[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"project-94537":3},{"id":4,"name":5,"fullName":6,"owner":7,"repo":5,"description":8,"homepage":9,"htmlUrl":9,"language":10,"languages":9,"totalLinesOfCode":9,"stars":11,"forks":12,"watchers":13,"openIssues":14,"contributorsCount":14,"subscribersCount":14,"size":14,"stars1d":14,"stars7d":14,"stars30d":15,"stars90d":14,"forks30d":14,"starsTrendScore":14,"compositeScore":16,"rankGlobal":9,"rankLanguage":9,"license":17,"archived":18,"fork":18,"defaultBranch":19,"hasWiki":20,"hasPages":18,"topics":21,"createdAt":9,"pushedAt":9,"updatedAt":22,"readmeContent":23,"aiSummary":24,"trendingCount":14,"starSnapshotCount":14,"syncStatus":25,"lastSyncTime":26,"discoverSource":27},94537,"Gen2Recomped","UNDERdecoded\u002FGen2Recomped","UNDERdecoded","Generation 2 Pokemon Recomp forked from Gen1Recomp and modified ",null,"C",202,12,4,0,84,51.74,"MIT License",false,"main",true,[],"2026-08-24 04:01:22","# gen2recomp\n\n\u003Cp align=\"center\">\u003Cimg src=\".\u002Fassets\u002Flogo\u002Fgen2logo.png\">\u003C\u002Fp>\n\n\u003Cp align=\"center\">\u003Cimg src=\".\u002Fassets\u002Flogo\u002FUD.png\" width=\"220\">\u003C\u002Fp>\n\n\u003Cp align=\"center\">\u003Cb>by UNDERdecodedHD\u003C\u002Fb>\u003Cbr>\na fork of \u003Ca href=\"https:\u002F\u002Fgithub.com\u002Fbryanthaboi\u002Fgen1recomp\">Gen1Recomp\u003C\u002Fa> by\n\u003Ca href=\"https:\u002F\u002Fgithub.com\u002Fbryanthaboi\">bryanthaboi\u003C\u002Fa> and\n\u003Ca href=\"https:\u002F\u002Fboisclub.games\">BOIS CLUB GAMES\u003C\u002Fa>\u003C\u002Fp>\n\nA native LÖVE2D recreation of Poke Gold, Silver and Crystal, built on Gen1Recomp's\nRed\u002FBlue\u002FYellow engine. The engine, script VM, and map behavior are\nhand-written Lua; game data and graphics are decoded from a ROM supplied by the\nplayer.\n\ngen2recomp keeps everything the upstream project does for Generation I and adds\nthe Generation II half: the Gen2 script VM and its command table, the Johto and\nKanto world, day\u002Fnight, breeding and the Day-Care, the Pokegear, shinies, held\nitems, and the Gold\u002FSilver title sequence.\n\n> [!CAUTION]\n> **Neither this project nor Gen1Recomp is affiliated with the website\n> `gen1recomp[.]com`.** That site is not run by either project and was not\n> authorized by anyone involved. Do not download anything from it, and treat\n> anything it hosts or claims as untrustworthy. Even if it links back to a real\n> repository, the people behind it can change its content at any time. This\n> GitHub repository is the only official source for gen2recomp.\n\nThis project does not include a ROM, emulate the Game Boy, transpile assembly,\nor download a disassembly. A canonical US Poke Gold, Silver, Red, Blue, or\nYellow ROM is the only game content input.\n\nThe ROM is verified, used during import, and then released from memory. It is\nnot copied into the cache. Later launches load the private generated cache and\ndo not ask for the ROM again. Every version can be imported and played side by\nside.\n\n## Quick Start\n\nOpen the desktop app. On first boot, choose your legally obtained `.gb` \u002F\n`.gbc` file or drop it onto the window. Import takes a few seconds for Gen 1\nand a couple of minutes for Gen 2, then the game starts automatically.\n\nOn a console or handheld there is no file picker to open: you copy the dump\ninto a folder the launcher scans instead. See\n[Downloads](#downloads--which-file-do-i-want) for the exact path per device.\n\nOnly the canonical US ROMs are accepted. The importer verifies SHA-1 before\ncreating any game data:\n\n| Version | Size  | SHA-1                                      |\n| ------- | ----- | ------------------------------------------ |\n| Gold    | 2 MiB | `d8b8a3600a465308c9953dfa04f0081c05bdcb94` |\n| Silver  | 2 MiB | `49b163f7e57702bc939d642a18f591de55d92dae` |\n| Crystal (Rev 1) | 2 MiB | `f2f52230b536214ef7c9924f483392993e226cfb` |\n| Crystal (Rev 0) | 2 MiB | `f4cd194bdee0d04ca4eac29e09b8e4e9d818c133` |\n| Red     | 1 MiB | `ea9bcae617fdf159b045185467ae58b2e4a48b9a` |\n| Blue    | 1 MiB | `d7037c83e1ae5b39bde3c30787637ba1d4c48ce2` |\n| Yellow  | 1 MiB | `cc7d03262ebfaf2f06772c1a480c7d9d5f4a38e1` |\n\nThe packaged app contains neither a ROM nor pre-extracted game data. Music,\nsound effects, and cries are synthesized while the game runs from compact\naudio channel programs copied out of the verified ROM.\n\n### A note on Windows Defender warnings\n\nWindows Defender sometimes flags LÖVE builds with a generic machine-learning\ndetection such as `Trojan:Win32\u002FWacatac!ml`. This is a known false positive:\nthe exe is the official LÖVE runtime with the game archive appended (the\nstandard way LÖVE games ship), and Defender's heuristics distrust unsigned\nexecutables with appended data. Releases publish SHA-256 checksums\n(`sha256sums.txt`) so you can verify your download, and you can confirm a\nflagged file yourself on [VirusTotal](https:\u002F\u002Fwww.virustotal.com), where these\nbuilds come back clean on every engine except Defender's heuristic.\n\n## Downloads — which file do I want?\n\nEvery release publishes one archive per platform, all built from the same\npayload in the same run. Grab the row that matches your device.\n\n| Device | File | Then |\n| --- | --- | --- |\n| Windows | `Gen2Recomped-\u003Cver>-windows.zip` | Unzip, run the `.exe` |\n| Windows (Store-style install) | `Gen2Recomped-\u003Cver>-windows.msix` **+ the `.cer`** | See [MSIX](#windows-msix) below — the `.cer` is required |\n| macOS | `Gen2Recomped-\u003Cver>-macos.zip` | Unzip, drag to Applications |\n| Linux (x86-64) | `Gen2Recomped-\u003Cver>-linux.zip` | Unzip, run the AppImage inside |\n| Linux (ARM64 \u002F Raspberry Pi \u002F SBC) | `Gen2Recomped-\u003Cver>-linux-arm64.AppImage` | `chmod +x`, run it |\n| Steam Deck | `Gen2Recomped-\u003Cver>-linux.zip` | The x86-64 one — the Deck is x86 |\n| Android | `Gen2Recomped-\u003Cver>-android.apk` | Allow unknown sources, install |\n| Nintendo Switch | `Gen2Recomped-\u003Cver>-switch.zip` | See [Switch](#nintendo-switch) below |\n| Xbox (Dev Mode) | `Gen2Recomped-\u003Cver>-xbox-uwp.zip` | See [Xbox](#xbox-dev-mode) below |\n| Anbernic RG34XXSP | `Gen2Recomped-\u003Cver>-rg34xxsp-stockos64-mod.zip` | See [Handhelds](#handhelds) below |\n| iOS | `Gen2Recomped-\u003Cver>-ios.ipa` | Sideload — see [iOS](#ios) below |\n| Already have LÖVE 11.5 | `Gen2Recomped-\u003Cver>.love` | `love Gen2Recomped-\u003Cver>.love` |\n\n`sha256sums.txt` covers every asset in the release. The `.love` is also what\nthe in-app updater downloads, so it is the smallest file if you are updating\nby hand.\n\n**No download contains a ROM or any game data.** Every platform asks for your\nown cartridge dump on first launch.\n\nSome assets are missing from a release only when that platform's build job\nfailed; the release notes say so explicitly rather than silently omitting it.\n\n### Windows (MSIX)\n\nDownload **both** the `.msix` and the `.cer`. Windows refuses to install a\npackage it cannot verify, and the certificate is what makes it verifiable.\nOnce per machine, in an **elevated** PowerShell:\n\n```powershell\nImport-Certificate -FilePath .\\Gen2Recomped-\u003Cver>-windows.cer `\n  -CertStoreLocation Cert:\\LocalMachine\\TrustedPeople\n\nAdd-AppxPackage .\\Gen2Recomped-\u003Cver>-windows.msix\n```\n\n`LocalMachine`, not `CurrentUser` — App Installer only reads the machine\nstore, and a certificate in the user store produces error `0x800B010A`, which\nlooks exactly like having imported nothing. Later releases then install with\njust `Add-AppxPackage`. Details and the signing setup are in\n[docs\u002Fmsix-signing.md](docs\u002Fmsix-signing.md).\n\nIf you would rather not deal with certificates at all, take the plain\n`-windows.zip` instead — it is the same game.\n\n### Nintendo Switch\n\nNeeds a homebrew-capable console (Atmosphère + hbmenu). Extract\n`Gen2Recomped-\u003Cver>-switch.zip` at the **root** of your microSD, merging\nfolders when asked. You get:\n\n```\nswitch\u002Fgen2recomp\u002Fgen2recomp.nro          the launcher\nswitch\u002Fgen2recomp\u002FGen2Recomp\u002Fimports\u002F     put your cartridge dump here\nswitch\u002Fgen2recomp\u002FGen2Recomp\u002Fexports\u002F     battery saves come back out here\n```\n\nThen:\n\n1. Copy a legal `.gb` \u002F `.gbc` into `switch\u002Fgen2recomp\u002FGen2Recomp\u002Fimports\u002F`.\n   Dumps are matched by SHA-1, so the filename does not matter.\n2. Launch through hbmenu with a title override (hold **R** on HOME and open\n   any installed game).\n3. Press **Import** in the launcher — it scans that folder.\n\nLauncher controls: left stick or D-pad moves the pointer, **A** clicks,\n**L**\u002F**R** change tabs, **+**\u002F**−** play or import on the current tab.\n\nUpdating: re-extract the zip and keep the `Gen2Recomp\u002F` folder — that is where\nyour saves, imported ROMs, mods and options live. The bundled OTA launcher can\nalso fetch new releases from the console itself.\n\n### Xbox (Dev Mode)\n\nNeeds Developer Mode on the console — a retail Xbox cannot install this.\n`Gen2Recomped-\u003Cver>-xbox-uwp.zip` is a UWP app package; upload it through the\nXbox Device Portal in your browser, or `Add-AppxPackage` it from a paired PC.\nBuild notes are in [ports\u002Fuwp\u002FBUILD.md](ports\u002Fuwp\u002FBUILD.md).\n\n### Handhelds\n\n`Gen2Recomped-\u003Cver>-rg34xxsp-stockos64-mod.zip` targets the **Anbernic\nRG34XXSP** on Stock OS 64-bit MOD with PortMaster, and bundles its own LÖVE\nruntime, so no separate runtime download is needed. Unzip into the card's\n`roms\u002FPORTS\u002F` folder so `Gen2recomp.sh` and `gen2recomp\u002F` sit side by side,\ndrop your dump into `gen2recomp\u002Flovegame\u002F`, then launch it from Ports. Install\nsteps, controls and troubleshooting are in\n[docs\u002Fanbernic-rg34xxsp.md](docs\u002Fanbernic-rg34xxsp.md).\n\nOther ARM64 handhelds and single-board computers can use the generic\n`-linux-arm64.AppImage` instead.\n\n### Android\n\nInstall the APK and pick your dump with the system file picker on first\nlaunch. If your device has no document picker, copy the `.gb` \u002F `.gbc` into\nthe app's own folder — the launcher shows the exact path. Build steps and the\npackaging layout are in [mobile\u002FANDROID.md](mobile\u002FANDROID.md).\n\n### iOS\n\nThere is no App Store build; sideload the `.ipa` with AltStore from Windows or\na Mac — see [docs\u002Fios-sideload.md](docs\u002Fios-sideload.md). To build and install\nfrom source on a Mac, see [docs\u002Fios-install.md](docs\u002Fios-install.md).\n\n### Updating\n\nDesktop and mobile builds check GitHub Releases and can update themselves.\nConsole builds tell you a release exists but will not replace themselves — a\npackaged console app cannot rewrite its own files — so update those the same\nway you installed them. The Switch is the exception: its OTA launcher replaces\nboth NROs in place. See [docs\u002Fupdater.md](docs\u002Fupdater.md).\n\n## Controls\n\n\n| Action | Keyboard          | Controller         |\n| ------ | ----------------- | ------------------ |\n| Move   | Arrow keys \u002F WASD | D-pad \u002F left stick |\n| A      | Z \u002F Enter \u002F Space | A                  |\n| B      | X \u002F Backspace     | B                  |\n| Start  | Escape            | Start              |\n| Select | Tab \u002F Shift       | Back \u002F Select      |\n\n\nRebind any of these in-game under **OPTIONS → CONTROLS**. Controllers are\nsupported out of the box.\n\n### Hotkeys\n\n\n| Key       | What it does                                         |\n| --------- | ---------------------------------------------------- |\n| `-` \u002F `=` | Zoom out \u002F in (overworld; also mouse wheel)          |\n| `2`       | Cycle COLORS                                         |\n| `3`       | Cycle TILT (free-roam overworld)                     |\n| `4`       | Cycle ZOOM through every level (free-roam overworld) |\n| `5`       | Cycle GBC FX                                         |\n| `F1`      | Save                                                 |\n| `F2`      | Load                                                 |\n| `F10`     | Open \u002F close the mod manager                         |\n\n\nCOLORS, TILT, ZOOM, GBC FX, and VOID FILL are also in the Options menu\nand persist in `options.lua`.\n\n### Low-end devices\n\n**OPTIONS → PERFORMANCE** scales the port's optional extras for weaker\nhardware: **HIGH** (everything on), **BALANCED** (no 3D tilt or GBC FX),\n**LOW** (also no survey zoom, FPS capped), or **AUTO** — the default, which\npicks a tier from your device (ARM handhelds → LOW, phones → BALANCED,\nnormal desktops → HIGH, unchanged). It only scales presentation; the\nfixed-step game logic is identical on every tier, and a lower tier hides\nyour tilt\u002Fzoom\u002FGBC-FX preferences without forgetting them. Details in\n[docs\u002Fnew-features.md](docs\u002Fnew-features.md#performance-tier-low-end-devices).\n\n### Rulesets\n\n**OPTIONS → RULESET** picks which set of Generation I battle behaviors to run.\nBoth rulesets share the same damage formulas; they differ only in whether\nthe original's quirks are kept. The setting persists in `options.lua`, and\nmods can register their own. Gold and Silver always run their own Gen 2 rules.\n\n`gen1_faithful` is the default and reproduces the original cartridge,\nfamous bugs included:\n\n| Rule                        | Behavior                                              |\n| --------------------------- | ----------------------------------------------------- |\n| `oneIn256Miss`              | A 100%-accurate move still misses on a roll of 255     |\n| `critUsesBaseSpeed`         | Crit rate reads base speed, not the current stat       |\n| `critIgnoresStages`         | Crit rate ignores stat stages                          |\n| `focusEnergyBug`            | FOCUS ENERGY quarters the crit rate instead of x4      |\n| `enemyUnlimitedPP`          | Enemies never spend PP, so they never Struggle         |\n| `hyperBeamSkipRechargeOnKO` | HYPER BEAM skips its recharge when the target faints   |\n| `randMin` \u002F `randMax`       | Damage random factor 217-255                           |\n\n`modern_clean` keeps the formulas but removes the notorious quirks:\n\n| Rule                        | Behavior                                              |\n| --------------------------- | ----------------------------------------------------- |\n| `oneIn256Miss`              | Off: a 100%-accurate move always hits                  |\n| `critUsesBaseSpeed`         | Unchanged: crit rate still reads base speed            |\n| `critIgnoresStages`         | Off: stat stages count toward the crit rate            |\n| `focusEnergyBug`            | Off: FOCUS ENERGY raises the crit rate as intended     |\n| `enemyUnlimitedPP`          | Off: enemies deplete PP and Struggle when empty        |\n| `hyperBeamSkipRechargeOnKO` | Off: HYPER BEAM always recharges, like Gen 2+          |\n| `randMin` \u002F `randMax`       | Damage random factor 217-255, same as faithful         |\n\n## Running From Source\n\nRequires LÖVE 11.x. Place a Gold or Silver ROM in the project folder and\ndouble-click `Play-Mac.command` or `Play-Windows.bat`, or run:\n\n```sh\nscripts\u002Fsetup.sh --rom \"\u002Fpath\u002Fto\u002FPoke Gold.gbc\"   # or Silver.gbc \u002F Red.gb \u002F ...\nscripts\u002Frun.sh\n```\n\nOn Windows, `scripts\\setup.ps1` and `scripts\\run.ps1` do the same thing — see\nbelow. After the first import, `love .` is enough.\n\n### Windows\n\nThe easiest path is to double-click **`Play-Windows.bat`**. It runs\n`scripts\\bootstrap.ps1`, which checks for the two things the port needs,\noffers to install whichever is missing through `winget`, imports your ROM, and\nstarts the game. Later runs skip straight to launching.\n\nTo install the prerequisites yourself:\n\n```powershell\nwinget install --exact --id Python.Python.3.12\nwinget install --exact --id Love2d.Love2d\n```\n\nLÖVE can equally come from [love2d.org](https:\u002F\u002Flove2d.org) — the scripts look\nfor it on `PATH` and in the usual `Program Files\\LOVE` locations. Python 3 must\nbe on `PATH`; the setup script builds its own `.venv` for the importer's\ndependencies, so nothing is installed system-wide.\n\nThen, from the project folder:\n\n```powershell\npowershell -ExecutionPolicy Bypass -File scripts\\setup.ps1 -Rom C:\\path\\to\\Gold.gbc\npowershell -ExecutionPolicy Bypass -File scripts\\run.ps1\n```\n\n`scripts\\play.ps1` does both steps in one go. Drop the `-Rom` argument and\nsetup picks up the first `.gb` \u002F `.gbc` in the project folder. After the first\nimport, `love .` is enough.\n\n`-ExecutionPolicy Bypass` is what keeps PowerShell from refusing to run the\nscripts under its default policy; it applies only to that one invocation and\nchanges nothing system-wide. `run.ps1` prefers `lovec.exe` over `love.exe`\nwhen it can find it, because `love.exe` is a GUI-subsystem binary that\nswallows `print` output — worth knowing if you are debugging.\n\nSaves, options, and the generated data cache live in\n`%APPDATA%\\LOVE\\pokemon-love2d\\` (Gold and Silver keep theirs in the `gold\\`\nand `silver\\` subfolders) unless you enable [Portable Mode](#portable-mode).\nControllers work through SDL2 and need no driver setup. If Defender objects to\na packaged build, see [the note above](#a-note-on-windows-defender-warnings).\n\n### Linux\n\n`scripts\u002Fsetup.sh` and `scripts\u002Frun.sh` are the Linux path too. They need\nLÖVE 11.x and Python 3 (with `venv`) on `PATH`; the setup script only\nauto-installs LÖVE on macOS, so install it first with your package manager:\n\n```sh\n# Debian \u002F Ubuntu\nsudo apt install love python3 python3-venv\n\n# Fedora\nsudo dnf install love python3\n\n# Arch\nsudo pacman -S love python\n\n# Any distro (Flatpak)\nflatpak install flathub org.love2d.love2d\n```\n\nThen, from the project folder:\n\n```sh\nchmod +x scripts\u002F*.sh                              # first time only\nscripts\u002Fsetup.sh --rom \"\u002Fpath\u002Fto\u002FPoke Gold.gbc\"\nscripts\u002Frun.sh\n```\n\n`scripts\u002Fplay.sh` does both steps in one go. After the first import, `love .`\nis enough — or `flatpak run org.love2d.love2d .` if you installed the Flatpak.\nIf you use the official AppImage from [love2d.org](https:\u002F\u002Flove2d.org), make it\nexecutable (`chmod +x love-11.5-x86_64.AppImage`) and either put it on `PATH`\nas `love` or run `.\u002Flove-11.5-x86_64.AppImage .` directly.\n\nSaves, options, and the generated data cache live in\n`~\u002F.local\u002Fshare\u002Flove\u002Fpokemon-love2d\u002F` (Gold and Silver keep theirs in the\n`gold\u002F` and `silver\u002F` subfolders) unless you enable\n[Portable Mode](#portable-mode). Controllers work through SDL2; if yours is not\ndetected, check that your user is in the `input` group or that `udev` rules for\nthe pad are installed. On Wayland with older LÖVE builds, launching with\n`SDL_VIDEODRIVER=x11` through XWayland avoids most window and input quirks.\n\nThe Gen 2 importer reads the symbol files under `tools\u002Fvendor\u002Fsymbols\u002F`\n(`pokegold.sym` \u002F `pokesilver.sym`); `scripts\u002Fsetup_gen2_symbols.ps1` fetches\nthem. The regression suite lives in `tests\u002Fdrivers\u002F`; each driver runs with\n`POKEPORT_VERSION=gold POKEPORT_DRIVER=tests\u002Fdrivers\u002F\u003Cname>.lua love .`.\n\n## Portable Mode\n\nBy default the game keeps your save, options, and the private ROM-derived\ndata cache in your OS's normal per-user app data folder. To keep everything\nnext to the game instead (handy for a USB stick or portable drive you carry\nbetween computers), drop an empty file named `portable.txt` next to the app\n(next to the `.app`\u002F`.exe`, or next to `main.lua`\u002F`conf.lua` when\nrunning from source), then launch the game. Portable mode is desktop-only\n(Windows, Linux, macOS); it has no effect on Android or iOS, where the app\nruns from a read-only package.\n\nWith `portable.txt` present:\n\n- `save.lua`, `save.lua.bak`, and `options.lua` are read from and written to\nthat same folder instead of the OS save directory.\n- A ROM import writes the generated `data\u002Fgenerated` and `assets\u002Fgenerated`\ncache straight into that folder too (nothing is left in the OS save\ndirectory), so a later launch reuses it without asking for the ROM again\neven on a different computer, as long as the same folder comes along.\n- Deleting `portable.txt` switches back to the normal OS save directory; nothing\nalready written to either location is touched automatically, so copy files\nover yourself if you want to carry existing progress across the switch.\n\n## Modding\n\nThe game ships a native mod platform: content registries, events and hooks,\nper-mod saves and options, and an in-game manager. Start with\n[docs\u002Fmodding.md](docs\u002Fmodding.md) and\n[CONTRIBUTING-mods.md](CONTRIBUTING-mods.md).\n\nShipped example mods, one per kind of author, live in [mods\u002F](mods\u002F) —\nincluding `DRAMATIC_SHAPE`, the voxel renderer, extended by UNDERdecodedHD for\nGeneration II support.\n\nMaps can be edited in [Tiled](https:\u002F\u002Fwww.mapeditor.org) and exported back out\nas a mod; see [docs\u002Ftiled-map-editing.md](docs\u002Ftiled-map-editing.md).\n\n## Bugs and Ideas\n\nFound a bug? A warp dropping you somewhere it shouldn't, a battle doing math\nthat looks wrong, text in the wrong box, anything that does not match the\noriginal game — open an issue and attach a screenshot if you can. It saves a\nlot of back and forth, and if you can't get one, describe what you saw instead.\n\nSame for features: say what you want, why it is worth doing, and how you\npicture it working. A request with real detail is one that can actually get\nbuilt.\n\n## Docs\n\n- [docs\u002Farchitecture.md](docs\u002Farchitecture.md) — runtime details\n- [docs\u002Fgen2-migration-roadmap.md](docs\u002Fgen2-migration-roadmap.md) — what is\ndone and what is left in the Gen 2 port\n- [docs\u002Fgen2-script-engine.md](docs\u002Fgen2-script-engine.md) — the Gen 2 script VM\n- [docs\u002Fbehavior-porting-notes.md](docs\u002Fbehavior-porting-notes.md) — formula\nprovenance\n- [docs\u002Fknown-differences.md](docs\u002Fknown-differences.md) — where the port still\ndiverges from the cartridge\n- START > LINK connects two copies directly over UDP.\n\n## Credits\n\ngen2recomp is by **UNDERdecodedHD**, forked from **Gen1Recomp** by\n**bryanthaboi** and **BOIS CLUB GAMES, LLC**. The Generation I engine, mod\nplatform, renderer, and tooling are theirs; the Generation II import, script\nVM, world, and battle work are this fork's. See [LICENSE.MD](LICENSE.MD) for\nthe full copyright split.\n\n## Licence in one paragraph\n\nTwo parts. **Everything inherited from Gen1Recomp, and every shared engine\nfile since, stays MIT** under its original authors' copyright — that is the\ndefault, and it is most of the repository. **The Generation II components\nwritten for this fork are source-available rather than open source**\n(© 2026 UNDERdecodedHD): read them, run them, change your own copy, and write\nand even sell mods against them — but don't redistribute or fork them. A file\nis only in that second group if it is named in the list in\n[LICENSE](LICENSE); everything else is MIT.\n\n## Special Thanks\n\nThis project would not be possible without [pret](https:\u002F\u002Fgithub.com\u002Fpret) —\nthe pret band of decompiling maniacs — and their\n[pokered](https:\u002F\u002Fgithub.com\u002Fpret\u002Fpokered),\n[pokegold](https:\u002F\u002Fgithub.com\u002Fpret\u002Fpokegold),\n[pokeyellow](https:\u002F\u002Fgithub.com\u002Fpret\u002Fpokeyellow), and\n[pokecrystal](https:\u002F\u002Fgithub.com\u002Fpret\u002Fpokecrystal) disassemblies.\n\nThe ADVANCED \u002F \"RED++\" colour mode uses the SuperPalettes, per-species\npalette map, and true overworld GBC colouring from\n[pokered-gbc](https:\u002F\u002Fgithub.com\u002FStewmath\u002Fpokered-gbc) by **FroggestSpirit**,\n**Drenn**, and **Danny-E**, baked into\n[data\u002Fpalettes_gbc.lua](data\u002Fpalettes_gbc.lua). Neither pokered-gbc nor the\npret disassemblies ship a licence file, so the palette tables in\n[data\u002F](data) are reproduced with attribution rather than under this\nproject's MIT grant, and will be removed on request from their authors.\n\n","Gen2Recomp 是一个基于 LÖVE2D 框架的宝可梦第二世代（金／银／水晶版）原生重制引擎，由 Gen1Recomp 衍生而来。它采用手写 Lua 实现第二世代脚本虚拟机、地图行为、昼夜系统、繁殖机制、宝可梦之笛、闪光特性、携带道具等核心功能，并支持从玩家提供的合法 US 版 GBC ROM 中解码游戏数据与图形资源；ROM 仅在首次导入时校验并加载，之后运行完全依赖本地生成的缓存。适用于宝可梦粉丝、ROM 研究者及游戏重制开发者进行非模拟器环境下的世代兼容性验证与内容实验。",2,"2026-08-11 02:30:08","CREATED_QUERY"]