![]() These updates to the server are still synchronous, but take significantly less time than writing files to the hard drive.Īll provided features work for both unmodified ROMs and randomized ones. ![]() The Lua script then sends updates to the server, and the server relays those updates to a webpage which is displayed in your streaming software (OBS Studio, XSplit, etc). Rather than writing image files to the hard drive, Pokémon Soul.Link runs a local Node.JS webserver. Eight weeks and ~19000 lines of code later, it's become its own suite of tools, complete with a web GUI. 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.
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