- gen1 recomp link play supports direct network sessions for Pokémon battles and trades.
- Match versions: Both players should use the same Gen1 Recomp release and compatible game data.
- Host with UDP: Share the host address and selected UDP port with the joining player.
- Test locally first: A same-network connection helps separate setup errors from router issues.
- Protect saves: Back up both players’ saves before trading or changing mod configurations.
gen1 recomp Link Play Requirements
For gen1 recomp link play, prepare the connection before entering the Pokémon Center Cable Club. Gen1 Recomp is a native Lua and LÖVE2D recreation that uses legally owned Pokémon Red, Blue, or Yellow game data. It does not provide copyrighted ROM files, so each player must prepare compatible game data independently.
Both players should launch the same application version. A mismatch can prevent synchronization even when the IP address and UDP port are correct. The safest starting point is an unmodded session using the same supported game version on both systems.
| Requirement | Host | Joining Player |
|---|---|---|
| Gen1 Recomp version | Match the joining player | Match the host |
| Game data | Compatible Red, Blue, or Yellow ROM | Same compatible version |
| Save status | Save normally before connecting | Save normally before connecting |
| Network details | Provides IP address and UDP port | Enters host address and port |
| Mods | Use matching configurations or disable gameplay mods | Use matching configurations or disable gameplay mods |
Version Match
Use the same Gen1 Recomp release on both systems. Check the official GitHub Releases page before starting.
Save Backup
Copy each save folder to a separate backup location. Keep the backup until the trade or battle has completed and both players verify their results.
Network Access
The host may need a firewall rule and UDP port forwarding for internet sessions. Local-network play usually requires less configuration.
Never share ROM files, unrelated account details, or save folders with another player. Share only the connection details needed for the session.
How to Host a Direct Link Session
Hosting establishes the session that the second player will join. Start with the Link Play interface in Gen1 Recomp, select the host option, and choose the UDP port displayed by the application. Keep the host screen active while the other player connects.
For two devices on the same home network, provide the host computer’s local IP address. For an internet session, the joining player generally needs the host’s public address, while the router forwards the selected UDP port to the host device.
Confirm the Game Setup
Launch Gen1 Recomp without gameplay-changing mods for the first test. Confirm that the correct Pokémon Red, Blue, or Yellow title loads and that the save can enter the Pokémon Center Cable Club.
Open Link Play
Enter the Link Play interface and select the host option. Note the UDP port selected by Gen1 Recomp, then keep the session screen open while preparing the network.
Allow Firewall Traffic
Permit Gen1 Recomp through the operating-system firewall when prompted. If the firewall offers network profiles, allow the application on the profile used by your connection.
Configure Router Forwarding
For internet play, forward the same UDP port from the router to the host computer’s current local IP address. Do not use a TCP rule when the session requires UDP.
Send Connection Details
Give the other player the correct IP address and UDP port. Use the local IP for same-network play and the public IP for an internet connection.
| Session Type | Address to Share | Extra Setup | Best First Test |
|---|---|---|---|
| Same home network | Host’s local IP | Firewall permission may be required | Connect both devices to the same router |
| Internet session | Host’s public IP | UDP port forwarding and firewall rule | Confirm the host port matches the router rule |
| VPN or restricted network | Address supplied by the network | VPN and carrier restrictions may apply | Disable conflicting VPN routes temporarily |
| Handheld or mobile setup | Address visible to the active network | File and firewall controls vary by platform | Test with both devices on one local network |
Use a same-network session before configuring internet hosting. If local play works, investigate the router, public address, firewall profile, or carrier restrictions next.
How to Join, Trade, and Battle
The joining player does not create a second host session. Open Link Play, choose the join option, and enter the host address and UDP port exactly as provided. Extra spaces, a mistyped port, or using the wrong local address can cause a timeout.
Wait for the connection state to confirm that both applications are paired before entering the Cable Club. Once connected, both players should select the same activity: Trade Center for trading or the matching battle option for a battle.
| Activity | Preparation | In-Game Path | Safety Check |
|---|---|---|---|
| Trade | Back up both saves and prepare the intended Pokémon | Enter a Pokémon Center Cable Club and select trading | Confirm the offered Pokémon before accepting |
| Battle | Prepare valid parties and matching rules | Enter the Cable Club battle area | Avoid changing mods or tools during the session |
| Connection test | Use an unmodded compatible setup | Connect before selecting an activity | Confirm both players appear paired |
| Recovery test | Keep the latest valid saves available | Reconnect after restarting both applications | Check party and PC data after disconnects |
Starting a Trade
After the connection is established, enter the Cable Club and select the trading option on both systems. Review the offered Pokémon before accepting. Keep both applications open until the trade animation and save process finish.
Create a normal in-game save after a successful trade. If the session disconnects during the exchange, do not immediately overwrite your backups. First inspect the party and PC boxes on both sides.
Starting a Battle
Both players should enter the Cable Club battle area with their intended parties ready. Select the matching battle option and avoid opening the Save Editor, changing mods, or switching networks while the session is active.
If a battle is interrupted, close Link Play on both devices and reload the most recent valid saves before reconnecting. This provides a safer recovery point than continuing from an uncertain session state.
When both players are paired, verify the selected Cable Club activity before proceeding. Matching one player in the Trade Center and the other in the battle area will not start the intended session.
Mod Compatibility and Connection Fixes
Mods can affect link play differently. Visual or interface changes may be less likely to interfere with synchronization, while mods that change Pokémon, moves, maps, scripts, or battle rules can create incompatibility. The DramaticShape Voxel Mod is a separate community project and should be tested independently from the base application.
The most reliable troubleshooting profile uses the same Gen1 Recomp version, the same supported game version, and no gameplay-changing mods.
Before Connecting:
- Install the same Gen1 Recomp release on both systems
- Use compatible Pokémon Red, Blue, or Yellow game data
- Back up both save folders
- Disable gameplay-changing mods for the first test
- Confirm the host UDP port and firewall rule
| Symptom | Likely Cause | Recommended Fix |
|---|---|---|
| Join request times out | Wrong IP, port, firewall, or forwarding | Recheck the address, use UDP, and test locally |
| Connected but activity will not start | Different versions or Cable Club choices | Match releases, game versions, mods, and activity |
| Session disconnects during play | Unstable network or configuration change | Restart both applications and reload valid saves |
| Save looks incorrect after a trade | Incomplete session write or wrong profile | Restore the backup and verify the active save |
| Voxel setup causes errors | Incompatible visual mod or dependency | Disable the voxel mod and test the base game |
Timeout or No Response
Confirm that the host application is still listening and that both players entered the same UDP port. For internet sessions, verify that the forwarding rule points to the host device’s current local IP. A changed local IP can silently invalidate an older router rule.
VPNs, carrier networks, public Wi-Fi, and strict firewall profiles can block incoming UDP traffic. Test the same setup on a trusted local network when possible.
Connected but Trade or Battle Will Not Start
Compare the application release, game version, enabled mods, and Cable Club activity. Restart both copies of Gen1 Recomp after changing the active mod set. If the session still fails, disable all gameplay-changing mods and retry.
Disconnect During a Trade or Battle
Close Link Play on both devices and inspect the most recent valid saves. Check party members, PC boxes, and any traded Pokémon before making another connection attempt. Preserve the failed save separately instead of replacing the backup.
Do not use the Save Editor to repair a partially completed trade until you have preserved every related save backup. Make small changes only after confirming which profile is valid.
Best Practices and FAQ
A stable link-play setup depends more on consistency than on advanced networking. Start with a clean profile, confirm local connectivity, and add optional modifications only after a normal battle or trade works.
The official Gen1 Recomp repository, Wiki, Link Play guide, and GitHub Issues are the best places to check project-specific instructions and report reproducible problems.
| Best Practice | Why It Helps |
|---|---|
| Test unmodded first | Separates network problems from mod conflicts |
| Match exact releases | Reduces protocol and compatibility differences |
| Save before connecting | Provides a recovery point before trades or battles |
| Test local play first | Confirms the application works before router setup |
| Change one variable at a time | Makes connection errors easier to isolate |
Q: What is required for gen1 recomp link play?
Both players need the same Gen1 Recomp release, compatible Pokémon Red, Blue, or Yellow game data, valid saves, and a reachable network connection. The host also provides an IP address and UDP port.
Q: Can I use different Gen1 Recomp versions for a trade?
Using different releases is not recommended. Match both applications to the same version before connecting, then test again if the session fails to synchronize.
Q: Do both players need the same mods?
Gameplay-changing mods should match or be disabled. Mods that alter Pokémon, moves, maps, scripts, or battle rules can interrupt synchronization. Start with an unmodded session.
Q: What should I do after a link-play disconnect?
Close Link Play on both systems, reload the latest valid saves, and inspect party and PC data before reconnecting. Keep backups until the trade or battle result is confirmed.
For the first successful session, use matching releases, compatible game versions, no gameplay-changing mods, a same-network connection, and fresh save backups.