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Engine Capabilities
Everything below is project data — no engine code, no forks. The faithful Kanto build holds every one of these at its Gen-1 value, byte-for-byte.
Battle, types, catching, and progression sit behind a ruleset interface; the built-in gen1 module is asm-faithful. A project can turn documented knobs (stat-stage tables, badge boosts) or bind any of ten formula kernels — damage, crits, accuracy, catch, experience curves — to a HatchScript replacement. Bramblewick's catch and experience math are scripts; re-expressing all ten Gen-1 kernels as scripts reproduces the reference battles byte-identically, which is the regression gate.
The entire overworld story layer is event records interpreted by a VM — triggers, branches, gifts, battles, choreography. In the faithful project, every gym, guard, and story beat is authored data; your game uses the same grammar.
HatchScript can't touch the filesystem, network, or engine internals — the grammar has no words for them. Runaway loops hit a step budget; failures report line/column and fall back loudly.
Declare new record families (Bramblewick adds a charm type) and custom fields with real editor controls. Per-individual extension fields ride the trade/battle wire format and join the link-identity handshake, so modified games can't silently desync against each other.
A project can select its logical frame — here Meadowbrook at the canonical 16:9 (256×144) next to the classic 160×144:


The engine's own menu words are knobs: the samples say MONSTER and MONDEX where Kanto says its own names:

The distributable engine carries a complete set of original default textures — fonts, frames, battle HUD, title art — so a fresh project looks coherent before you've drawn anything, and the shipped binary contains zero extracted material:

Cable-Club-style trades and lockstep link battles between two copies of a game, with a content-hash handshake that refuses mismatched projects instead of desyncing, disconnect grace, and session resume.
Battles emit deterministic event streams (replays hash byte-identically across Windows/Linux/macOS). Your game inherits that: reproducible battles, meaningful replays, and automated end-to-end bots as release gates — both samples are beaten start-to-finish by bots in CI fashion.
Monworks: MIT code · CC0 samples · everything pictured is original content. The faithful Pokémon Red build derives from your own local pokered clone and is never distributed. Pokémon is © Nintendo/Creatures/GAME FREAK; this is an unaffiliated fan engineering project.
Play
Create
Tutorials
- Writing Text
- Battle Backdrops
- Colors and Palettes
- Display Filters and Shaders
- Widescreen and Scaling
- Quality-of-Life Knobs
- Overlays (Recipes)
- Abilities & Battle Hooks
- Modern Individuals
- Per-Individual Fields
- Field Effects
- The Modern Ruleset
- Per-Save Rulesets
- Six Stats
- The Clock
- Conditioned Bindings
- Day and Night
- Sprite Variants
- Overworld Spawns
- Language Packs
- Set-Piece Battles & Narration
- Run a Server
- Join a Server
Elsewhere