Pokemon is a great game by itself, but when you realize that not all of the ‘mon are available in one game, trading is required for completion, and some pokemon aren’t available without either hacking or going to a Toys ‘R Us in 1997, you start to see how insidious this game can be. Figuring he could finally complete the game with an Arduino, [Pepijn] decided to build a pokemon storage system.
This build was inspired by an earlier post that also spoofed trades. Instead of building this project around a high-power micro, [Pepijn] decided to use an Arduino. The protocol Game Boys use to communicate with each other is extremely well documented, although that’s only half the battle. Each game using the link cable used specialized data structures for transfer, and after grepping through a disassembled Pokemon ROM, [Pepijn] figured out how everything worked.
The completed hardware keeps one Pokemon in the EEPROM of an Arduino. It’s not very fast if you want to catch all 151 Pokemon in the Gen 1 games, but any way you look at it, you’re going to be catching a lot of Magikarp anyway.
10 thoughts on “Bill’s Arduino”
Gotta Catch ’em All~
well looks like he can finally get all of them, at least if he uses the glitch that lets you catch mew.
I love how I still see Gameboy stuff on here.
Bill’s Arduino….I see what you did there.
Is it possible to just “write” any pokemon into the Arduino? Just generate a pokemon and transfer to any game cart you want…
Yes, that’s trivial.
Yeah, I just linked two emulators over Visual Boy Advance’s IP “Link Cable”. (Then restored an earlier CPU state on the one that lost the good Pokemon.)
if this can be put into a pokeball form, then there is an extra box of win waiting for him/someone.
I feel like this should be a fairly trivial feature to implement, but imagine being able to trade old-school pokemon over IP? This could be a big boost in dedicated communities who are still faithful to their old systems.
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