


So, as much as it was a project to help Failstream, it was also a selfish endeavor.Īs I'm a solving-interesting-problems-with-code addict (no, really, it's a problem), this project quickly spiraled out of control.

This caused the game-particularly the audio-to lag.ĭue to some quirks of the programming of FireRed, this happened at least four times in a row whenever a pokémon was switched out in battle (twice per pokémon), and as a frequent viewer of Failstream's stream, this sound lag drove me crazy. The primary issue with EverOddish's script is that every time a pokémon changed position within the party, it performed a synchronous write of image files to the hard drive ( synchronous meaning, the game doesn't move on until the operation is complete). Originally Pokémon Soul.Link was built as a simple improvement to EverOddish's PokeStreamer-Tools for Failstream who, at the time, was running a Nuzlocke challenge of Pokémon FireRed. Pokémon Soul.Link is a set of tools to aid in the streaming of Pokémon games.
