool and might be easier to monochrome them after they are already in color.

Here's a mockup of a few Pokemon in monochrome.

#pico8 #pokemon #picodex #picodexdual #monochrome

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