by rickcarlino on 5/29/25, 1:33 PM with 45 comments
by spondylosaurus on 6/1/25, 4:44 PM
> In the case of Pokémon Showdown, only bugs which stem from a misimplementation of specific effects are reproduced in the engine, bugs which are the result of a misunderstanding of the fundamental mechanics of Pokémon or which simply arise due to specific Pokémon Showdown implementation details that aren't replicable without making the same (incorrect) architectural choices aren't.
Very curious what "incorrect architecture choices" refers to but I assume the post-Dexit NatDex clusterfuck is a major part of it, lol. I do think "Assist can call any move it's not explicitly forbidden from calling, even moves that were never present in the same game as Assist" was the wrong choice, for example, and we saw how that played out with ReviveCats :P
by rickcarlino on 6/1/25, 4:23 PM
by anthk on 6/2/25, 9:58 AM
You would get the actual fun of Pokémon battles without grinding. And, yes, I know emulators with fast forward and so on, but even Pokémon Radical Red has mechanics on purpose to send grinding to /dev/null with dumb battles against Audinos in order to get EXP like craze.
BTW, Pokémon Unbound might be the best hackrom ever because of the environment and features, but when you just want to fight, an straight offline simulator would be much better.
by zzo38computer on 6/1/25, 11:47 PM
I would also want support for some variants (including custom rules) as well as for standard rules, and for team validation (including custom team validation). (I did have ideas also about the rule sets formats, with many options; for some kind of custom rules, it would be necessary to modify the program, but that is OK; some kinds will not require such a modification.)
I also wanted to support Unown's letter in generation II only, and Spinda's spots in some generations (probably III, IV, and V; they would result in some of the data being revealed to the opponent), and the ability to change the number of PP Up (as far as I know, Pokemon Showdown always has the number of PP Up set to 3 and it cannot be changed; it is probably uncommon that you would want to change it anyways but it does have some uses).
Another consideration to be made is: In a double battle, if your second pokemon is prohibited from switching out due to an opponent's ability that you are unaware of (e.g. since it is a pokemon that can have multiple possible abilities, or if it is actually Zoroark), but your first pokemon is immune to that effect (e.g. due to being Ghost type), then it is possible, if the commands are selected for the first pokemon and then for the second pokemon in that order, that you will not be aware of this right away. If your second pokemon tries to switch out, then you will receive an error message and both of your pokemons can reselect their commands, but if your second pokemon tries to switch out and it is actually allowed, then you cannot reselect your commands for either pokemon. (I don't know if this rule is specific to some generations.)
by weberer on 6/1/25, 2:21 PM
by deadbabe on 6/1/25, 4:15 PM
by Areibman on 6/1/25, 6:27 PM
I did a solo hackathon project [0] using poke-env[1] and found it to be pretty easy to get started with. Hoping for an easy-to-use API with this as well.
[0] https://x.com/ditzikow/status/1922004651790000521 [1] https://github.com/hsahovic/poke-env
by jeroenhd on 6/1/25, 3:56 PM
I'm a bit surprised to see a patch for the Zig compiler itself in the source tree, though. I thought manually patching Zig bugs was no longer necessary?
by glimshe on 6/1/25, 10:36 AM
Edit: clarified comment on C usage. I wanted to praise the API not the underlying language.
by BrawnyBadger53 on 6/2/25, 7:14 AM
by littlestymaar on 6/1/25, 6:16 PM
Zig development experience in a nutshell.