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Changes for PokeHome API Project.
Signed-off-by: elModo7 <elmodo7yt@gmail.com>
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personal_projects/pokemon_home/index.html

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<h2 class="code-line" data-line-start="16" data-line-end="17"><a id="project_inspiration"></a>Project Inspiration</h2>
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<p class="has-line-data" data-line-start="18" data-line-end="19">
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When I visit a restaurant and try a dish I really like, I often feel inspired to <b>replicate it at home</b>. This impulse isn’t limited to food—it’s a mindset I also apply to <b>software</b>. I see a <strong>feature</strong> or <strong>service</strong> and think, <i>“I can do that, maybe even better.”</i>
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<p class="has-line-data" data-line-start="20" data-line-end="21">
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I felt this <strong>hobby project</strong> was worth sharing, especially given the interesting <strong>technology stack</strong> I used. In many ways, this project mirrors and, in some cases, improves upon the functionality of <strong>Nintendo’s online Pokémon storage service</strong>, <strong>Pokémon Home</strong>.
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</p>
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<p class="has-line-data" data-line-start="22" data-line-end="23">
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Even though I don’t play <strong>video games</strong> much anymore due to the demands of <strong>adult life</strong>, I had been brainstorming this project for months. During my trips, I worked on <strong>diagrams</strong>, <strong>schematics</strong>, and <strong>mockups</strong> for the system. I also assembled a list of features I wanted to implement, along with the <strong>hardware</strong> and <strong>network topology</strong>, <strong>technology stack</strong>, and resources for <strong>video documentation</strong>. It also served as a great excuse to brush up on my <strong>English</strong> and <strong>video editing skills</strong>, which had gotten rusty after a five-year hiatus.
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</p>
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<br>
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<h2 class="code-line" data-line-start="94" data-line-end="95"><a id="skills_experience_involved"></a>Skills and Experience Involved</h2>
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<h2 class="code-line" data-line-start="16" data-line-end="17"><a id="project_inspiration"></a>Project Inspiration</h2>
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<p class="has-line-data" data-line-start="18" data-line-end="19">
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When I visit a restaurant and try a dish I really like, I often feel inspired to replicate it at home. This impulse isn’t limited to food—it’s a mindset I also apply to software. I see a feature or service and think, “I can do that, maybe even better.”
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</p>
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<p class="has-line-data" data-line-start="20" data-line-end="21">
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I felt this hobby project was worth sharing, especially given the interesting technology stack I used. In many ways, this project mirrors and, in some cases, improves upon the functionality of Nintendo’s online Pokémon storage service, <strong>Pokémon Home</strong>.
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</p>
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<p class="has-line-data" data-line-start="22" data-line-end="23">
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Even though I don’t play video games much anymore due to the demands of adult life, I had been brainstorming this project for months. During my trips, I worked on diagrams, schematics, and mockups for the system. I also assembled a list of features I wanted to implement, along with the hardware and network topology, technology stack, and resources for video documentation. It also served as a great excuse to brush up on my English and video editing skills, which had gotten rusty after a five-year hiatus.
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</p>
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<br>
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<h2 class="code-line" data-line-start="24" data-line-end="25"><a id="technology_stack"></a>Technology Stack</h2>
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<h3 class="code-line" data-line-start="49" data-line-end="50"><a id="clientside_technology__skills"></a><b>Backend Service</b> Technologies:</h3>
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<h2 class="code-line" data-line-start="94" data-line-end="95"><a id="frontend_backend_development"></a>Network Diagram</h2>
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<img class="article-inner-image" src="static/img/personal_projects/pokemon_home/diagram network.svg" alt="Network diagram">
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<br><br><br>
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<h2 class="code-line" data-line-start="94" data-line-end="95"><a id="frontend_backend_development"></a>Frontend &amp; Backend Development</h2>
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For the frontend, I used a custom-built library, <strong>GBAMEM</strong>, which tracks the running emulator, retrieves base pointers, and maps them to the game’s memory address. The library interacts with a cut-down version of my <strong>pokecrystal</strong> wrapper to extract game data in a more user-friendly format, allowing me to convert memory data into JSON objects for seamless Pokémon uploads and downloads.
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<li class="has-line-data" data-line-start="61" data-line-end="62"><a href="https://youtu.be/Fq6p8FByL9I"><strong>Java</strong> (API for language-agnostic DMA functions)</a></li>
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<li class="has-line-data" data-line-start="62" data-line-end="64"><strong>C#</strong> (GBAMEM port)</li>
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<li class="has-line-data" data-line-start="62" data-line-end="64"><a href="https://youtu.be/M9eB8EqtNaU"><strong>AutoHotkey</strong> (DuckStation wrapper - Commision AmaiFox for Parasite Eve II)</a></li>
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<li class="has-line-data" data-line-start="62" data-line-end="64"><a href="https://youtu.be/bPzwuNp1uWk"><strong>AutoHotkey</strong> Memory based Shiny Catching Bot (Multi-Instance)</a></li>
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<li class="has-line-data" data-line-start="62" data-line-end="64"><a href="https://youtu.be/bPzwuNp1uWk"><strong>AutoHotkey</strong> Memory based Shiny Catching Bot</a></li>
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<li class="has-line-data" data-line-start="62" data-line-end="64"><a href="https://youtu.be/RcGNuH9mLmw"><strong>AutoHotkey</strong> Memory based Shiny Catching Bot (Multi-Instance) Sneak Peek</a></li>
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<li class="has-line-data" data-line-start="62" data-line-end="64"><a href="https://youtu.be/Q8ny1_93EDs"><strong>AutoHotkey + Godot</strong> Kirby's Dream Land 2 Tracker</a></li>
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<li class="has-line-data" data-line-start="62" data-line-end="64"><a href="https://youtu.be/jLcLBPUUhfs"><strong>AutoHotkey + Godot</strong> Wario Land 4 Tracker</a></li>
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<li class="has-line-data" data-line-start="62" data-line-end="64"><a href="https://youtu.be/ZMIaK6Ex5Ls"><strong>AutoHotkey</strong> Wario Land 4 Multiplayer + Touch</a></li>

static/img/personal_projects/pokemon_home/diagram network.svg

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