feat: add pokemon-player skill with battle-tested gameplay tips
Comprehensive skill for playing Pokemon Red/Blue via the pokemon-agent package (NousResearch/pokemon-agent). Includes: - Full startup procedure (uv venv, server, localhost.run dashboard tunnel) - Save/load lifecycle and naming conventions - Gameplay loop with emphasis on frequent vision checks - Hard-learned navigation tips: - Use vision every 2-4 steps (RAM state is blind to obstacles) - Wait 2-3 seconds after door/stair warps for map transitions - Sidestep after exiting buildings to avoid re-entering - Hold B to speed Gen 1's slow text scrolling - Ledges are one-way — use vision to find gaps - Battle strategy, type chart, Gen 1 quirks - Memory conventions with PKM: prefix - Progression milestones through all 8 gyms + Elite Four
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skills/gaming/pokemon-player/SKILL.md
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---
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name: pokemon-player
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description: Play Pokemon games autonomously via headless emulation. Starts a game server, reads structured game state from RAM, makes strategic decisions, and sends button inputs — all from the terminal.
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tags: [gaming, pokemon, emulator, pyboy, gameplay, gameboy]
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---
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# Pokemon Player
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Play Pokemon games via headless emulation using the `pokemon-agent` package.
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## When to Use
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- User says "play pokemon", "start pokemon", "pokemon game"
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- User asks about Pokemon Red, Blue, Yellow, FireRed, etc.
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- User wants to watch an AI play Pokemon
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- User references a ROM file (.gb, .gbc, .gba)
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## Startup Procedure
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### 1. First-time setup (clone, venv, install)
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The repo is NousResearch/pokemon-agent on GitHub. Clone it, then
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set up a Python 3.10+ virtual environment. Use uv (preferred for speed)
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to create the venv and install the package in editable mode with the
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pyboy extra. If uv is not available, fall back to python3 -m venv + pip.
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On this machine it is already set up at /home/teknium/pokemon-agent
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with a venv ready — just cd there and source .venv/bin/activate.
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You also need a ROM file. Ask the user for theirs. On this machine
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one exists at roms/pokemon_red.gb inside that directory.
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NEVER download or provide ROM files — always ask the user.
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### 2. Start the game server
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From inside the pokemon-agent directory with the venv activated, run
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pokemon-agent serve with --rom pointing to the ROM and --port 9876.
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Run it in the background with &.
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To resume from a saved game, add --load-state with the save name.
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Wait 4 seconds for startup, then verify with GET /health.
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### 3. Set up live dashboard for user to watch
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Use an SSH reverse tunnel via localhost.run so the user can view
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the dashboard in their browser. Connect with ssh, forwarding local
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port 9876 to remote port 80 on nokey@localhost.run. Redirect output
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to a log file, wait 10 seconds, then grep the log for the .lhr.life
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URL. Give the user the URL with /dashboard/ appended.
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The tunnel URL changes each time — give the user the new one if restarted.
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## Save and Load
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### When to save
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- Every 15-20 turns of gameplay
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- ALWAYS before gym battles, rival encounters, or risky fights
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- Before entering a new town or dungeon
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- Before any action you are unsure about
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### How to save
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POST /save with a descriptive name. Good examples:
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before_brock, route1_start, mt_moon_entrance, got_cut
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### How to load
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POST /load with the save name.
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### List available saves
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GET /saves returns all saved states.
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### Loading on server startup
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Use --load-state flag when starting the server to auto-load a save.
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This is faster than loading via the API after startup.
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## The Gameplay Loop
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### Step 1: OBSERVE — check state AND take a screenshot
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GET /state for position, HP, battle, dialog.
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GET /screenshot and save to /tmp/pokemon.png, then use vision_analyze.
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Always do BOTH — RAM state gives numbers, vision gives spatial awareness.
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### Step 2: ORIENT
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- Dialog/text on screen → advance it
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- In battle → fight or run
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- Party hurt → head to Pokemon Center
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- Near objective → navigate carefully
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### Step 3: DECIDE
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Priority: dialog > battle > heal > story objective > training > explore
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### Step 4: ACT — move 2-4 steps max, then re-check
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POST /action with a SHORT action list (2-4 actions, not 10-15).
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### Step 5: VERIFY — screenshot after every move sequence
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Take a screenshot and use vision_analyze to confirm you moved where
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intended. This is the MOST IMPORTANT step. Without vision you WILL get lost.
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### Step 6: RECORD progress to memory with PKM: prefix
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### Step 7: SAVE periodically
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## Action Reference
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- press_a — confirm, talk, select
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- press_b — cancel, close menu
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- press_start — open game menu
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- walk_up/down/left/right — move one tile
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- hold_b_N — hold B for N frames (use for speeding through text)
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- wait_60 — wait about 1 second (60 frames)
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- a_until_dialog_end — press A repeatedly until dialog clears
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## Critical Tips from Experience
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### USE VISION CONSTANTLY
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- Take a screenshot every 2-4 movement steps
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- The RAM state tells you position and HP but NOT what is around you
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- Ledges, fences, signs, building doors, NPCs — only visible via screenshot
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- Ask the vision model specific questions: "what is one tile north of me?"
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- When stuck, always screenshot before trying random directions
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### Warp Transitions Need Extra Wait Time
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When walking through a door or stairs, the screen fades to black during
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the map transition. You MUST wait for it to complete. Add 2-3 wait_60
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actions after any door/stair warp. Without waiting, the position reads
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as stale and you will think you are still in the old map.
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### Building Exit Trap
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When you exit a building, you appear directly IN FRONT of the door.
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If you walk north, you go right back inside. ALWAYS sidestep first
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by walking left or right 2 tiles, then proceed in your intended direction.
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### Dialog Handling
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Gen 1 text scrolls slowly letter-by-letter. To speed through dialog,
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hold B for 120 frames then press A. Repeat as needed. Holding B makes
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text display at max speed. Then press A to advance to the next line.
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The a_until_dialog_end action checks the RAM dialog flag, but this flag
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does not catch ALL text states. If dialog seems stuck, use the manual
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hold_b + press_a pattern instead and verify via screenshot.
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### Ledges Are One-Way
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Ledges (small cliff edges) can only be jumped DOWN (south), never climbed
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UP (north). If blocked by a ledge going north, you must go left or right
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to find the gap around it. Use vision to identify which direction the
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gap is. Ask the vision model explicitly.
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### Navigation Strategy
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- Move 2-4 steps at a time, then screenshot to check position
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- When entering a new area, screenshot immediately to orient
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- Ask the vision model "which direction to [destination]?"
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- If stuck for 3+ attempts, screenshot and re-evaluate completely
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- Do not spam 10-15 movements — you will overshoot or get stuck
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### Running from Wild Battles
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On the battle menu, RUN is bottom-right. To reach it from the default
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cursor position (FIGHT, top-left): press down then right to move cursor
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to RUN, then press A. Wrap with hold_b to speed through text/animations.
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### Battling (FIGHT)
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On the battle menu FIGHT is top-left (default cursor position).
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Press A to enter move selection, A again to use the first move.
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Then hold B to speed through attack animations and text.
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## Battle Strategy
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### Decision Tree
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1. Want to catch? → Weaken then throw Poke Ball
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2. Wild you don't need? → RUN
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3. Type advantage? → Use super-effective move
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4. No advantage? → Use strongest STAB move
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5. Low HP? → Switch or use Potion
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### Gen 1 Type Chart (key matchups)
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- Water beats Fire, Ground, Rock
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- Fire beats Grass, Bug, Ice
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- Grass beats Water, Ground, Rock
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- Electric beats Water, Flying
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- Ground beats Fire, Electric, Rock, Poison
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- Psychic beats Fighting, Poison (dominant in Gen 1!)
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### Gen 1 Quirks
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- Special stat = both offense AND defense for special moves
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- Psychic type is overpowered (Ghost moves bugged)
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- Critical hits based on Speed stat
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- Wrap/Bind prevent opponent from acting
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- Focus Energy bug: REDUCES crit rate instead of raising it
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## Memory Conventions
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| Prefix | Purpose | Example |
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|--------|---------|---------|
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| PKM:OBJECTIVE | Current goal | Get Parcel from Viridian Mart |
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| PKM:MAP | Navigation knowledge | Viridian: mart is northeast |
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| PKM:STRATEGY | Battle/team plans | Need Grass type before Misty |
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| PKM:PROGRESS | Milestone tracker | Beat rival, heading to Viridian |
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| PKM:STUCK | Stuck situations | Ledge at y=28 go right to bypass |
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| PKM:TEAM | Team notes | Squirtle Lv6, Tackle + Tail Whip |
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## Progression Milestones
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- Choose starter
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- Deliver Parcel from Viridian Mart, receive Pokedex
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- Boulder Badge — Brock (Rock) → use Water/Grass
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- Cascade Badge — Misty (Water) → use Grass/Electric
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- Thunder Badge — Lt. Surge (Electric) → use Ground
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- Rainbow Badge — Erika (Grass) → use Fire/Ice/Flying
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- Soul Badge — Koga (Poison) → use Ground/Psychic
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- Marsh Badge — Sabrina (Psychic) → hardest gym
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- Volcano Badge — Blaine (Fire) → use Water/Ground
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- Earth Badge — Giovanni (Ground) → use Water/Grass/Ice
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- Elite Four → Champion!
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## Stopping Play
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1. Save the game with a descriptive name via POST /save
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2. Update memory with PKM:PROGRESS
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3. Tell user: "Game saved as [name]! Say 'play pokemon' to resume."
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4. Kill the server and tunnel background processes
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## Pitfalls
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- NEVER download or provide ROM files
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- Do NOT send more than 4-5 actions without checking vision
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- Always sidestep after exiting buildings before going north
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- Always add wait_60 x2-3 after door/stair warps
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- Dialog detection via RAM is unreliable — verify with screenshots
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- Save BEFORE risky encounters
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- The tunnel URL changes each time you restart it
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