- introduction
- optimal play method per game
- play methods & pros/cons
- relevant Cores & surrounding nuance
- relevant flash carts & surrounding nuance
- manually reset RTC data
- convert save data (Virtual Console)
- acquiring the GS Ball in Pokémon Crystal
- interfacing with Pokémon Home
- product links
- cores / software / firmware
- relevant guides
- frequently asked questions
Some Pokémon games are unique due to their utilization of real-time clock, aka RTC. RTC keeps track of time while you aren't playing, essentially it syncs in-game time with real-time. In-game events/functions such as Pokémon catchability, the Move Tutor, Kurt's Apricorn Pokéballs, certain Pokémon evolutions, berry growth, lotteries, Secret Base battles, etc. depend on RTC. This causes complications depending on what method you're using to play Pokémon games on the Analogue Pocket. Bulbagarden has a nice write up on what time/RTC effects in each generation of Pokémon. Generation 2 is much more dependant on RTC than generation 3, but it's important enough in both generations that I wouldn't consider playing without functional RTC.
- games with RTC
- Silver -> GBC RTC core / BennVenn MBC3000 (Stadium 1&2)
- Gold -> GBC RTC core / BennVenn MBC3000 (Stadium 1&2)
- Crystal -> GBC RTC core / BennVenn MBC3000 (Stadium 1&2)
- Ruby -> EZ-Flash Omega DE
- Sapphire -> EZ-Flash Omega DE
- Emerald -> EZ-Flash Omega DE
- games without RTC
- Red -> GBC RTC core / BennVenn MBC3000 (Stadium 1&2)
- Blue -> GBC RTC core / BennVenn MBC3000 (Stadium 1&2)
- Green -> GBC RTC core / BennVenn MBC3000 (Stadium 1&2)
- Yellow -> GBC RTC core / BennVenn MBC3000 (Stadium 1&2)
- Fire Red -> GBA core
- Leaf Green -> GBA core
There are three methods of playing pokemon on the Analogue Pocket.
-
- pros
- GBC RTC Core
- time is tracked while you aren't playing the game
- sleep/save states are fully functional
- time does not desync with the use of sleep/save states
- basically a flawless implementation
- GBA Core
- sleep/save states are partially functional
- both
- free
- save files are easily accesible for backup
- save data & RTC functionality is not dependant on the finite life of a non-rechargable battery
- additional setup required
- GBC RTC Core
- cons
- GBA Core
- time is only tracked when playing the game
- time is not re-calculated when sleep/save states are loaded on cores that utilize said functionality
- both
- incapable of interfacing with some Nintendo hardware/software (N64 Game Pak, Pal Park, etc.)
- GBA Core
- pros
-
- pros
- GBC carts
- save states are partially functional
- EverDrive GB X7 - Time is recalculated when utilizing the cart's internal save state function. However, many users have reported that loading a save state breaks in-game saving.
- EZ-Flash Junior - in-game clock can be reset via manipulation of cart's internal clock
- BennVenn MBC3000 & insideGadgets RTC carts - compatible with N64 Gam Pak for use with Pokémon Stadium 1&2
- GBA carts
- save states are fully functional
- time is recalculated when save states are loaded (always in sync)
- both
- much cheaper than authentic carts in the grand scheme of things
- time is tracked while you aren't playing
- easy to replace internal batteries
- save files are easily accessible for backup
- GBC carts
- cons
- GBC carts
- time is desynced when save states are loaded via the Analogue Pocket (see manually reset RTC data)
- both
- incompatible with Analogue Pocket's sleep feature
- costs money
- additional setup required
- RTC relies on internal batteries that eventually die
- GBC carts
- pros
-
- pros
- time is tracked while you aren't playing the game
- sleep/save states are partially functional
- no setup required
- interfaces with official Nintendo hardware/software (N64 Game Pak, Pal Park, etc.)
- karts r kool
- cons
- extremely expensive
- time is not re-calculated when sleep/save states are loaded (desync)
- gen 2 cartridge save data is lost when the cart's internal battery dies
- gen 3 cartridge time is no longer tracked when the cart's internal battery dies
- cartridge battery replacement requires soldering
- additional hardware is required to backup save data
- pros
- There are currently 2 GBC cores & 1 GBA core available for the Analogue Pocket.
- Only 1 of 3 cores currently supports RTC, and it's a GBC core.
- There are no GBA cores that support RTC, so you'll want to use a GBA flash cart. Several are mentioned below.
- I recommend installing all cores using Pocket Sync, but make sure you select the proper GBC core, the one that supports RTC (budude2's core).
- direct links
- GBC by budude2 (RTC implemented ✅)
- GBA by budude2 (work in progress)
- GBC by spiritualized1997 (RTC not implemented ❌)
- GBA by spiritualized1997 (RTC not implemented ❌)
Note that if you're only using the Analogue Pocket, budude's GBC RTC core is the most reasonable option. You only need a GBC cart if you're interfacing with other hardware. I would argue that the best combination of carts for use with the Analogue Pocket are the BennVenn MBC3000 (compatible w/ N64 Game Pak), and the EZ-Flash Omega Definitive Edition. Why? Because this gives you the most compatibility with official Nintendo hardware/software (N64 Game Pak, Pal Park, etc). Functionality with the N64 Game Pak is particularly relevant given the announcment of the Analogue 3D.
-
- 3x more expensive than the EZ-Flash Junior, albeit with a superior physical build quality.
- When utilizing the cart's internal save state function, RTC data is recalculated upon loading a state, keeping in-game time in-sync with real time. However, for some users this seems to break the ability to save your game via the in-game saving mechanism.
- When utilizing the Analogue Pockets save state function, in-game time will become desynced with real time (see manually reset RTC data).
- Incompatible with N64 Game Pak, and thus Pokémon Stadium.
-
- !!! important !!!
- an unlisted / hard to find firmware is currently required for the Junior to function with an Analogue Pocket
- this unlisted firmware will cause your Junior to brick / die if you're not using a fast enough micro SD card
- 3x cheaper than the EverDrive GB X7, albiet wtih an inferior physical build quality.
- while time isn't recalculated after loading a save state, the in-game clock can be reset by manipulating the cart's internal clock
- set the internal clock 2 years ahead
- launch your game
- return the Junior's menu by pressing the button in the cart (press on front), or by resetting the cartrige via the anlogue Pocket's menu.
- re-sync the internal clock with real time
- launch your game
- follow the in-game prompts to re-set your in-game clock
- Incompatible with N64 Game Pak, and thus Pokémon Stadium.
- !!! important !!!
-
BennVenn MBC3000 (compatible w/ N64 Game Pak)
- Requires BennVenn's Joey Jr, or something comparable, to flash games to the cartridge.
- significantly less expensive that insideGadgets offerings
- time is desynced when save states are loaded without use of external applications or in-game exploits (see manually reset RTC data)
- Unlike other carts, there is no SD card, and only one game can be stored on the cart at a time.
- As only one game is loaded at a time, this cart is compatible with the N64 Game Pak / Pokémon Stadium.
-
insideGadgets GBC RTC cart (compatible w/ N64 Game Pak)
- Requires BennVenn's Joey Jr, or something comparable, to flash games to the cartridge.
- significantly more expensive that BennVenn's MBC3000
- time is desynced when save states are loaded without use of external applications or in-game exploits (see manually reset RTC data)
- Unlike other carts, there is no SD card, and only one game can be stored on the cart at a time.
- As only one game is loaded at a time, this cart is compatible with the N64 Game Pak / Pokémon Stadium.
-
insideGadgets GBC RTC LinkNLoad cart (compatible w/ N64 Game Pak)
- Does not require an additional cart flashing tool, you can flash games directly via the USB-C port on the card.
- Significantly more expensive that BennVenn's MBC3000 & insideGadgets non "LinkNLoad" cart, but possibly more convenient as an additonal flasher is not required.
- time is desynced when save states are loaded without use of external applications or in-game exploits (see manually reset RTC data)
- Unlike other carts, there is no SD card, and only one game can be stored on the cart at a time.
- As only one game is loaded at a time, this cart is compatible with the N64 Game Pak / Pokémon Stadium.
- GBA flash carts cannot be used to play GBC games without utilizing emulation. This defeats the purpose of fpga and games are noticably letterboxed, taking up only a small fraction of the Pocket's display.
-
EZ-Flash Omega Definitive Edition (highly recommended 👑)
- 40% cheaper than the EverDrive GBA Mini X5 with similar build quality and more features
- a physical switch on the outside of the cart allows you to enter Mode B / standalone mode
- please note that Mode B is not compatible with the latest Analogue Pocket firmware, ez-flash states "...it must be done by AP side.".
- Allows for flashing a game to memory and running it in "standalone" mode. This functionality allows for interfacing with Pokémon Pal Park to transfer Pokémon from gen 3 to gen 4 via a Nintendo DS.
-
- much cheaper than the Omega DE & GBA Mini
- Not compatible with stand alone cart functions, like Pokémon Pal Park.
- Battery is soldered in, making it much more difficult to replace.
-
- 40% more expensive than the EZ-Flash Omega DE with similar build quality and less features
- Not compatible with stand alone cart functions like Pokémon Pal Park.
- EZ-Flash & EverDrive carts utilize micro SD cards
- both cart manufacturers state that <=32GB must be formatted as fat32
- specificallly EZ-Flash asks that you use a 32KB allocation size
- you can technically use cards greater than 32GB with these carts
- EverDrive GB X7
- EverDrive GBA Mini
- EZ-Flash Omega DE
- note that
- EverDrive requires that cards >32GB remain formatted as fat32. on microsoft windows, this requires a special tool.
- the Omega DE requires that cards >32GB must be formatted as exfat
- It is my recommendation that you use 32GB cards for everything to make things simple, realistically you'll never fill 32GB with GB/GBC/GBA roms.
- As mentioned above the EZ-Flash Junior specifically requires a fast micro SD card to function, the others will benefit from a fast micro SD card as well.
- I recommend this micro SD card
- PKHeX (gen 2&3)
- Some flash carts store their RTC data in a separate file from the save file, you may need to delete the RTC file as part of the RTC reset process.
- steps to reset RTC
- backup save data
- run PKHeX
- load backed up save file
- select the "SAV" tab
- select "Clock (RTC)"
- click "Yes"
- export edited save data to new file (File > Export SAV)
- re-inject your edited save data into your cart/core
- set time when prompted in-game
- gen 2
- in-game exploit
- EZ-Flash Junior
- set the internal clock 2 years ahead
- launch your game
- Return the Junior's menu by pressing the button in the cart (press on front), or by resetting the cartrige via the anlogue Pocket's menu.
- re-sync the internal clock with real time
- launch your game
- follow the in-game prompts to re-set your in-game clock
- rom hacks
- gen 3
- authentic carts - desolder the internal battery, solder in a new one.
- rom hacks
- there are a couple reasons why you'd want to transfer your save data between your Pocket and your 2/3DS virtual console
- To Capture Celebi in Pokémon Crystal (see acquiring the GS Ball in Pokémon Crystal).
- To transfer Pokémon into Pokémon Home (see interfacing with Pokémon Home).
- To transfer saves into the Virtual Console versions, you'll need a modded 2/3DS running Checkpoint. See relevant guides below for more info.
- Note that in all cases your save file must be named "sav" with the
.dat
file extension for Virtual Console to read your save. - When using the online converters for gen 2 (more info below) this is handled for you. However, with gen 1 you don't use converters. So, you simply have to rename your save to
sav.dat
before injecting it with Checkpoint. - gen 2 save files are slightly different for GBC carts & cores vs Virtual Console save data. So, you'll want to use converters to avoid corruption and incompatability.
- normal save to Virtual Console converter
- Note that once converted to a VC save, save files will no longer be compatible with PKHeX. Use the next converter to solve this.
- Virtual Console to normal save converter
- After conversion with this tool, you may need to rename the converted save to
[game].sav
, where[game]
is the name of the rom (iepokemoncrystal.sav
).
- After conversion with this tool, you may need to rename the converted save to
- normal save to Virtual Console converter
- see convert save data (Virtual Console) for more context.
- steps
- save in-front of Lance (doesn't have to be your first time battling him)
- backup your save data
- convert your save data to VC data using this tool
- transfer your save into Crystal Virtual Console edition using checkpoint (see relevant guides)
- defeat lance
- enter the Goldenrod City Pokémon Center
- exit the Goldenrod City Pokémon Center
- receive the GS Ball
- backup your save data using checkpoint (see relevant guides)
- re-convert you save data using this tool
- After conversion with this tool, you may need to rename the converted save to
[game].sav
, where[game]
is the name of the rom (iepokemoncrystal.sav
).
- After conversion with this tool, you may need to rename the converted save to
- re-inject your save into your core/cart
Note that you can can transfer Gen 4-6 from 3DS into Pokémon Home without using retail cartridges as mentioned in #3.
- gen 1&2
- backup your save file
- load your save file onto the virtual console version of said game via a modded 2/3DS running checkpoint
- from there follow this guide
- gen 3
- method 1 (authentic carts & EZ-Flash Omega DE only)
- if you're using the EZ-Flash Omega DE the game must be running in Mode B
- use a Nintendo ds + Pal Park to trade Pokémon from gen 3 to gen 4
- from there follow this guide
- method 2
- backup your gen 3 save file
- use desume to emulate Pal Park transfer using your save file
- load your save file onto an authentic Gen 4 cart using a modded 3DS running checkpoint
- from there follow this guide
- method 1 (authentic carts & EZ-Flash Omega DE only)
- EverDrive GB X7
- EZ-Flash Junior
- BennVenn MBC3000
- insideGadgets GBC RTC cart
- insideGadgets GBC RTC LinkNLoad cart
- BennVenn Joey Jr
- EZ-Flash Omega
- EZ-Flash Omega Definitive edition
- EverDrive GBA Mini x5
- micro SD card
- EZ-Flash Junior, EverDrive GB X7, BennVenn MBC3000, & EverDrive GBA Mini battery replacement (CR1220)
- EZ-Flash Omega DE battery replacement (CR1025)
- insideGadgets GBC carts battery replacement (CR2025)
- cores/software
- Pocket Sync (gui core installer | guide)
- fat32 formatter (required for >32GB micro SD cards used with EverDrive carts)
- PKHeX
- firmware
- EverDrive GB X7 (guide)
- EZ-Flash Junior (use this specific firmware with this specific micro SD card | guide)
- BennVenn Joey Jr. (guide)
- EZ-Flash Omega DE (guide)
- EverDrive GBA Mini (guide)
- Pocket Sync
- EverDrive GB X7
- EZ-Flash Junior (please use this firmware & this micro SD card)
- BennVenn Joey Jr
- EZ-Flash Omega DE manual
- EZ-Flash Omega DE
- EZ-Flash Omega DE Mode B / standalone mode
- EverDrive GBA Mini
- replace batteries in flash carts
- backup saves on authentic carts
- mod 2/3DS systems & load checkpoint for save management
Pokémon Stadium 1&2 provide these unique benefits
- much easier Pokémon box orginzation
- much faster / bulk transfer of Pokémon between games
- shiny hunting eggs in gen 2
Why can't most flash carts interface with specialized Nintendo hardware/software (Game Pak, Pal Park, etc)?
Most flash carts launch to a menu in-which you first have to select a rom to interact with it. The BennVenn & insideGadgets carts only ever have one game flashed at time. Likewise, the Omega DE has the option (Mode B) to run a single game standalone. This allows these carts to interface with specialized Nintendo hardware/software, as they are viewed as single authentic game by the receiving hardware.
Similarly to my previous answer, only carts that offer a standalone game mode can utilize the Analogue Pocket's sleep functionality. This is because this sleep functionality is really a save state for a specific game in disguise. When you sleep your Analogue Pocket a save state is stored, when you wake your Analogue Pocket it attempts to load that save state. If you're using a flash cart that loads to a menu before it can load a specific game, it's impossible to load a state for a specific game before it is manually selected.