by UNDERdecodedHD
a fork of Gen1Recomp by
bryanthaboi and
BOIS CLUB GAMES
A native LÖVE2D recreation of Poke Gold, Silver and Crystal, built on Gen1Recomp's Red/Blue/Yellow engine. The engine, script VM, and map behavior are hand-written Lua; game data and graphics are decoded from a ROM supplied by the player.
gen2recomp keeps everything the upstream project does for Generation I and adds the Generation II half: the Gen2 script VM and its command table, the Johto and Kanto world, day/night, breeding and the Day-Care, the Pokegear, shinies, held items, and the Gold/Silver title sequence.
Caution
Neither this project nor Gen1Recomp is affiliated with the website
gen1recomp[.]com. That site is not run by either project and was not
authorized by anyone involved. Do not download anything from it, and treat
anything it hosts or claims as untrustworthy. Even if it links back to a real
repository, the people behind it can change its content at any time. This
GitHub repository is the only official source for gen2recomp.
This project does not include a ROM, emulate the Game Boy, transpile assembly, or download a disassembly. A canonical US Poke Gold, Silver, Red, Blue, or Yellow ROM is the only game content input.
The ROM is verified, used during import, and then released from memory. It is not copied into the cache. Later launches load the private generated cache and do not ask for the ROM again. Every version can be imported and played side by side.
Open the desktop app. On first boot, choose your legally obtained .gb /
.gbc file or drop it onto the window. Import takes a few seconds for Gen 1
and a couple of minutes for Gen 2, then the game starts automatically.
On a console or handheld there is no file picker to open: you copy the dump into a folder the launcher scans instead. See Downloads for the exact path per device.
Only the canonical US ROMs are accepted. The importer verifies SHA-1 before creating any game data:
| Version | Size | SHA-1 |
|---|---|---|
| Gold | 2 MiB | d8b8a3600a465308c9953dfa04f0081c05bdcb94 |
| Silver | 2 MiB | 49b163f7e57702bc939d642a18f591de55d92dae |
| Crystal (Rev 1) | 2 MiB | f2f52230b536214ef7c9924f483392993e226cfb |
| Crystal (Rev 0) | 2 MiB | f4cd194bdee0d04ca4eac29e09b8e4e9d818c133 |
| Red | 1 MiB | ea9bcae617fdf159b045185467ae58b2e4a48b9a |
| Blue | 1 MiB | d7037c83e1ae5b39bde3c30787637ba1d4c48ce2 |
| Yellow | 1 MiB | cc7d03262ebfaf2f06772c1a480c7d9d5f4a38e1 |
The packaged app contains neither a ROM nor pre-extracted game data. Music, sound effects, and cries are synthesized while the game runs from compact audio channel programs copied out of the verified ROM.
Windows Defender sometimes flags LÖVE builds with a generic machine-learning
detection such as Trojan:Win32/Wacatac!ml. This is a known false positive:
the exe is the official LÖVE runtime with the game archive appended (the
standard way LÖVE games ship), and Defender's heuristics distrust unsigned
executables with appended data. Releases publish SHA-256 checksums
(sha256sums.txt) so you can verify your download, and you can confirm a
flagged file yourself on VirusTotal, where these
builds come back clean on every engine except Defender's heuristic.
Every release publishes one archive per platform, all built from the same payload in the same run. Grab the row that matches your device.
| Device | File | Then |
|---|---|---|
| Windows | Gen2Recomped-<ver>-windows.zip |
Unzip, run the .exe |
| Windows (Store-style install) | Gen2Recomped-<ver>-windows.msix + the .cer |
See MSIX below — the .cer is required |
| macOS | Gen2Recomped-<ver>-macos.zip |
Unzip, drag to Applications |
| Linux (x86-64) | Gen2Recomped-<ver>-linux.zip |
Unzip, run the AppImage inside |
| Linux (ARM64 / Raspberry Pi / SBC) | Gen2Recomped-<ver>-linux-arm64.AppImage |
chmod +x, run it |
| Steam Deck | Gen2Recomped-<ver>-linux.zip |
The x86-64 one — the Deck is x86 |
| Android | Gen2Recomped-<ver>-android.apk |
Allow unknown sources, install |
| Nintendo Switch | Gen2Recomped-<ver>-switch.zip |
See Switch below |
| Xbox (Dev Mode) | Gen2Recomped-<ver>-xbox-uwp.zip |
See Xbox below |
| Anbernic RG34XXSP | Gen2Recomped-<ver>-rg34xxsp-stockos64-mod.zip |
See Handhelds below |
| iOS | Gen2Recomped-<ver>-ios.ipa |
Sideload — see iOS below |
| Already have LÖVE 11.5 | Gen2Recomped-<ver>.love |
love Gen2Recomped-<ver>.love |
sha256sums.txt covers every asset in the release. The .love is also what
the in-app updater downloads, so it is the smallest file if you are updating
by hand.
No download contains a ROM or any game data. Every platform asks for your own cartridge dump on first launch.
Some assets are missing from a release only when that platform's build job failed; the release notes say so explicitly rather than silently omitting it.
Download both the .msix and the .cer. Windows refuses to install a
package it cannot verify, and the certificate is what makes it verifiable.
Once per machine, in an elevated PowerShell:
Import-Certificate -FilePath .\Gen2Recomped-<ver>-windows.cer `
-CertStoreLocation Cert:\LocalMachine\TrustedPeople
Add-AppxPackage .\Gen2Recomped-<ver>-windows.msixLocalMachine, not CurrentUser — App Installer only reads the machine
store, and a certificate in the user store produces error 0x800B010A, which
looks exactly like having imported nothing. Later releases then install with
just Add-AppxPackage. Details and the signing setup are in
docs/msix-signing.md.
If you would rather not deal with certificates at all, take the plain
-windows.zip instead — it is the same game.
Needs a homebrew-capable console (Atmosphère + hbmenu). Extract
Gen2Recomped-<ver>-switch.zip at the root of your microSD, merging
folders when asked. You get:
switch/gen2recomp/gen2recomp.nro the launcher
switch/gen2recomp/Gen2Recomp/imports/ put your cartridge dump here
switch/gen2recomp/Gen2Recomp/exports/ battery saves come back out here
Then:
- Copy a legal
.gb/.gbcintoswitch/gen2recomp/Gen2Recomp/imports/. Dumps are matched by SHA-1, so the filename does not matter. - Launch through hbmenu with a title override (hold R on HOME and open any installed game).
- Press Import in the launcher — it scans that folder.
Launcher controls: left stick or D-pad moves the pointer, A clicks, L/R change tabs, +/− play or import on the current tab.
Updating: re-extract the zip and keep the Gen2Recomp/ folder — that is where
your saves, imported ROMs, mods and options live. The bundled OTA launcher can
also fetch new releases from the console itself.
Needs Developer Mode on the console — a retail Xbox cannot install this.
Gen2Recomped-<ver>-xbox-uwp.zip is a UWP app package; upload it through the
Xbox Device Portal in your browser, or Add-AppxPackage it from a paired PC.
Build notes are in ports/uwp/BUILD.md.
Gen2Recomped-<ver>-rg34xxsp-stockos64-mod.zip targets the Anbernic
RG34XXSP on Stock OS 64-bit MOD with PortMaster, and bundles its own LÖVE
runtime, so no separate runtime download is needed. Unzip into the card's
roms/PORTS/ folder so Gen2recomp.sh and gen2recomp/ sit side by side,
drop your dump into gen2recomp/lovegame/, then launch it from Ports. Install
steps, controls and troubleshooting are in
docs/anbernic-rg34xxsp.md.
Other ARM64 handhelds and single-board computers can use the generic
-linux-arm64.AppImage instead.
Install the APK and pick your dump with the system file picker on first
launch. If your device has no document picker, copy the .gb / .gbc into
the app's own folder — the launcher shows the exact path. Build steps and the
packaging layout are in mobile/ANDROID.md.
There is no App Store build; sideload the .ipa with AltStore from Windows or
a Mac — see docs/ios-sideload.md. To build and install
from source on a Mac, see docs/ios-install.md.
Desktop and mobile builds check GitHub Releases and can update themselves. Console builds tell you a release exists but will not replace themselves — a packaged console app cannot rewrite its own files — so update those the same way you installed them. The Switch is the exception: its OTA launcher replaces both NROs in place. See docs/updater.md.
| Action | Keyboard | Controller |
|---|---|---|
| Move | Arrow keys / WASD | D-pad / left stick |
| A | Z / Enter / Space | A |
| B | X / Backspace | B |
| Start | Escape | Start |
| Select | Tab / Shift | Back / Select |
Rebind any of these in-game under OPTIONS → CONTROLS. Controllers are supported out of the box.
| Key | What it does |
|---|---|
- / = |
Zoom out / in (overworld; also mouse wheel) |
2 |
Cycle COLORS |
3 |
Cycle TILT (free-roam overworld) |
4 |
Cycle ZOOM through every level (free-roam overworld) |
5 |
Cycle GBC FX |
F1 |
Save |
F2 |
Load |
F10 |
Open / close the mod manager |
COLORS, TILT, ZOOM, GBC FX, and VOID FILL are also in the Options menu
and persist in options.lua.
OPTIONS → PERFORMANCE scales the port's optional extras for weaker hardware: HIGH (everything on), BALANCED (no 3D tilt or GBC FX), LOW (also no survey zoom, FPS capped), or AUTO — the default, which picks a tier from your device (ARM handhelds → LOW, phones → BALANCED, normal desktops → HIGH, unchanged). It only scales presentation; the fixed-step game logic is identical on every tier, and a lower tier hides your tilt/zoom/GBC-FX preferences without forgetting them. Details in docs/new-features.md.
OPTIONS → RULESET picks which set of Generation I battle behaviors to run.
Both rulesets share the same damage formulas; they differ only in whether
the original's quirks are kept. The setting persists in options.lua, and
mods can register their own. Gold and Silver always run their own Gen 2 rules.
gen1_faithful is the default and reproduces the original cartridge,
famous bugs included:
| Rule | Behavior |
|---|---|
oneIn256Miss |
A 100%-accurate move still misses on a roll of 255 |
critUsesBaseSpeed |
Crit rate reads base speed, not the current stat |
critIgnoresStages |
Crit rate ignores stat stages |
focusEnergyBug |
FOCUS ENERGY quarters the crit rate instead of x4 |
enemyUnlimitedPP |
Enemies never spend PP, so they never Struggle |
hyperBeamSkipRechargeOnKO |
HYPER BEAM skips its recharge when the target faints |
randMin / randMax |
Damage random factor 217-255 |
modern_clean keeps the formulas but removes the notorious quirks:
| Rule | Behavior |
|---|---|
oneIn256Miss |
Off: a 100%-accurate move always hits |
critUsesBaseSpeed |
Unchanged: crit rate still reads base speed |
critIgnoresStages |
Off: stat stages count toward the crit rate |
focusEnergyBug |
Off: FOCUS ENERGY raises the crit rate as intended |
enemyUnlimitedPP |
Off: enemies deplete PP and Struggle when empty |
hyperBeamSkipRechargeOnKO |
Off: HYPER BEAM always recharges, like Gen 2+ |
randMin / randMax |
Damage random factor 217-255, same as faithful |
Requires LÖVE 11.x. Place a Gold or Silver ROM in the project folder and
double-click Play-Mac.command or Play-Windows.bat, or run:
scripts/setup.sh --rom "/path/to/Poke Gold.gbc" # or Silver.gbc / Red.gb / ...
scripts/run.shOn Windows, scripts\setup.ps1 and scripts\run.ps1 do the same thing — see
below. After the first import, love . is enough.
The easiest path is to double-click Play-Windows.bat. It runs
scripts\bootstrap.ps1, which checks for the two things the port needs,
offers to install whichever is missing through winget, imports your ROM, and
starts the game. Later runs skip straight to launching.
To install the prerequisites yourself:
winget install --exact --id Python.Python.3.12
winget install --exact --id Love2d.Love2dLÖVE can equally come from love2d.org — the scripts look
for it on PATH and in the usual Program Files\LOVE locations. Python 3 must
be on PATH; the setup script builds its own .venv for the importer's
dependencies, so nothing is installed system-wide.
Then, from the project folder:
powershell -ExecutionPolicy Bypass -File scripts\setup.ps1 -Rom C:\path\to\Gold.gbc
powershell -ExecutionPolicy Bypass -File scripts\run.ps1scripts\play.ps1 does both steps in one go. Drop the -Rom argument and
setup picks up the first .gb / .gbc in the project folder. After the first
import, love . is enough.
-ExecutionPolicy Bypass is what keeps PowerShell from refusing to run the
scripts under its default policy; it applies only to that one invocation and
changes nothing system-wide. run.ps1 prefers lovec.exe over love.exe
when it can find it, because love.exe is a GUI-subsystem binary that
swallows print output — worth knowing if you are debugging.
Saves, options, and the generated data cache live in
%APPDATA%\LOVE\pokemon-love2d\ (Gold and Silver keep theirs in the gold\
and silver\ subfolders) unless you enable Portable Mode.
Controllers work through SDL2 and need no driver setup. If Defender objects to
a packaged build, see the note above.
scripts/setup.sh and scripts/run.sh are the Linux path too. They need
LÖVE 11.x and Python 3 (with venv) on PATH; the setup script only
auto-installs LÖVE on macOS, so install it first with your package manager:
# Debian / Ubuntu
sudo apt install love python3 python3-venv
# Fedora
sudo dnf install love python3
# Arch
sudo pacman -S love python
# Any distro (Flatpak)
flatpak install flathub org.love2d.love2dThen, from the project folder:
chmod +x scripts/*.sh # first time only
scripts/setup.sh --rom "/path/to/Poke Gold.gbc"
scripts/run.shscripts/play.sh does both steps in one go. After the first import, love .
is enough — or flatpak run org.love2d.love2d . if you installed the Flatpak.
If you use the official AppImage from love2d.org, make it
executable (chmod +x love-11.5-x86_64.AppImage) and either put it on PATH
as love or run ./love-11.5-x86_64.AppImage . directly.
Saves, options, and the generated data cache live in
~/.local/share/love/pokemon-love2d/ (Gold and Silver keep theirs in the
gold/ and silver/ subfolders) unless you enable
Portable Mode. Controllers work through SDL2; if yours is not
detected, check that your user is in the input group or that udev rules for
the pad are installed. On Wayland with older LÖVE builds, launching with
SDL_VIDEODRIVER=x11 through XWayland avoids most window and input quirks.
The Gen 2 importer reads the symbol files under tools/vendor/symbols/
(pokegold.sym / pokesilver.sym); scripts/setup_gen2_symbols.ps1 fetches
them. The regression suite lives in tests/drivers/; each driver runs with
POKEPORT_VERSION=gold POKEPORT_DRIVER=tests/drivers/<name>.lua love ..
By default the game keeps your save, options, and the private ROM-derived
data cache in your OS's normal per-user app data folder. To keep everything
next to the game instead (handy for a USB stick or portable drive you carry
between computers), drop an empty file named portable.txt next to the app
(next to the .app/.exe, or next to main.lua/conf.lua when
running from source), then launch the game. Portable mode is desktop-only
(Windows, Linux, macOS); it has no effect on Android or iOS, where the app
runs from a read-only package.
With portable.txt present:
save.lua,save.lua.bak, andoptions.luaare read from and written to that same folder instead of the OS save directory.- A ROM import writes the generated
data/generatedandassets/generatedcache straight into that folder too (nothing is left in the OS save directory), so a later launch reuses it without asking for the ROM again even on a different computer, as long as the same folder comes along. - Deleting
portable.txtswitches back to the normal OS save directory; nothing already written to either location is touched automatically, so copy files over yourself if you want to carry existing progress across the switch.
The game ships a native mod platform: content registries, events and hooks, per-mod saves and options, and an in-game manager. Start with docs/modding.md and CONTRIBUTING-mods.md.
Shipped example mods, one per kind of author, live in mods/ —
including DRAMATIC_SHAPE, the voxel renderer, extended by UNDERdecodedHD for
Generation II support.
Maps can be edited in Tiled and exported back out as a mod; see docs/tiled-map-editing.md.
Found a bug? A warp dropping you somewhere it shouldn't, a battle doing math that looks wrong, text in the wrong box, anything that does not match the original game — open an issue and attach a screenshot if you can. It saves a lot of back and forth, and if you can't get one, describe what you saw instead.
Same for features: say what you want, why it is worth doing, and how you picture it working. A request with real detail is one that can actually get built.
- docs/architecture.md — runtime details
- docs/gen2-migration-roadmap.md — what is done and what is left in the Gen 2 port
- docs/gen2-script-engine.md — the Gen 2 script VM
- docs/behavior-porting-notes.md — formula provenance
- docs/known-differences.md — where the port still diverges from the cartridge
- START > LINK connects two copies directly over UDP.
gen2recomp is by UNDERdecodedHD, forked from Gen1Recomp by bryanthaboi and BOIS CLUB GAMES, LLC. The Generation I engine, mod platform, renderer, and tooling are theirs; the Generation II import, script VM, world, and battle work are this fork's. See LICENSE.MD for the full copyright split.
Two parts. Everything inherited from Gen1Recomp, and every shared engine file since, stays MIT under its original authors' copyright — that is the default, and it is most of the repository. The Generation II components written for this fork are source-available rather than open source (© 2026 UNDERdecodedHD): read them, run them, change your own copy, and write and even sell mods against them — but don't redistribute or fork them. A file is only in that second group if it is named in the list in LICENSE; everything else is MIT.
This project would not be possible without pret — the pret band of decompiling maniacs — and their pokered, pokegold, pokeyellow, and pokecrystal disassemblies.
The ADVANCED / "RED++" colour mode uses the SuperPalettes, per-species palette map, and true overworld GBC colouring from pokered-gbc by FroggestSpirit, Drenn, and Danny-E, baked into data/palettes_gbc.lua. Neither pokered-gbc nor the pret disassemblies ship a licence file, so the palette tables in data/ are reproduced with attribution rather than under this project's MIT grant, and will be removed on request from their authors.

