Lo que descubrí leyendo el código de Pokémon Rojo y Azul

Have you ever missed catching a Pokémon after the Poké Ball shook THREE times and sworn the game hated you? Today I'll show you that those three shakes weren't random: the game is telling you, with precise numbers, how close you were. And behind all that "randomness" is actually a clock hidden deep within the Game Boy. In this video, we take Pokémon Red and Blue apart—thanks to reverse engineering its code—and see how it's REALLY made: how the entire Kanto region is built with just a few bytes, how the frame-by-frame capture system works, why the randomness in Pokémon isn't random, and the bugs that the programmers themselves left in the code (including an entire function that NEVER works and traveled through millions of cartridges). Spoiler alert: this game is made with far less than you think. ⏱️ CHAPTERS 00:00 Introduction 01:03 The Game Inside: Reverse Engineering 02:17 The Kanto Map Is Just Numbers 05:11 Chance Is a Clock: How Captures Work 09:26 The Bugs the Authors Left Behind 11:01 What's Left Out (Part Two?) 📺 RECOMMENDED VIDEO How the Game Boy Works Inside → [LINK] 💬 Want a second part breaking down how the game saves your progress, how it stores money, how the Pokédex works, and its connection to the most iconic glitch in Pokémon history? Let me know in the comments. 🔔 Subscribe for more software engineering and architecture explained through the retro video games that defined your childhood. #Pokemon #PokemonRed #PokemonAzul #GameBoy #Programming