/pokemon-player
Play Pokemon via headless emulator + RAM reads.
$ npx -y skills add devsoul2026/hermes-one-click --skill pokemon-player --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/pokemon-player
Context preview
The summary Claude sees to decide when to auto-load this skill.
Play Pokemon via headless emulator + RAM reads.
SKILL.md
pokemon-player.SKILL.mdname: pokemon-player
description: "Play Pokemon via headless emulator + RAM reads."
tags: [gaming, pokemon, emulator, pyboy, gameplay, gameboy]
platforms: [linux, macos, windows]
Pokemon Player
Play Pokemon games via headless emulation using the `pokemon-agent` package.
When to Use
- User says "play pokemon", "start pokemon", "pokemon game"
- User asks about Pokemon Red, Blue, Yellow, FireRed, etc.
- User wants to watch an AI play Pokemon
- User references a ROM file (.gb, .gbc, .gba)
Startup Procedure
1. First-time setup (clone, venv, install)
The repo is NousResearch/pokemon-agent on GitHub. Clone it, then set up a Python 3.10+ virtual environment. Use uv (preferred for speed) to create the venv and install the package in editable mode with the pyboy extra. If uv is not available, fall back to python3 -m venv + pip.
On this machine it is already set up at /home/teknium/pokemon-agent with a venv ready — just cd there and source .venv/bin/activate.
You also need a ROM file. Ask the user for theirs. On this machine one exists at roms/pokemon_red.gb inside that directory. NEVER download or provide ROM files — always ask the user.
2. Start the game server
From inside the pokemon-agent directory with the venv activated, run pokemon-agent serve with --rom pointing to the ROM and --port 9876. Run it in the background with &. To resume from a saved game, add --load-state with the save name. Wait 4 seconds for startup, then verify with GET /health.
3. Set up live dashboard for user to watch
Use an SSH reverse tunnel via localhost.run so the user can view the dashboard in their browser. Connect with ssh, forwarding local port 9876 to remote port 80 on nokey@localhost.run. Redirect output to a log file, wait 10 seconds, then grep the log for the .lhr.life URL. Give the user the URL with /dashboard/ appended. The tunnel URL changes each time — give the user the new one if restarted.
Save and Load
When to save
- Every 15-20 turns of gameplay
- ALWAYS before gym battles, rival encounters, or risky fights
- Before entering a new town or dungeon
- Before any action you are unsure about
How to save
POST /save with a descriptive name. Good examples: before_brock, route1_start, mt_moon_entrance, got_cut
How to load
POST /load with the save name.
List available saves
GET /saves returns all saved states.
Loading on server startup
Use --load-state flag when starting the server to auto-load a save. This is faster than loading via the API after startup.
The Gameplay Loop
Step 1: OBSERVE — check state AND take a screenshot
GET /state for position, HP, battle, dialog. GET /screenshot and save to /tmp/pokemon.png, then use vision_analyze. Always do BOTH — RAM state gives numbers, vision gives spatial awareness.
Step 2: ORIENT
- Dialog/text on screen → advance it
- In battle → fight or run
- Party hurt → head to Pokemon Center
- Near objective → navigate carefully
Step 3: DECIDE
Priority: dialog > battle > heal > story objective > training > explore
Step 4: ACT — move 2-4 steps max, then re-check
POST /action with a SHORT action list (2-4 actions, not 10-15).
Step 5: VERIFY — screenshot after every move sequence
Take a screenshot and use vision_analyze to confirm you moved where intended. This is the MOST IMPORTANT step. Without vision you WILL get lost.
Step 6: RECORD progress to memory with PKM: prefix
Step 7: SAVE periodically
Action Reference
- press_a — confirm, talk, select
- press_b — cancel, close menu
- press_start — open game menu
- walk_up/down/left/right — move one tile
- hold_b_N — hold B for N frames (use for speeding through text)
- wait_60 — wait about 1 second (60 frames)
- a_until_dialog_end — press A repeatedly until dialog clears
Critical Tips from Experience
USE VISION CONSTANTLY
- Take a screenshot every 2-4 movement steps
- The RAM state tells you position and HP but NOT what is around you
- Ledges, fences, signs, building doors, NPCs — only visible via screenshot
- Ask the vision model specific questions: "what is one tile north of me?"
- When stuck, always screenshot before trying random directions
Warp Transitions Need Extra Wait Time
When walking through a door or stairs, the screen fades to black during the map transition. You MUST wait for it to complete. Add 2-3 wait_60 actions after any door/stair warp. Without waiting, the position reads as stale and you will think you are still in the old map.
Building Exit Trap
When you exit a building, you appear directly IN FRONT of the door. If you walk north, you go right back inside. ALWAYS sidestep first by walking left or right 2 tiles, then proceed in your intended direction.
Dialog Handling
Gen 1 text scrolls slowly letter-by-letter. To speed through dialog, hold B for 120 frames then press A. Repeat as needed. Holding B makes text display at max speed. Then press A to advance to the next line. The a_until_dialog_end action checks the RAM dialog flag, but this flag does not catch ALL text states. If dialog seems stuck, use the manual hold_b + press_a pattern instead and verify via screenshot.
Ledges Are One-Way
Ledges (small cliff edges) can only be jumped DOWN (south), never climbed UP (north). If blocked by a ledge going north, you must go left or right to find the gap around it. Use vision to identify which direction the gap is. Ask the vision model explicitly.
Navigation Strategy
- Move 2-4 steps at a time, then screenshot to check position
- When entering a new area, screenshot immediately to orient
- Ask the vision model "which direction to [destination]?"
- If stuck for 3+ attempts, screenshot and re-evaluate completely
- Do not spam 10-15 movements — you will overshoot or get stuck
Running from Wild Battles
On the battle menu, RUN is bottom-right. To reach it from the default cursor position (FIGHT, top-left): press down then right to move cursor to RUN, then press A. Wrap with hold_b t
Read more
name: pokemon-player description: "Play Pokemon via headless emulator + RAM reads." tags: [gaming, pokemon, emulator, pyboy, gameplay, gameboy] platforms: [linux, macos, windows]
Pokemon Player
Play Pokemon games via headless emulation using the `pokemon-agent` package.
When to Use
- User says "play pokemon", "start pokemon", "pokemon game"
- User asks about Pokemon Red, Blue, Yellow, FireRed, etc.
- User wants to watch an AI play Pokemon
- User references a ROM file (.gb, .gbc, .gba)
Startup Procedure
1. First-time setup (clone, venv, install)
The repo is NousResearch/pokemon-agent on GitHub. Clone it, then set up a Python 3.10+ virtual environment. Use uv (preferred for speed) to create the venv and install the package in editable mode with the pyboy extra. If uv is not available, fall back to python3 -m venv + pip.
On this machine it is already set up at /home/teknium/pokemon-agent with a venv ready — just cd there and source .venv/bin/activate.
You also need a ROM file. Ask the user for theirs. On this machine one exists at roms/pokemon_red.gb inside that directory. NEVER download or provide ROM files — always ask the user.
2. Start the game server
From inside the pokemon-agent directory with the venv activated, run pokemon-agent serve with --rom pointing to the ROM and --port 9876. Run it in the background with &. To resume from a saved game, add --load-state with the save name. Wait 4 seconds for startup, then verify with GET /health.
3. Set up live dashboard for user to watch
Use an SSH reverse tunnel via localhost.run so the user can view the dashboard in their browser. Connect with ssh, forwarding local port 9876 to remote port 80 on nokey@localhost.run. Redirect output to a log file, wait 10 seconds, then grep the log for the .lhr.life URL. Give the user the URL with /dashboard/ appended. The tunnel URL changes each time — give the user the new one if restarted.
Save and Load
When to save
- Every 15-20 turns of gameplay
- ALWAYS before gym battles, rival encounters, or risky fights
- Before entering a new town or dungeon
- Before any action you are unsure about
How to save
POST /save with a descriptive name. Good examples: before_brock, route1_start, mt_moon_entrance, got_cut
How to load
POST /load with the save name.
List available saves
GET /saves returns all saved states.
Loading on server startup
Use --load-state flag when starting the server to auto-load a save. This is faster than loading via the API after startup.
The Gameplay Loop
Step 1: OBSERVE — check state AND take a screenshot
GET /state for position, HP, battle, dialog. GET /screenshot and save to /tmp/pokemon.png, then use vision_analyze. Always do BOTH — RAM state gives numbers, vision gives spatial awareness.
Step 2: ORIENT
- Dialog/text on screen → advance it
- In battle → fight or run
- Party hurt → head to Pokemon Center
- Near objective → navigate carefully
Step 3: DECIDE
Priority: dialog > battle > heal > story objective > training > explore
Step 4: ACT — move 2-4 steps max, then re-check
POST /action with a SHORT action list (2-4 actions, not 10-15).
Step 5: VERIFY — screenshot after every move sequence
Take a screenshot and use vision_analyze to confirm you moved where intended. This is the MOST IMPORTANT step. Without vision you WILL get lost.
Step 6: RECORD progress to memory with PKM: prefix
Step 7: SAVE periodically
Action Reference
- press_a — confirm, talk, select
- press_b — cancel, close menu
- press_start — open game menu
- walk_up/down/left/right — move one tile
- hold_b_N — hold B for N frames (use for speeding through text)
- wait_60 — wait about 1 second (60 frames)
- a_until_dialog_end — press A repeatedly until dialog clears
Critical Tips from Experience
USE VISION CONSTANTLY
- Take a screenshot every 2-4 movement steps
- The RAM state tells you position and HP but NOT what is around you
- Ledges, fences, signs, building doors, NPCs — only visible via screenshot
- Ask the vision model specific questions: "what is one tile north of me?"
- When stuck, always screenshot before trying random directions
Warp Transitions Need Extra Wait Time
When walking through a door or stairs, the screen fades to black during the map transition. You MUST wait for it to complete. Add 2-3 wait_60 actions after any door/stair warp. Without waiting, the position reads as stale and you will think you are still in the old map.
Building Exit Trap
When you exit a building, you appear directly IN FRONT of the door. If you walk north, you go right back inside. ALWAYS sidestep first by walking left or right 2 tiles, then proceed in your intended direction.
Dialog Handling
Gen 1 text scrolls slowly letter-by-letter. To speed through dialog, hold B for 120 frames then press A. Repeat as needed. Holding B makes text display at max speed. Then press A to advance to the next line. The a_until_dialog_end action checks the RAM dialog flag, but this flag does not catch ALL text states. If dialog seems stuck, use the manual hold_b + press_a pattern instead and verify via screenshot.
Ledges Are One-Way
Ledges (small cliff edges) can only be jumped DOWN (south), never climbed UP (north). If blocked by a ledge going north, you must go left or right to find the gap around it. Use vision to identify which direction the gap is. Ask the vision model explicitly.
Navigation Strategy
- Move 2-4 steps at a time, then screenshot to check position
- When entering a new area, screenshot immediately to orient
- Ask the vision model "which direction to [destination]?"
- If stuck for 3+ attempts, screenshot and re-evaluate completely
- Do not spam 10-15 movements — you will overshoot or get stuck
Running from Wild Battles
On the battle menu, RUN is bottom-right. To reach it from the default cursor position (FIGHT, top-left): press down then right to move cursor to RUN, then press A. Wrap with hold_b t
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