A Gen 1 Battle, Rebuilt From Scratch
Not an emulator. The Pokemon Red battle screen drawn on a real 160 by 144 tile grid, in original Game Boy grayscale, with the game's own font, sprites, HUD tiles and animation graphics decoded straight from the ROM. All 151 Pokemon are here. You choose your moves from the moveset your Pokemon really knows at level 100, PP and all, and the wild enemy fights with its own real moves. Metapod only knows HARDEN. Abra will teleport away. Ditto transforms. That is just how it was.
Arrow keys move, Enter or Z is A, Escape or X is B. Or just tap the screen.
A faithful recreation, not the original code. Sprites, movesets, damage math and animation tiles all come from a Pokemon Red ROM: real crits, stat stages, sleep, freeze, Transform, Metronome, multi-hits, one-hit KOs, even the 1-in-256 miss. F0, F2 and 94 are real glitch Pokemon. The Color toggle applies each species' real Super Game Boy palette, straight from the ROM's palette tables. The cries and battle sounds are rebuilt live from the ROM's sound data, not recordings. A test build in the Lab.
What is this Gen 1 battle engine?
This is a Generation 1 Pokemon battle engine written from scratch by me, Christopher Robert Fox (GardenFlouer), so the Glitchhouse research could be played instead of just read. Build a team of up to six for your side and six for the enemy, pick moves from each species' real level 100 learnset, and fight it out with the original Red and Blue math: critical hits, stat stages, sleep and freeze, Transform, Metronome, the works. The reason it exists is the glitch specimens. F0, F2 and 94 are in the roster with their real ROM stats, so you can finally find out whether a base stat total higher than Mewtwo's actually wins a fight (spoiler, base stats are not the whole story). There is also a link battle mode, share a six-letter code with a friend and play live. Everything runs in the browser, no emulator and no ROM download required.
More in the Lab: the Name Glitch calculator · the Glitchhouse.