#Omnipet - A Modular VPet - 0.9.9 Released
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I was looking for small devices that could run Batocera that I could run this on and stumbled on the Powkiddy A12. Imagine having this thing just setup on your desk dedicated to running Omnimon, lol
That... that'd actually be pretty sic on a work desk or at home 
Quick question. Is there some kind of index of modules released by other users that do not come prepackaged with the game itself?
Not yet. You just have to search this page. I'm working on a Digimon World 1 theme module, and it's on my GitHub (DW1-module is the module on top of sundeth/dev for future merging purposes, while testing is the merger of my dev, DW1-module, and power branches; it's my current "working" state). Pepperoni Secret is working on modules and has posted some (he's the creator of the included DMH module!), and Alxemon is working on modules as well.
Gotcha, gotcha! I saw the PenZ and DW1 modules posted here earlier and will be adding them soon. 🙂
I've updated my module a bunch since posting it here!
Oh, nice!
I'm finishing evo trees on my version of PenZ today. I also have DM20 waiting for the next update, plan to have Pen20 preloaded too
Ohhhhhhhhhhh snap!!!
I'll wait until the new version of the PenZ module drops before adding it then!
There are some issues with unlocks rn, that's why I'm waiting. I also went out of town for most of this week lol
But I'm back to work
Ah, gotcha!
Here's the current version of my module. Keep in mind the Poyomon and Yuramon trees are incomplete, the Adventure Mode is far from complete, and there are no "special" evolutions other than Kunemon.
Thanks! I'll definitely be checking that out soon!
After these three projects are done I'll shift to doing all the Vital Bracelet Dims. Sundeth implemented Vital Values and Trophies so it's gonna be really fun bringing those over
I really just want to whip out all the obvious official stuff so we can get to the fun custom stuff faster lol
Yeah, I noticed that the necessary functions based on the Vital Bracelet are already implemented when checking the status menu and also saw Trophies building up when training.
In my dev branch, I uploaded updates that hide vital values from the status menu for modules whose vital_values_base = 0, and hide level and experience for non-DMX modules. IDK if anyone else wants that, or if sundeth will decide to merge those commits.
I'm also working on hiding level and experience in battle results for non-DMX modules as well
If i may ask (as curiosity has gotten the best of me), would you happen to know if the Powkiddy A12 is reliable? As in not too cheaply made, lasts a while, has good reviews? I've been meaning to look into it tho work has had me busy
I can't answer that question in relates to the Powkiddy A12 in particular, but I'll have a Gameforce soon (Ordered one yesterday to play this on) and I'll report back once I get it.
I think that's ideal
No idea. Pepperoni has a Powkiddy RGB10, and I have an RG351P, and both of us had to fiddle with input settings to get things to work right. Something to keep in mind for any cheap devices for Batocera
I forgot to mention, @next totem I saw it was crashing when you launched on Batocera. Check if you have a save folder
On my Anbernic, yeah. It had a save folder.
I've already exhausted my options trying to get it to work on that. Me and justin already concluded that it was a firmware / OS related issue.
Even if it has a save folder, check if there is a digidex.json in the save folder, if not, create an empty file with that name
Okay cool. I know a few things can cause crash on launch and that's one of them. The other is having modules with incomplete info
Oh darn, I didn't even try that and already tried fiddling with the Anbernic's firmware to no avail. Whoops.
It be like that lol, I've spent a lot of time trying to run this on random things. Tinkering is a big aspect rn
That being said, my plan when my Gameforce gets here is to run Omnimon on my laptop (As I am right now) when I'm at the house, and whenever I head outside or leave the house move my Digimon over to the Gameforce temporarily (By copying the save files). Kinda Pocket Digimon World-ish, in a sense. 🙂
I could see that working out. Love ftping saves to mimic a cloud saving experience lol
Regardless, you being interested in this project is exciting with all the work you do on Dim modding
If more people from the custom dim community get involved this will get crazy
💯
Wow, you did a better job than me, man
How to fix requirements for all the wood bone child level
Last couple of nights I’ve been trying to. I’m fixed it.
No requirements for evolution
I tried to bring the baby so I can work. The offers are progressing, but no matter what I do. I’m still locked into which evolution happens randomly.
So there could be a lot of things going on. But there is a thing where there's not a way to implement "no requirements for evolution" under that circumstance you'd want to set the evo requirements to parameters that are not being used by other digimon. That shouldn't be the case in PenZ though, because Humulos lists every possible evo condition.
I work from the list here, and I go top to down
Something else to keep in mind for module creators is you may need to manually edit monster.json. Under the evolutions listed for each pet, it tests each evolution in order from top to bottom. Think of evolutions as if-else if-else logic trees. You may need to manually change the order of evolutions from what Module Editor did. Generally, evolutions need to be listed from most to least strict to enable all evolutions. For example, if you have Numemon with "no requirements" listed first, that pet will ALWAYS evolve into Numemon
There can be a priority issue in the monster.json. If basic evolutions are at the top of the list. Let's say you have something that requires 0-1 effort. If that digimon is at the top of the evo list then Omnimon reads top to bottom and will see THAT first then think that's what you need to evolve to
Everything justin just said is correct
Best practice for using module editor is to do everything in order from most to least strict to avoid this bug occuring. So to post this list again, I'd do Sunarizamon first so it's at the top of the list. Then gaomon, then Morphmon and so on
But Plotmon/Agumon/Agnimon all require a slot unlock. Which means they should be read first, which means you should do them first. Becuse it will check them, so you dont have the slot unlocked, then skip them
Footnote to this discussion, Sundeth does say that it should be able to choose evolution regardless of ordering in the json. But it's best practice to make sure these are ordered as best as possible in case a glitch occurs
So sick how the list is looking on my side
Hey, how close is yours being completed?
Evo trees and arena, then playtesting unlocks when they're fixed
I still have to program everybody into the game Sprite, and all some Sprite are not in game so I had to try to re-create them and that went forward
I'm using VB sprites as placeholders for those
QUICK WARNING: I changed my module name with 1.5.6 from Digimon World 1 to DW1, and it will invalidate saves
Good to know
*0.1.6
Thank you soo much 🫡
May it work without any issues 🙏
Gave +1 Digi-rep to @next totem (current: #48 - 40)
I'm just trying out this game and wanted to ask why the training option doesn't work for DMC mons?
With the current module settings, training on DMC only works for Stage 3 and above
Ah thanks
Just to double-check, does training work for Stage 1 and above on the DMC keychains?
Yes it does
I just pushed a bugfix to my dev branch. Several Stage 1 and Stage 2 pets in DMC and DMX were missing attack animations, so they couldn't train. Also, Amphimon in PENC was missing attack animations, so I gave some.
These animations might not be the correct ones, so may need correction, but the bugfix will allow training / battling.
Keep in mind, the official release doesn't allow Stage 1 pets to train, even with an attack animation set, but if anyone is using my bugfixes, it should work now.
Heads-up for anyone who might be using my dev branch. I'm about to merge my power branch into my dev branch, because I want to update the documentation with the recommendation in the installation instructions to install psutil (pip install psutil) to have a working power status on non-RPI systems. I have separate updates to the documentation in my dev branch, and it will be easier for both me and sundeth if I pre-merge the two branches. He's going to have to review all my commits anyway, so closing the pull request from power and including it in my pull request from dev will be simplest.
Do the assets line up well at this resolution?
@sweet sun has leveled up! (5 ➜ 6)
Yes, they do. I use my RG351P at 480x320. Things can start to get weird at higher resolutions in training and battles, such as at 1280x720 or higher, with pet sprites not centered vertically on the screen.
If you're having weird graphics in the Freezer, that can be fixed by adjusting resolution settings in config/config.json.
Is that the screen resolution?
Yes
So are people just leaving there devices on over night for growth?
I finished the branch merge in my GitHub repo. My power status implementation with psutil is now in my dev branch, so people can try it without using my testing branch (which includes my work-in-progress module).
In other words, my power status implementation is now included with my other bugfixes. As a reminder, most of my bugfixes apply to the Python version only, not the Windows .exe.
You can if you'd like. I haven't, but I've mostly just been "testing" the game, not playing normally. My handheld would have to be left plugged in, and I'm not sure whether being on and plugged in all night would be good for it. IDK how good the components are in a $60 handheld compared to a laptop. I worry about battery damage, and I worry about image persistence without a proper screensaver. Batocera screensavers don't work in-game. Keychain pets keep running with the screen turning off after a minute, but Omnimon on Batocera is either running with the screen on, or not running at all. Best workaround I can do with my handheld is lower the brightness, like 5% brightness during the day and 1% brightness at night.
For now at least, you could compensate for the time turned off with the debug F1 key, advancing the timers however many hours you had Omnimon turned off.
Making a screensaver is complicated... Too complicated for me. No wonder this game doesn't have a screensaver yet...
Good news... I have a rudimentary screensaver in my dev branch! Off by default. Toggled in the Settings menu, with a delay from 1 to 60 minutes. It simply draws a black screen, and turns back to drawing normally for user input, pet alerts, and evolution.
Game keeps updating everything, and the screensaver simply draws a black window/screen, rather than putting the screen in a proper sleep mode, so power savings are unknown.
Either way that's awesome, backlight is still on I assume just black background
Evo trees are done on PenZ. Items are implemented, took like two seconds because it has all the same items as X you just have to delete Seven Switch
All that's left is arena and 3 graphics outside of ensuring the unlocks work
Gonna finish arena and graphics then get back to work on Pen20
I also looked in to making sprite sheets for the 3 digimon I have to use VB sprites for, I'll be able to do their sprite sheets and I figured out a plan for it. I'm leaving that until post release though
Correct. On my desktop monitor and my RG351P handheld it's obviously a black screen rather than off, but my Pi on my HDR TV appears off, other than the power indicator light, so it depends on the backlight.
Oh god
PenZ also has digimon in the arena that aren't in the evo trees
Those bastards
Time to go downloading spritesheets again
All 3 of these have to have an extra "egg" for just digimon here that exist only for battle
DW1 will need some enemies not in the evo trees as well. So far, I've just reused pets. E.g., in "Native Forest," fighting Betamon rather than ModokiBetamon
I don't think they need an "egg". I'm pretty sure you can have a "version" without an egg, and put all the non-playable pets in that version
Yeah exactly that's what I do
That's why I put the quotes on, trying my best to not confuse a random person reading
So, my screensaver likely won't save that much power. It doesn't reduce drawing calculations, but adds a drawing calculation at the end for a black screen. I haven't figured out how to stop all the scene drawing calculations without stopping the game updates. So, the screensaver adds a drawing calculation, but reduces screen brightness by the amount between a normal screen and a black screen. Whether that screen brightness difference is larger than the extra drawing calculation, IDK. For now, it's "good enough," considering sundeth is making major changes to the codebase, and might have his own screensaver implementation by now. He's reorganizing the code, so a screensaver will likely need a rewrite anyway.
My first failure, the screensaver prevented the pet from calling for needs, so the user would miss calls!
My second failure, when I posted my frustration, I couldn't get past all the object-oriented programming nonsense. Trying to figure out how to call and modify non-local variables is tricky, and depends on the context. I ended up with a circular definition somehow with objects referencing each other, and I wanted to throw my computer out the window.
It might not save much power, but it's a screensaver, and should mitigate concerns about damaging screens from being on all the time. It still uses backlight hours, but at minimum brightness for the current screen settings (lower your screen brightness as far as you can tolerate to make it last longer, hint hint). A better screensaver would require OS-dependent system calls to make the screen actually sleep and turn off the backlight completely.
That's still really nice
Ngl, a screensaver is one of those things that even if it doesn't fully work the fact it looks like it works is still a massive upgrade
This will feel better for having the screen go dim
Also I counted, it's 63 digimon I have to add because they're exclusive to arena
"Dimmer" is a great description. My screensaver is precisely a screen dimmer with a plain black screen.
I'm holding out on sundeths next release before I commit to a device to play it with
The arena is done, PenZ just needs the clean up that I'll do before releasing all of them
unfortunately, it seems knulli lacks full support for pygame, I think it will be a hit or miss with each device, I have GarlicOs on mine and it doesn't even show the game in the menu 🙁
hello! everyone! hope you had a great week, I've been very busy coding a LOT of stuff for the project and outside of it, I still have a lot to go before a new release, but I already began work on bug fixes and will soon work on the stuff on git. Until then, let me give you a preview of what I've been cooking for the game.
First a brand new debug menu for those developing modules to be able to test evolution paths with ease, it has many pages with all the pets attributes so you can add stuff on the fly!
I also have implemented random events! There's a new tab in the Module Editor where you can add events to the game, they can drop items or trigger special encounters, the events are based on the xai roll
We will now have Daily Quests! Every day the game will pick 3 quests. The quests are module specific and are created in a new tab for the Module Editor.
Theres a new menu option, the Library where you can track and claim quest rewards and access the digidex and freezer box (they are still the Settings Menu)
but the most important of all....PvP battles between Omnimon devices! The code is practically done, the battles are happening, just some ordering issues that I'm working on
Pretty huge update, amazing work
This really is gonna be the fun of omnimon in the future. The weird modules we can make when mixing and matching all these features
The flexibility will be huge
I'm psyched, will pvp work across devices? Ie batocera, pi zero etc?
any device that has wifi should work, this is the first step for future battles across the net, the only limitation is that both devices need to have compatible modules, lets say device1 has DMX, but device2 doesnt and device1 is trying to battle with a DMX pet, then an error will show since device2 can't handle that pet. Right now, only battles between omnimon devices, the protocols that will enable battles across devices are already implemented (you can see them in the versus mode), but we dont connect with real hardware...yet
btw, I have just merged my changes to the dev branch, so you guys can start playing with the new features in dev, expect errors 🙂
btw to open the debug menu, press F12 on main screen
Oh nice! Ill definitely mess with some stuff
Launched without adjusting anything
Looks like there's some wrap around issue with the menu rn
Increasing resolution and messing with auto resolution doesn't fix anything
I'm being a dumbass, I was launching with the exe lol
Just a quick reminder for everyone playing with sundeth's dev branch, bug reports and feature requests go on sundeth's Github Issues tracker 🙂
@unreal glacier I had forgotten about the special unlock issue, thanks for posting it on the tracker!
Gave +1 Digi-rep to @unreal glacier (current: #296 - 5)
Yeah! Didnt realize you were using the issue tracker so I figured best to add it there when you brought it up
The issue is the main reason I haven't released DM20/PENZ and will effect Pen20 when its finished
And Im sure it effects everything else besides like DMC, DMH, and maybe D-3 is safe
Actually just hit me DMH is also hit because it will impact a feature I need to implement there
I've been using the issues tracker ever since sundeth asked us to a few days ago
DW1 is affected too, I need working unlocks for eggs and evolutions
My DW1 progress has been slow. I've mostly been working on bugfixes for the game. I made a bunch of small commits, but sundeth's new features were either several very large commits, or several squashed commits. Something like 8,000 new lines of code in his update! Yesterday, I was just thinking I'm done for now, until sundeth pushes to dev. Guess what I woke up to? Now I should be able to spend more time with my module, but sundeth has asked for changes to the screensaver... It seems he wants it on by default, and having time, alert, and poop indicators on the screensaver.
I can implement the screensaver, already had it in mind, I asked just to make sure I don't add something that you guys are also working on
You can do the screensaver! I'm still a noob. My implementation is VERY rudimentary. It simply fills the screen black after all scene draw calculations. The screensaver needs to cache and blit changes like the scene draws do when implementing time alert and poop indicators, somehow avoid doing all the scene draw calculations while still updating the game state, and occasionally change the position of indicators to avoid screen image persistence or burn in. If you do the screensaver, it will be better and be done much faster!
It would probably be quicker for you to revert my screensaver commit and start fresh than to edit it...
My Gameforce just got here! Gonna be setting this up on it shortly!
Can confirm that Omnimon starts up on the Gameforce, but the buttons are incorrectly arranged. Chances are the input_config.json file posted earlier is necessary. I will be checking on this accordingly.
Even using the input_config.json file above, the buttons are still wrong.
Should I be using the key remapper, or?
I erased every action from the PadToKey profile for Omnimon on my Gameforce and the direction keys are all wrong. The face buttons still do what they're supposed to do.
Is there a way to correct the direction keys?
Whats input test showing? If its showing letters, I have the same thing going on. In the input config file I deleted all controller maps, and just set the bindings to whatever keyboard bindings the input test was showing
I haven't run input test yet. Hold on.
What file would I be editing once I know what key is what, by the way?
It should be in the config folder. I think its literally called input iirc
Oh, this is a bit of an issue.
So apparently, when I press a button in input test, it's actually registering multiple button presses. Pressing up on the D-Pad registers both KEYDOWN: up and JOYBUTTONDOWN: joystick 0 button 10.
Which means it's registering both a keyboard key press and a joystick button press.
Should I create a PadToKey profile for input test and blank that, too? Or?
Or is there a way to disable joystick input in the input config? That may be the only thing I can do here.
If I can disable joystick input in Omnimon via the input_config.json, that seems to be the only solution.
Given that input test is registering both a keyboard button press and a joystick input, it's the only thing I can think of.
Or perhaps disable keyboard input in the input_config.json file. But I'm not sure how to go about doing that.
I have to disable something, but I don't know the necessary syntax of the file to do that.
What should I change in the file, and to what?
This is the default obviously, but I need to change this to disable keyboard input so that I can make it exclusively joystick input.
And I don't know how to do that.
Should I change everything under keyboard to a single key that's not coming up in input test? Or would that break stuff?
I'll try to fiddle with it myself in a moment and report back with my findings.
Figured it out!
I'm going to post a guide on how to get Omnimon up and running with proper key mapping shortly.
This will include the input_config.json that I put together myself.
With my RG351P, it registered multiple button presses. One was the hard-coded value, and one was the padtokey value. I had to figure out what was the hard-coded value, and set input_config to that.
Yeah, my Gameforce was registering both a keyboard key press and a joystick key press, so I had to do further fiddling.
You can disable joystick inputs in input_config by taking the value on the right hand side and emptying it to be "something": ""
How to set up Omnimon on a Gameforce with Batocera
- Replace the config_input.json in the Omnimon/config folder with the one provided here. This fixes the joystick button inputs and also reassigns all keyboard inputs to the 0 key. (This is necessary because the Gameforce button presses trigger both a keyboard input and a joystick input in input test.)
- Make a PadToKey configuration for Omnimon, clear everything that isn't a hotkey (Highlight it and press X), and disable mouse cursor movement.
- You are good to go!
Like so, just adjust the "keyboard" section
I've saved the input_config.json file that I just made for future use / reference. That way when updates are pushed, it's just a matter of replacing the included input_config.json file with the one I customized. 🙂
You can always copy everything but the config folder to your omnimon folder! 🙂
Combining this with a "blank" PadToKey profile as I explained above works nicely!
Oops, forgot the bottom joystick section...
Glad you found a config that works for you!
Nice that you found a solution! I got distracted lol
But I just opened input_config and deleted everything that wasn't keyboard controls
Is it done?
Is what done?
Can I sleep?
IDK, can you?
Pendulum Z
I was up all last night and I’m still not done. I only completed one out of six.
I’m going to sleep
Sleep well!
Well, I can’t go to sleep. I’m at work but.
LOL
I was up last night making pendulum zeros evolution lines and I’m still missing some monsters
I tried to play my Xbox and I fell asleep
Don't kill yourself with all-nighters. Just pull request to sundeth/dev when you finish something
I got a project in the back burner
That’s the one that make my evil army mod
Pendalin Z is released by someone I’m getting it later. I gotta work on Baun letter of evil.
I’ve been putting off that project for a while pin X is already done. That’s gotta go wire stuff up.
Evolution wise
Well, sundeth just released a bugfix for unlocks today. I think @unreal glacier was working on PENZ stuff.
I'm testing the unlock bugfix right now with my DW1 module
Yeah Ive had a lazy day, I got an email about the fix so Im excited to fix dm20 and penz and release them. Might do it tonight after I get some other work done
run the input test application and take note on each key code, then add them to the file input_config.json inside config, you can map as keyboard or joystick depending on what you get from the input test, here's the default mapping for a joystick
"0": "A",
"1": "B",
"2": "Y",
"3": "X",
"4": "SELECT",
"6": "START",
"9": "L",
"10": "R",
"11": "UP",
"12": "DOWN",
"13": "LEFT",
"14": "RIGHT",
"15": "UP"
the number is the value the input test shows
I posted this and a ton of messages appeared, lol, discord not refreshing
If we go the gamepi13 route these work out of the box?
yes, just burn the image to an sd card and youre good to go, even better if you get the accelerometer
I want to get that in the future, but I can’t solder
just dont forget to setup the wifi so you can update the game via WinSCP
Does the image auto load the game or is it on the desktop?
it loads the game directly as a service on startup
That’s cool, how do you exit to set up WiFi? Also, is there a way to adjust brightness and volume in game
you can adjust volume only, to setup the wifi, use the Raspberry Pi Imager to burn the img to the sd, there's an option to edit the wifi settings on it
Fantastic, just need someone to create a case for gamepi13
I have the tools and the printers to make a case, I even made some mockups, but I'm spending all the time in the code side of things, there's still just too many features to add 😄 but I will get to the case eventually
That’s cool, I would buy a print from you if possible down the line
I live in Brazil, so that would cost you a kidney in shipping alone lol, but I will release the files for everybody
Ooh that makes sense, I’ll get someone to print it here then lol
As for features could cloud storage be used to back up data
Why print a case when you can make a fire hazard
lol, what am I looking at
Gamepi 13 in a bunch of boxes I cut up and taped together inside another box
Stoner alert
so about the cloud aspect of things, I don't want to talk to much about it since its still only in the realm of the idea, but I have been looking to buy a domain and get a small server setup, so in a for now very distant future we may have a central hub to share modules, battle online, maybe even a way to downloads modules in game, we will see
That'd be cool!
jesus I fougth mine was a fire hazard lol
That would be cool. I’m a big fan of Nacabaro’s storage and battling for my Digimon
Are you using a battery? I’m thinking of just using it plugged in to start
Yeah I got a battery for it. Theres one literally made for the gamepi13
Well no, its made by the same people for the pi zero 2w
What’s battery life? I feel like it would be too thick with another layer
It actually has bad screw compatability
thats mine, double battery, double fun and fire
Heatsinks?
last time I got 7 hours, I have made many optimizations since, should be better now
it doesnt have space for that, cpu works at 15% on idle, so its all good
I just pick up the phone and the analog pets came running for attention time ❤️
I noticed the cat in the background...
If I sink the heat, how then can I burn down a 10 year olds house by putting a virus in their oven
I posted another issue. The log keeps referring to save_data_1.dat now...
Thats because of how interesting it is
as I get older, I'm slowly turning into the stereotype of the crazy can men, expect cats and cat hair on all my photos, yesterday I got into an uber with my sister, she said I release more cat hair than a cat, the little bastards learned how to open my wardrobe, just to sleep inside, their effort values may be high, but I have not been training them correctly
I might be doing something wrong with my module, but my egg unlocks aren't working for me. I set type evolution amount 1, just evolved my starter, and the eggs aren't unlocked
I could try digidex 2, but that would unlock if people used both starters...
I already tried egg type amount 1, but that didn't work
What is "group" type anyway?
I tried typing in the whole list of the starters' Stage 4 evolutions, without spaces, with spaces, and with spaces and quotes. I get this error dialog
Either I'm doing something horribly wrong, or the bugfix isn't working
Okay, unlock works, but evolution entries have to be manually entered into module.json. Issue is with Module Editor
Evolution unlocks need to be entered like so:
{
"name": "Bot_Egg",
"type": "evolution",
"version": null,
"label": "Bot_Egg",
"area": null,
"to": [
"Greymon",
"Tyrannomon",
"Centarumon",
"Meramon",
"Birdramon",
"Monochromon",
"Sukamon",
"Numemon",
"Drimogemon",
"Ogremon",
"Garurumon"
],
"amount": null,
"list": []
}
And the PENC unlock screen is still bugged...
There are currently save file issues. It's more than just misreporting in the log
Likely for everyone running the dev branch
It's not rotating saves properly. I have more than 5 files, and it keeps loading an older save file, not the most recent.
I just pushed Pendulum Z to the dev branch
Only works with dev branch
Hopefully I'll get DM20 uploaded tonight as well
Yay! More modules for the 0.9.8 release!
I'm gonna make the last 6 eggs versus unlock requirements, which means it's gonna throw an error on module editor. PenZ has the same issue, gonna make an issue ticket for it
Unlocks don't seem to be quite right still. I have a special key for Kunemon. Beating Kunemon in Area 4 of DW1 doesn't unlock the Kunemon evolution. I had to add an unlock key for Kunemon with Area 4 under "Unlock", which is error-prone with module changes. It works with a specific Area 4 key, but the battle itself doesn't unlock the evolution like it should. So, the "Unlock" under "Battle" doesn't seem to work.
I tested slot unlocks quickly by setting the parameter to adventure and area as 1 and it worked for me
The game force is neat but I hope I can find something smaller or with a longer battery to be able to use this on. Try to get as close to an actual vpet experience I can.
What I'm saying is if the key is only under "Battle" and not "Unlock", it doesn't work
Oh I see yeah
So, "Unlock" in battle.json doesn't seem to do anything
Also oof it doesn't actually look like versus unlocks work haha
I had sunarizmon fight swimmon. So thats nature spirits vs deep savers, ver 1 vs ver 2. Should've unlocked slot 1 and slot 2 but didn't unlock anything
I'll make a temp fix that makes adventure mode unlock slots
Here's a fixed module.json for PenZ
Here's DM20
Fixed PenZ to make that easier to access too
I'm having some weird issue where Github Desktop isn't pushing my changes. I might take care of it tomorrow
Sometime I hate Git. It just tried to force me to make a merge commit in my module for config.json when I did git stash pop... Finally I got it to unstage and revert that stupid file
Finally, I can rest
Make sure to download the dev version from github, otherwise certain features won't work
Perfect, have fun
Lmk if there are any issues, first few evos should have no problems though. I just haven't tested the weird late evo jogresses
Now I just need the motivation to pound out Pen20 lol
Unfortunately, I have plenty to pen 20
Way too much
I know all the evolutions in and out
Make me a 100 battle cat for two eggs is going to be insane
I pushed my DW1 ver. 0.2.1 update. Unlocks for eggs and Kunemon are working, and I finally generated module documentation.
I just pushed my DW1 ver. 0.3.0 update. Poyomon's normal evolution tree is finished now
I pushed DW1 ver. 0.4.0. Yuramon's normal evolution tree is finished now.
All regular evolution trees are finished!!!
That just leaves all special evolutions other than Kunemon, and most of the Adventure Mode.
Is there a discord for this or a specifica page dedicated to information on it?
oh wait i might be in said channel xD
@icy radish the unlock in the battle.json is used for documenting purposes, the actual unlock is in the module.json, I will take a look into the save issues
I should note that I tested the dev build on my Gameforce early last night and it crashed as soon as you check a Digimon in the status menu. Regular build works fine.
Was that a known issue that has been squashed?
The save issue is new.
Crashing on the Gameforce in the status menu is the first we've heard. Can you get any logs? Set logging to True in config/config.json, and check the logs folder
I don't have it on the Gameforce right now (Currently rocking the regular / stable build), but I can recreate the situation and send a log later.
IDK, but there might be a conflict if there are two versions on the device at the same time
Potentially. I'll move the current version to backup before doing this.
I did as you instructed and there is no logs folder even after the crash. Does that have to be created manually?
No, there should be a logs folder if logging is enabled. If you wait a minute before entering the status menu, maybe the autosave will trigger the log creation? (There are currently save issues though)
Yeah, it didn't come up, so I manually created it.
There's no log file after the crash with a logs folder present.
Logging is enabled in the config file, so I don't know what's going on here.
There might be some output in a log under BATOCERA/SHARE/system/logs
Which file am I looking for?
I see seven files.
batocera.log, display.log, es_launch_stderr.log, es_launch_stdout.log, hostname.log, mpv.log, and wsdd.log.
None of those seem to be related to neither PyGame nor Omnimon.
Check the es_launch files, see if there's anything interesting near the bottom mentioning PyGame or Omnimon
FOUND IT.
What is it?
Gonna post the line I suspect is related in a text file.
TLDR It seems like there's a file that is in the wrong place.
Lemme check. There's a resources/trophies.png. Case sensitivity..
Yup, that seems like it did it then.
Try renaming the file with uppercase and see if it works
Yup, I'm sure it should!
I'll report back once I check on this again.
It works now!
The case sensitivity on the Trophies.png file is what did it.
If I run into any further problems, I'll let you know!
Thanks so much for your help! I'm working on pushing the bugfix
Bugfix added to my pull request to dev!
...and my Gameforce's battery just bricked. Like, wow.
After all that work I put into getting Omnimon to work on it.
What do you mean bricked?!
Gameforce turned off by itself, then I tried to turn it back on and it shut off during boot (Which means the battery was dead), then I plugged it into the charger and then it freaked out... the lights indicating charging status turned off.
So yeah, it's a brick now.
Return...
Unfortunately I didn't keep the necessary information...
😢
If youre not able to return it you may be able to open it and replace the battery
These devices usually use very common cell phone batteries
Found the receipt and will be able to return it
There's no way to replace the battery sadly
Glad to hear you can return it then
Yeah definitely
That being said, once the next version drops I'm likely going to make some modules myself. Already have some ideas floating around in my head. 🙂
Very exciting
@unreal glacier I closed your pull request, you did it to the main branch, make another to dev 😄
If I download the game from the dev branch I can't play using the .exe right?
Affirmative. There's no EXE in the dev branch.
DW1 updet
Yeah, just use the latest 3.13 Python
Do you have the DW update?
I fixed the save file rotation bug! Pushing it now
I'm having an issue syncing with dev right now:
Unlink of file 'Module Editor/OmnimonModuleEditor.exe' failed.
I had to delete my local copy and redownload...
IDK if I'm going to implement the "anything can evolve into Sukamon with 16 mistakes" idea, or Stage 4 and 5 "evolve" back into their egg. Here's why I need a death by old age feature for DW1!
I haven't done a proper test, but it feels like sundeth's screensaver is enhancing the battery life of my handheld. Anyone else notice a difference?
that should be the case, the biggest power drain is rendering the sprites on screen, the main screen, with 4 pets, poops, status icons and etc can have 600+ blits every second, the new screensaver has 30 blits, 1 per frame which is the minimum, I haven't tested yet how much, but this should save a lot of power
I've been reviewing the special evolutions in Digimon World 1, and I won't be able to implement some of them in DW1. Some evolutions are impossible in the format. Others are simply secret ways of getting some pets that are already in the normal evolution trees, so aren't critical. Most of the evolutions have to be adapted, if they can be, considering Omnimon doesn't have praising, scolding, happiness, discipline, tiredness, death on battle loss, or evolution at different times (the evolution time is simply the minimum time, and a Champion can evolve into an Ultimate anytime from the minimum time up until death by old age). I'm definitely trying to implement the special evolutions that are the only way of obtaining a particular pet, so all pets obtainable in the original are obtainable in DW1. And, even more than usual, evolution charts in the documentation for DW1 have a massive spoiler alert! The secret evolutions will appear in the evolution trees no differently than the normal evolutions. I'm trying to make the secret evolutions a challenge, even knowing the requirements. They should have a low chance of being discovered by accident, like in the original game.
As an experiment, I tried merging my versions 1-3 into 1 version. Rather than having three nearly identical but completely separate trees for the Agumon and Gabumon starters and the Botamon egg, I simply have 3 "eggs" for one version. The game supports it, and the Documentation charts show it properly, but Module Editor doesn't! It simply shows the tree of the the first egg listed, Day -> Agumon
IDK why I didn't try this sooner! Easier to maintain... Less duplication in both monster.json and battle.json for smaller files, reducing risk of accidental variations in pets between versions.
the editor isnt loading the full tree? send me the module
I'll send you the WIP. To be fair, I'm likely doing something unintended, having multiple eggs in one version!
@icy radish has leveled up! (9 ➜ 10)
the editor is probably picking the first egg it finds, but I can load all of them, its a totally valid approach to have a single large tree
Here's the example...
Yeah, it's picking the first it finds. If I put Bot_Egg first, it displays the full Botamon tree, but doesn't show the Day and Night "eggs"
Shouldn't be a care mistake if you don't put a mon to sleep?
I waited 1 hour after my PenC digimon asked to sleep but still no care mistake
Thanks for reporting the bug! I just looked, and some names don't match up
I've been able to replicate it too. A "sleep mistake" doesn't reduce condition hearts...
I'm glad to help with this awesome project
I think I found it. If I'm right, no care mistakes reduce condition hearts in PENC right now!
Yeah they don't
My poor baby has been starving for hours and doesn't lose condition hearts at all
Trying to get a specific evolution?
Yes
And I rediscovered that Global Wake and Global Sleep only work if both are set. I think Pepperoni mentioned it weeks ago...
Is the glitch just graphical or the care mistakes are not counted at all?
The issue is the "care mistake" reduced condition_hearts_max, not condition_hearts
Just pushed the bugfix!
I pushed a bunch of changes for the dev branch, the game now uses training_strengh_gain_win in place of training_strengh_gain, the vanilla modules are ok, but your modules may crash, open them on the editor and set the new value
And if anyone's playing my module, this update I'm working on is going to completely break existing saves
Took me a while as I'm not a great artist, but the eggs are looking like Digimon World eggs now...
I'm okay with the spot pattern on the Botamon and Yuramon eggs being different. The Yuramon egg is closer to the original, but having a different pattern is better for any color blind people when the grayscale value is about the same
I just pushed my DW1 ver. 0.5.0 update! This update needs new save files, because I reorganized the versions.
Major Milestone: All planned pets and evolutions are done, barring bugfixes and balancing adjustments to evolution requirements. This leaves the bulk of Adventure Mode left to do.
I think those eggs turned out good
Thanks!
Gave +1 Digi-rep to @unreal glacier (current: #255 - 6)
If anyone has been using lower resolutions because of the goofy battle graphics, sundeth included a fix in the last batch of changes he pushed today. Here's Omnimon running on my desktop at 2560x1440!
@icy radish now the condition hearts work fine! Thank you
Gave +1 Digi-rep to @icy radish (current: #297 - 5)
His attack sprite did not change after evolving (still shooting bubbles)
PENC?
You made it look like Windows XP
Looking, Agumon in both DMC and PENC defaults to bubbles... Anyone know what the correct attack animations are?
That's what I put for my module...
I don't have a DMC or PENC to test. I can test my DMOG and DM20 if I wanna wait a while...
Wait, there’s a YouTube channel with a guy who plays with all the pendulums in upper devices
I checked the Modules editor and I saw that every single attack sprite for DMC is off by 1
Except the baby and in training ones
For example Agumon has attack sprite 1, should have 2 ecc.
ALL of them are off by 1?
I found a yt video of dmc and verified both Agumon and Gabumon should have attack 2, a fireball (in resources/atk folder)
Is the fire blast attack they think
That’s natural when you first set them up a random attack will be selected. I’m still deep bug in mind.
I think it's going to be faster to use a text editor with search and replace...
Question, what’s that? Did you use for some of your Digimon?
What's what? I was talking to Luigi telling him it's going to be faster to search and replace than manually change a ton of values
What stats did he use?
Those are automatically generated when you create a new monster of a different power level
I fixed the sprites and saved the changes, but in game Agumon still shoots bubbles. Did I miss something?
Try quitting and reloading the game. If not, it might take a new save file...
Pen C has the same problem. All attack sprites off by 1
I put an issue on Sundeth's tracker https://github.com/sundeth/omnimon/issues. I'm tired and need to go to bed...
I found the default attacks in Module Editor/Source/OmnimonModuleEditor/modules/PetTemplates.cs
Looks like the default was set simply to ensure Stage 3+ can train and battle. Better to have a wrong animation than the pet not work at all...
That’s bad that means any customizations don’t stick
What about battles do they use to correct animation selected for it
No, it simply means that when creating a pet for a module, it defaults to specific attacks, but those can be changed manually. It doesn't overwrite customizations.
Enemies for battles use the same as the pets. So, enemies need to be updated as well!
Enemies and pets data is stored separately...
I found a mistake with HiAndromon. The main attack was accidentally increased twice, not once. As for his secondary attack, I can't verify with DMC, but I found video of DM20 with the ball with a face, but we don't have that sprite
What about them? They wrong too?
@unreal glacier you've worked on PENC a lot. Can you review the attack animations?
And there’s a metal bar too
Ill take a look tomorrow yeah
Speaking of which, my PENZ and DM20 modules do not have correct animations for now. I couldn't find any resources for older device animations, so I'd have to use debug mode to find the correct animations
If they're not random lol
I tried using an arena walk through to get a bunch on DM20, but I noticed some digimon have a third attack sprite which made me suspicious
I know DW1 doesn't have proper attack sprites set...
Well, my project is an early development
I'm reviewing the monster.json Luigi7319 posted, and I'll repost my proofread for others to proofread... PENC animations will likely match DMC animations for the pets that are in both
Here's my proofread for everyone else to proofread
In DMC every monster has 1 attack
I mean the real DMC not the module
So no alternate animation like in others?
Yeah, just 1 attack sprite
In DM20 and Pen20 they have2, but DMC and PenC only 1
I have all these devices at home so I know pretty well
I only have DMOG and DM20, and I haven't played that much. Both because I only got them recently, and I've had them paused because I've been working on Omnimon so much
Have you heard of the regional project name for the D power?
No. What about it?
The project name was called D-D.O.G It became the tamers digit device in liter narrations.
The original idea with I have a device connected to computer and download monsters from me along with nothing onto the Internet, the fight or fighting locally hearing it
The idea of a scratch or the D power
It was designed in some of the archives I can find as a pager like the bikes that can connect them to similar devices
The idea was reused for another exclusive toy that was a PDA like the device or buttons that the indirect counterpart with D power
So I’m making my own custom version
The name of the D-Gather
The reused idea because the best
I found this on with the wikimon
Send it was released in Asia with the original D-power and 3 colors blue,Red, yellow in 2002
I want to make it a black version
DMC for proofreading
Yeeess
Thanks for your help, @robust saddle and @turbid kayak! I just pushed the bugfix.
Gave +1 Digi-rep to @robust saddle (current: #663 - 1)
Just for DMC...
I'm doing the enemies right now, almost done
@icy radish also done (PenC enemies attack sprites all fixed)
Thanks! Pepperoni is working on proofreading both DMC and PENC, comparing with his keychains.
Gave +1 Digi-rep to @robust saddle (current: #495 - 2)
guys I have just pushed a change for a lot of files, first, the resources folder was renamed to assets, this was made for a potential future android release, also I added support for a global database of sprites and support for zip files! this should decrease the overall size of the project and the file bloat that would happen for players with a lot of modules, the sprite loading now follows the rule:
1 modules/<module>/monsters/folder_dmc
2 modules/<module>/monsters/folder_dmc.zip
3 assets/monsters/folder_dmc
4 assets/monsters/folder_dmc.zip
this way modules can still have custom sprites or use the global ones, the module editor was updated too, the global database was build with DMC>PENC>DMX>D-3, so DMC, if you find a digimon that is missing, add it to the global database, do not add hi-def, egg, non-digimon sprites,
@icy radish my build conflicted with your changes, merge and make another pr
oh and theres a change in the config file too, all "DEBUG" options will only work if the main DEBUG is also true
"SHOW_FPS": false, to show the fps overlay, I think the current push didnt work for this, I'm looking into it
"DEBUG_MODE": true, standard debug flag
"DEBUG_BLIT_LOGGING": false, true to log blits pet second, I need it for code optimization
"DEBUG_FILE_LOGGING": false, to write the output to disk, keep false to increase performance
"DEBUG_BATTLE_INFO": true to show the battle debug overlay
Merged and new PR submitted
I rebuild Module Editor, you just need to double check it's working right with both our changes. You might want to rebuild it yourself just to make sure
@dark lake Our merges ended up with a couple regressions. I sent another pull request with fixes
I updated my module to use the new Global Sprite Database, implemented Evolution Weight (weight set on evolution; can both gain and lose weight from that point), and fixed the spelling of Piximon.
With a 4 on 4 battle, I somehow ended up with errors that left the battle unable to finish, and I had to quit the game.
[2025-08-25 00:35:43] [BattleEncounter] No attack entry found for pet 1 in turn 5 for device device1
[2025-08-25 00:36:00] [BattleEncounter] Invalid turn 7 for pet 2, log length is 6
It happened to me once
@robust saddle has leveled up! (6 ➜ 7)
Another problem I noticed is that when you clean a poop and one of your mons is sleeping, he wakes up. Or maybe that is intentional?
IDK if it's intentional. The poop cleaning animation simply changes all pets' state to happy, without checking their previous state. A pet that should be sleeping should go back to sleep in a time based on the module's back to sleep time, which for most modules is 10 minutes. If that doesn't work, it would be a bug. A pet that was napping outside its regular sleep schedule (or the global sleep schedule) will stay awake.
@dark lake any comments?
@robust saddle I found a bug from reading your battle.json; HP was changed to 1, when it should be 0 to use the global 3. It appears Module Editor doesn't honor Hp of 0 in battle.json, when it is needed to use the global Hp value in some modules.
@unreal glacier any updates on your attack animations research?
I also found Module Editor doesn't honor Power less than 10 in battle.json either.
I pushed bugfixes for both issues in Module Editor.
Here's my edit for PENC for proofreading, with corrections to the battle.json HP
I haven't yet, been a bit busier than expected
The keychains seem to not allow flushing while the pet is sleeping. I'm checking my DMOG and DM20 right now to see if there is a difference between a nap and sleeping during their regular sleep schedule
If you set max_pets less than 4, funny things start happening, particularly if you have 4 pets...
Examples... Scaling isn't right on 1 or 2 max_pets. max_pets < len(pet_list) hides party members.
Putting max_pets on the Issue tracker...
DMOG can flush while sleeping without waking, whether nap or sleep schedule. DM20 can't flush while napping or sleeping.
hey all, I have just pushed a new branch in the project, I've been working on a few things, first mouse support, this is still very barebones, only works on a few scenes now, most places it isnt working are places that will need deep ui redesigns, I intent to work on that for the next version, so release 0.9.8 will have the mouse disabled. The second thingy is build pipelines, I wont go too technical on it, but instead of the current hand made releases, I now have code that builds the project for me, this has the advantage that each build can have it's own button mappings, resolutions and so on, also some platforms can use less resources like no Module Editor in the pi release. If you see from the print I'm also working on a nuitka build of the game, while a little bit of a nightmare to make it run, it should result on more performance on low powered devices (batocera has no support for it, but standard pi does). With that said, I plan to run a few tests then go back to the still opened issues on git and maybe, just maybe the next version will be released next weekend 🙂
The Nuitka build is exciting! Not only performance improvement on low powered devices, but for simple binary package releases on various platforms. If you need help with compilation tests on Linux or macOS I'd be glad to!
The game is ignoring arrow keys and enter on the main scene now. Can use arrow keys and enter in other scenes.
Mouse hover to select doesn't work in settings menu
Mouse hover to select shouldn't be able to select the call icon!
you can disable mouse in input_config, I will set it to false as default
I thought this was like a normal V-Pet, but how many Digimon can you have at once? There are things I don't understand.
You can have a bunch...
it is a "normal" vpet, but you can have a lot of pets, they all will work with their own needs/evolution requirements etc
It's a little crazy, isn't it? Xd
The variable MAX_PETS in config.json determines the maximum, and scales the pets accordingly (1 or 2 not recommended due to scaling!). If you're using sundeth's latest dev branch, the appropriate config file might be different
I'm currently following the project, but I'm not using Omnimon. I want to see how it improves. I'd like to be able to use it like a normal VPet, with the sprots and everything else showing correctly. Or at most, having two Digimon is more stressful.
It's "A Modular VPet". It's a whole bunch of different vpets in one. You can make modules that are completely different from any existing keychain pets!
Omnimon doesn't force you to have multiple pets at once, but it gives you the option
That does seem like a blast to me.
Yeah, but if it's not displayed correctly it's a bit of a pain, it seems to be more focused on having many digimon at the same time as you told me.
the problem with the low number of pets is a bug and will be fixed, the whole idea of the project is that it is modular, so you can play it in any way you want, with a single pet or 100 pets, all power to you, the eggs available are also modular, so you can play with the same evolution lines as the official ones, same requirements and such or you can play with new modules like the custom D-3 that has armor evolution or a recreation of the Digimon World 1 lines, you can also make your own modules too. There still a lot of things that can and hopefully will be added, version 0.9.7 is fully functional already
The default settings display nicely. I usually only have one pet at a time.
I posted a scaling bugfix in my current pull request
WoW
You can play with 1 pet and it will work like a normal vpet. I don't think there is any advantage in having more pets at once, maybe only boss battles are easier with more pets
Personally I enjoy having 3 at once but not more
battles dont change in difficulty with different amount of pets, its balanced to take that in consideration, if you have 3 pets, there will be 3 enemies, the only advantage would be to have a powerful pet on the team to carry the rest on more challenging areas, more pets mean you can unlock things faster, but also have to manage all their needs, the game feature a freeze system btw, so if you want an omegamon but only want 1 pet at every time, you can freeze the first and then bring it back when you are ready to jogress, I like to have a bunch, but from my tests, the more you have the harder it is to keep track of evolution requirements.
just a little spoiler alert, I do want to add a system to allow pets to interact to one another, nothing that would make gameplay changes, an interaction system just for show, maybe have some individualized traits, like 2 digimon showing interest on a versus battle, or a celebration for another pet evolving, its something I'm still cooking in my head, so no promises, we will see
Currently, the game has scaling issues with 6 pets in training and battles...
I'm working on the game's scaling... Here's my WIP... Not that big of difference on a square screen, but big differences on wide or tall screens
I've been testing with 10 pets on absurdly wide or tall screens. Testing extremes reveals assumptions and oversights
Nobody's going to play like this. If something works for both, it's likely right
Is there a maximum number of pets?
The current default maximum is 4 pets, though that might change to 6 for desktop and laptop computers. The user can change that number. A higher number makes the pets smaller. The limits would probably be user tolerance for sprite size, and hardware limits of processor and memory
This is insane 😮
More likely, users will self-limit due to time and energy. I know I took a break from my keychains when I had 5 pets simultaneously, and find keychains more fun with only 1 or 2 at a time, preferably with only 1 pet per keychain, due to poop frequency
I totally agree
By the way, I know the controls are console-like, I've found this one that could work for me, but I'd like to have an experience as close as possible to a real vpet, even if it only had two or three buttons to control it in a simple way, is that possible?
and also a standby function?
this will be awesome
That's a tall order. Currently the game is in Python so there's a lot of dependencies and overhead, but sundeth is laying the groundwork for compilation instead. IDK if sundeth plans to ever make a keychain. I know he wants to add support for smartphones someday, but that's "wishlist".
As for a dedicated vpet with the usual number of buttons, you might look at the "Open V-Pet" project.
I think that's the same handheld sundeth has and targeted with the game. I think I remember a "controller" layout screen like that...
Standby is complicated. Currently there's a screensaver that displays the time, poop indicator, and call/alert indicator. The screensaver drastically reduces power consumption and extends battery life, but it isn't a proper standy mode. Advanced power management requires operating system specific or even hardware specific system calls, so it requires a lot of work for each platform you want to support
Sure, I understand, but the screensaver is enough anyway.
I love you guys, thanks for your work. I love this project and can't wait to see how far it can go. It would be great to have an Omnimon keychain or a watch in the future. Thanks. ❤️
Do you think something like that would work? I'd like to have a device just for Omnimon. Any advice? I'm really lost. https://es.aliexpress.com/item/32952472064.html?channel=twinner
This console seems nice but I think is not compatible https://es.aliexpress.com/item/1005009244965171.html?channel=twinner
Let me know if you know more about this type of device or if you have a similar one ^_^
with the current version, the game needs a lot of buttons, I plan to rework the entire ui for the 0.9.9 release so all functions will be able to be accessed from the screen, so in theory, only directionals and a confirm button would be required, I could work on a mode for 3 buttons like the real devices, but lets the next release changes for later, 0.9.8 is almost done
Impressive, I'll wait impatiently.
P.S.: I need recommendations for a device, I'll wait for future developments, thank you.
Get something that Batocera officially supports, as Omnimon officially supports Batocera. Other handhelds might be supported in the future with Nuitka, if you're waiting, but I don't know how long that will take
https://wiki.batocera.org/choose_a_handheld
Choose a handheld If you were after the more powerful (and expensive) x86-based handhelds, click here. If you're after a more general introduction to handhelds, I strongly recommend giving https://retrogamecorps.com/ or https://www.rghandhelds.com/ a visit. Do note those websites focus more on handhelds in general, not Batocera, so the sof...
Can you install batocera on a pi zero wh?
Is anyone else having an issue with their module where the sprites for an enemy won't load from the module's folder? I copy the zip file to the global assets folder, and it loads... The enemy loads properly in Module Editor when the zip's only in the module folder. Seriously, what's going on?
Seriously. I'm trying to use Dokunemon and ModokiBetamon enemies for my DW1 module. The sprite's won't load when in the module folder, but will load from the global sprite folder. My current pet is Agumon. If I delete the Agumon sprite zip from the global assets folder and put it in the module folder, it loads. ???
Hey, the evolution chart system is glitching out every time I set up a new link in the system
Here, the game loads the sprites for the pet, but not the enemy...
I figured it out, and pushed a bugfix
Hey, did Digimon world one module had some bugs?
Along with the digital monster color
It's a work in progress. IDK what version you have, but I posted 0.5.3 on my Git yesterday, but it depends on current dev branch. What bugs are you referring to?
What about DMC?
IDK what version of my module was last compatible with 0.9.7, I'd have to check. Whatever you're using, and whatever's compatible with 0.9.7, is very much an "early alpha" state, not a proper release (when finished, I'll change my pull request to sundeth from draft to ready to merge, letting it be including in the following official release, if approved). I'd consider my current version as either "late alpha" or "early beta". It's preview/testing, not complete.
I post the module so people can play test it and give feedback and bug reports 🙂
Version 0.5.2
DW1 0.5.0 and newer depend on the current dev branch (Omnimon's future 0.9.8 release). I think DW1 0.4.0 will work for Omnimon 0.9.7. If not, DW1 0.2.0.
I’m just recently updated
So how did you fix the job script for battles and monsters?
Mostly manually, but I've updated Module Editor to support what I need
This is my current 0.5.3, which depends on sundeth's current dev branch. If you're on the dev branch, you pretty much need to check for updates daily...
I also haven't updated the base of my DW1-module branch very often. I literally only updated it from 0.9.7 this morning because of the dependencies! Usually, the current working state is my "testing" branch, which includes sundeth's latest dev, my unmerged bugfixes, and my module
Pretty much, if you're on the dev branch, you need to use Git and pull daily, instead of relying on zips
Wait, what’s the gift or report for his development branch?
This is sundeth's repo, the "official" version, as he's the original author and primary developer:
https://github.com/sundeth/omnimon.git
The "main" branch is the 0.9.7 release, and dev is the current 0.9.8 development branch
Bug reports go here:
https://github.com/sundeth/omnimon/issues
I don't have anything posted yet, but bug reports for my DW1 module would go here:
https://github.com/justintechnerd/omnimon/issues
development of 0.9.8 already out
What do you mean? 0.9.8 isn't released yet... Hopefully soon! The dev branch is available though, while not "released", for people to help with development through testing, bug reports, and submitting bugfixes
I can’t find it
UI scaling is complicated! Changing one thing often breaks another. I'm still working on it, trying to make sure each patch I submit either doesn't break something, or fixes that thing as well. Here's a preview of aspect correction, WIP (notice the portrait aspect sprites distorted, and sprite vertical placement incorrect). Not submitting yet, as it completely breaks the sprite placement in the freezer box menu.
Can’t wait
What's Chis?
Oh sorry, man
I didn’t get your text
I’m sorry about that
I'm working on the user interface scaling and correction for window or screen aspect ratio. It's a work in progress, and difficult. Things are so connected, trying to fix one thing can break another
Hey, do you have a notebook for all the changes you make and see what code is connected?
You can see with the dependencies are linked to image display
I don't. I'll have to think about that
It’s also house passing on your work if you lose interest in your project if someone wants to pick it up documentation also helps with backtracking issues
I sound like a IT
This feature branch isn't even in a state I want to publish it to my github, even without a pull request to sundeth...
I might be stuck too much in an all-or-nothing mindset though. I'm trying to figure out certain small changes that are safe to cherry-pick into my dev branch for a pull request
Hey, I’m working on an egg called Lords of chaos
You think I should change to acronym to have periods instead of no period
Periods might be better
Good because I don’t like the acronym
Hey, do you make store to go with your virtual pets?
What do you mean?
Do you make storylines that go with your virtual pet?
I don't. Others might. I haven't made an original pet though. If I was making a module with original pets, I might make backstories
Original as in new, not recreations
I am literally jumping the gun
OK, I’m gonna start over
The idea mostly took shape from another story. I was trying to work on, and the result was me making a site story.
It’s called shroud continent, a place on the dark web where the border between good and evil is fitting
So the names of the eggs are mostly like factions with monsters that were mostly found because they were interesting and I needed something to balance out the vaccine data and buyers attribute
Covenant of victory is supposed to be the “good guys“ dear affection of Morley banquet monsters that will wireless be like the mafia
Order at the priestess is actually the real good guys trying to restore order
Last faction Void geezers
Accompany, known as K.N.A would take their disgrace scientist and dumped them into shroud in various states of torture who failed experiments
They’re the oldest residence of the server
The ovens were just bonus eggs and I’ll be adding in
The player gets summoned there by accident as the intern for the company and the device flings you into that digital world and you have a time limit more you stay there more that your body corrupts income digital you have a week until you’re fully dissolved so we have fun
Well, I finally posted a few updates for my scaling work. I put two minor fixes into my dev branch (including the one that changes rows and columns of the party menu in the freezer box), and pushed the spritescaling branch public, with a pet auto-scaling update that changes the pet scaling every time your number of pets on the screen changes, and changes the pet movement to scale with their size. It's a bit crude, reloading the sprites each time the number of pets changes. I tried to make the system hold both unscaled and scaled sprites, and rescale the scaled sprites from the unscaled sprites without reloading from the disk, but I couldn't figure that out, so I have a simple but working system for now, even if it is inefficient. Though, this way might be better for handhelds, saving RAM. It's seriously an early WIP, so much I haven't even opened a draft pull request!
I noticed that in adventure mode the explosion animation only appears on player's mons and not on the opponents
Thanks for pointing that out! I put it on sundeth's issues tracker
Gave +1 Digi-rep to @robust saddle (current: #394 - 3)
nice find, there was a "-" when it should be a "+" the animation was happening, but outside the screen 😄
I forgot to talk about the dock in this universe and his capabilities for your survival.
Due to this world being the Duffing ground for K.N.A
A large majority of creatures are actually outsiders that can survive this world do mutations.
Mutations which the player does not have. Or allies that will age you all inhabitants seek the protect their own factions survival.
Keep those are formally human will seek your destruction.
This is where I give you symbiotic digital life form dark system.
Or Hades
It contains many of the basic virtual pet raising systems along with item management and collection and data access to any network. It’s higher functions are activated in combat where it was scanned a hose and latch onto them and break into the core firewall and exhort them basically killing them and adding their power to your own.
Upon defeating an enemy in battle, the data is recreated and becomes the
Extension of your mind where you can control the copy being with a single thought. This has many side effects, such as bleed over between personality of the feed it in Victor.
The side effects include a hunger for more power.
Body mutations.
Psychological breakdown and fracturing caused by your mind, splintering often into mini bodies and other undiscovered side effects.
That’s all and welcome to shroud. Have fun.
Omnimon - A Modular VPet - 0.9.8 Released
Omnimon Ver. 0.9.8
Major Features
PvP Battles – Battle friends wirelessly over WiFi (requires compatible modules).
Daily Quests – Complete 3 random module-specific quests each day for rewards.
Random Events – Dynamic encounters with item drops and special outcomes via XAI rolls.
Library Menu – Central hub for quest rewards, Digidex, and Freezer Box.
Advanced Debug Menu – Press F12 for comprehensive testing tools (ideal for module developers).
Downloads: https://github.com/sundeth/omnimon/releases/tag/0.9.8 or https://drive.google.com/drive/folders/1A3_f6GikrkDqIMttWo7WV5fLSyvrren9?usp=drive_link
Windows: Standard package with Module Editor.
Nuitka (Windows): Experimental build with faster performance (requires python).
Python Desktop: Cross-platform (Linux/macOS, requires pip install pygame psutil).
Batocera: Optimized for handheld gaming systems.
GamePi: Ready for Raspberry Pi Zero 2W (install over existing setup or use pre-made image).
Important Notes
Module Editor source code available on GitHub only.
Module Editor not included in GamePi/Batocera builds (Linux incompatible).
No auto-update system yet – manual updates required.
For GamePi: Configure WiFi using Raspberry Pi Imager, then overwrite /home/Games/Omnimon via SSH.
Documentation: Available in the Documentation folder.
Platform Status
✅ Windows/Linux/GamePi/Mac – Fully supported
✅ Batocera – Supported (may require input config)
This release introduces multiplayer battles and quest systems, laying the groundwork for expanded cross-device and online features.
There's only a debug feature for testing, which will be removed in the future. Otherwise, evolution speed is determined by the module ceator
how do i access the debug mode, if i can?
(it's mostly to fill a bit the digidex)
(oh. i see now. it's f12
Yeah, each function used to use its own Fn key, so a menu is easier. Before I needed a cheat sheet to remember!
the menu's not showing when i press f12
Disabled by default. Has to be manually enabled in the config...json file.
"DEBUG_MODE": true
The Nuitka Windows version doesn't just require Python, but Python 3.10 specifically
A little experiment I attempted on my Anbernic RG ARC-D (In Android mode) last night. I tried running Omnimon (Windows build) via Winlator. It actually runs quite nicely... problem is, the clock is synced wrong (Which I believe is a Winlator related issue). Just figured I'd give the heads up that if anyone knows how to use Winlator, you can run Omnimon on Android that way... so long as you can overcome the clock being wrong with default settings. (Which as someone who is new to Winlator I don't know how to fix this, LOL.)
Speaking of which, it is possible, but complicated, to get Module Editor to run on Linux through WINE... Not going to support it though!
how do i open more digimon?
Settings Menu, Freezer Box, press A / Enter on empty slot will bring up the Egg Select Menu
how do i unstore my mons?
In the Freezer Party Menu hit Select / Tab to switch to the boxes
can i select a specific digimon for debug commands?
I think the only way is putting all others in the freezer temporarily
thought so
Maybe try goofing around with pet selection via Select / Tab
i tried, doesn't work
it is possible to pick a single mon to debug it, press SELECT (tab in keyboard) in the main game scene and it will switch from menu to pet selection mode, then press left and right, select the mon with A (it will have a blue outline), then debug will run just for that pet
if F12 isnt working, use this config file in place of the one in your build, debug is possible for now, but will be disabled once we get compatibility with real devices to prevent cheating
when you unlock a mon, it's name erroneously displays in the background select folder
how do i recover dp?
i have a D3 Ulforceveedramon and it's out of DP.
Rest, or feed Protein/Vitamin. Watch out for chance of injury! Each DP increased by protein/vitamin increases your chance of injury by 10%
It's Vitamin in the menu. Module Editor refers to it as Protein, which is confusing, so we should probably synchronize the names...
Game "Protein" = Editor "Meat"
Game "Vitamin" = Editor "Protein"
4 Vitamin = 1 DP increase and 10% injury increase for D-3
i fed him a bunch of vitamins and i didn't get any dp. prolly because of that.
Oops, sorry, currently D-3 doesn't have DP increase form vitamins...
I see that in the new version the game window has become much bigger. Is there a way to make it smaller?
are daily quests not working? how do i make them work?
sooo... does does a digimon run out of lifespan?
I think you have to use a pet of the same version as the quest
Yes. Lifespan is limited by the number of injuries and care mistakes, which depends on the module. Modules have the ability to set a maximum age, but the included modules don't. My DW1 module includes death by old age, but it isn't released yet
With D-3, it's 15 injuries, 20 care mistakes, or 5 care mistakes at Stage 4 -7
If you don't battle, don't make care mistakes, and don't let poop accumulate, your pet can live indefinitely
Thanks for reporting the bug! I just pushed a bugfix
Gave +1 Digi-rep to @tranquil aspen (current: #669 - 1)
you can change the resolution in the config.json inside the config folder, the old default was 240x240
Hey, is it possible to have two eggs for version one because I’m trying to do a regression tree line that opens up until
Into different evolutions
Yes, multiple eggs in one version are supported!
Bu default, they're listed alphabetically in the egg menu, but that can be changed by manual reordering of monster.json
I’m also removing certain rest strengths in the series such as age restrictions to DNA evolution you can DNA dig you develop at any level
Merging two child level a monsters will give you a unique egg along with each baby demon giving you a unique egg by merging
Testing Omnimon on Android with Winlator. Everything works fine!
Btw, shouldn't injury count reset after evolution? I see that it didn't reset (tested on DMC and PenC)
Can you share your set up. Id like to try this
I'm just using Winlator app to load the Windows exe file, the settings are all default
The only problem is that in-game time only goes when the phone screen is on, but the same happens on laptop as well
how do i unlock the pencolor slots? i tried to make 2 mons from different pencolor fight eachother but it doesn't work
I love that little device, is it the Gamepi 13? I'd like to get something like that to really enjoy Omnimon. Can you help me out with some info?
I've been searching all over the internet and there are no cases T_T
Yeah it's the Gamepi 13, I also found a battery by the same company that makes the gamepi13. I haven't made a case because Im pretty satisfied with how the Powkiddy RGB10 runs it
Sundeth made himself a cool case. You should ask him
#1366875366991462521 message
Looks like the black front and back covers that come with the set. I'm looking at that now
Maybe custom stickers?
I love it
If you find anything, let me know.
Doesnt cover the whole thing just front and back. Sundeth said he wanted to design a full case at some point and provide the 3d print file
And what battery would I need? Is there a mounting and installation guide? I would only use this for Omnimon.
Sounds great, although I don't have a 3D printer :/
Installation instructions are in the download files. As far as battery some have been posted here it stack in the bottom with pogo pins
There are printing services online I think
I haven’t decided if I want a battery at the beginning, may just keep it plugged in at my desk
Example
Example
Tested the new version of Omnimon on my Gameforce (Turns out it didn't brick; I guess it was just being picky about how it was being charged, LOL) and it works very nicely! As expected, changing the input config file is necessary to get the buttons mapped properly.
Great, I'll save all this. Anyway, I think I'll wait for Sundeth or someone else to post a guide in the future for those who want to create a device. Thanks for the help.
Gave +1 Digi-rep to @sweet sun (current: #503 - 2)
@rugged iron has leveled up! (5 ➜ 6)
hey guys, reposting the stuff I bougth for my build
"Links are examples, find the cheapest
A RaspberryPi Zero 2W with GPIO Headers: https://aliexpress.com/item/1005008223108354.html
Waveshare's GamePi13 3D (the game has support for the prism, press "L" to rotate the screen): https://aliexpress.com/item/1005008488876017.html
BMI160 SPI Accelerometer (optional, can shake using "Y" button or space key, see my other posts on this thread for the schematics): https://aliexpress.com/item/1005007738920327.html
Ups Lite v1.3 Battery module (optional, I'm using 2 batteries for 2000mah, be carefull to not connect a power source to the power micro usb of the pi with the battery installed): https://aliexpress.com/item/1005008119707439.html"
I dont have a proper case, I just printed a sticker and put on my build, I actually had to remove it to add the battery, so it looks like crap now
speaking of designing things, are you guys working on vital bracelet modules? asking for a friend
Here is a list of bugs/issues I've noted:
• Injury count doesn't reset after evolution (that's bad, my mons are gonna die soon).
• In training mode, "Pets in need" goes according to Effort instead of Strenght. I don't think that's intentional.
• If a pet is supposed to wake up at a certain time, and when that exact time comes the game is in standby/off, the pet will never wake up on its own, even if it's very late.
• In DMC module, the pet will die after 5 care mistakes (very harsh!) but that's not how it works in real DMC, where 5 care mistakes kill your mon only if its evolution has already failed or he has been in his last stage for more than 48 hours.
Hope to be helpful 🙏
thanks for this
Gave +1 Digi-rep to @dark lake (current: #197 - 8)
I've had a lot of life things going on so I haven't been giving any attention to it unfortunately. I still have Pen20 before switching to VB
I might have some time to get back to work on module development this week but there's a funeral this weekend so lol
I could see myself actually easing back in with VB instead of Pen20. I've been saving VB because I feel it will be really fun to make
And Pen20 is gonna be a slog lmao
in 2 days, ripping data directly from humulos and data from dim cards, I made 37 new eggs with their full lines, over 1k digimon, every single Dim Card for the original vb. 37k lines, plus over 400 sprites, including eggs, I'm very proud of myself lmao, now I need to make the adventure modes/unlocks and backgrounds, backgrounds will take weeks even using ai, the good part is that now that I have a good system, I can import vbe and non digimon dim cards too, but they will be separate modules, oh and items, I need to make the items too...and balancing, oh god
And here, I've taken a break from Omnimon the past few days and have been working on a simple GUI "Hello world" in C and SDL3...
@icy radish has leveled up! (10 ➜ 11)
thats awesome 😄
Nuitka isn't a complete separation from Python, and isn't designed to output human-readable C. I think it would be cool to translate Omnimon to C/SDL3
I followed a tutorial for SDL3 https://glusoft.com/sdl3-tutorials/keyboard-mouse-events/, but it was frustrating because it is incomplete, and either a Frankenstein mixture of C and C++, or using newer standards. I made separate C and C++ versions with lots of comments to teach myself the differences, and use as language references, and to compile without errors on every standard from C89-C23 and C++98-C++23
Does this mean that the chance of getting sick is higher when you win? Shouldn't be the opposite?
I think Battle Sick Chance is set in reverse in DMC and PenC. Actually in PenC Sick Chance Win should be zero because in official PenC you don't get sick by winning
those are baseline values, heres the explanation "For battles, you have a 20% chance of getting injured when you win, and a 10% chance when you lose. That 10% chance is increased by 10% for every Protein Overdose you have, for a maximum of 80%."
I see. But isn't still wrong that the base value is higher for winning?
it is weird, but thats how bandai designed it
The idea is that early in your Digimon lifespan they expect you to lose more often than win and they don't want to punish you too much for that. Later on in the lifespan you'll win more often lose but you'll likely have cheated by feeding your Digimon protein by then, so losing would have a larger chance of injury at that stage.
Yeah, I thought it was weird, and I had to double check it myself when I first noticed it. Note the flipside though. If you have a bunch of protein overdose, but win, you still only have the 20% chance of injury. You only get the protein penalties when you lose
Completed multiple DNA evolution at any level
The following levels are baby baby two child adult, perfect and ultimate level
Working on an alternative evolutions with certain named digital monsters from other eggs
Adding a new items damage virtual pet will give you unlocks for new evolutions
Question, how big can I make the descriptions for the items?
hey all, right now the description is not visible in game, but it will be soon, so make it as small as possible 🙂
speaking of ui, I have been working hard on designing a completely new ui that support touch screen/mouse and keyboard/ joystick
here some of the work, these are not in game yet, just mockups, some things are not scaled properly, but it can give you an idea of how its supposed to look like, I'm making a whole new ui system, what do you guys think?
Looking good! I really like the design of the page name bar at the top of the screen, and the hexagons. The font seems slightly different than in the release, but I like it. The hues of blue, and especially green, are very nice
I'm using totally new fonts, the idea is for each scene to have a distinct color theme so the user will always know where he is just by the colors, also screens with higher resolutions shouldnt simply show the ui bigger as it does now, but they will also show more information, like more pets, item list with more items visible and so on
Looks absolutely sick
This project is amazing, keeps getting better
I submitted bugfixes for injury count reset on evolution, and 5 care mistakes causing death in DMC at any time. IDK if or when Sundeth will merge my request. My bugfix for background unlocks is still unmerged...
Training mode "pets in need" accounts for BOTH effort and strength. It shows need if either effort hearts or strength hearts aren't full. Should it not take effort into account?
As for waking, are you referring to the pet not waking up if the game is turned off, not in screensaver mode? That is, if you saved and closed the game while the pet is asleep, and you reopen the game when the pet is supposed to be awake, it doesn't automatically wake up?
UI looking good, I like it!
Thank you for your work.
Taking effort into account for pets in need is okay, but some evolutions require effort hearts to be not full, so it's not so comfortable if the game wants you to fill them, I don't know if I'm clear.
If you close the game and reopen it when the pet is supposed to be awake, you'll find it still sleeping and you have to wake it up manually
Gave +1 Digi-rep to @icy radish (current: #264 - 6)
Hey everybody
Hey
How’s your day going?
hey all, doing great, new ui going very strong, so many components already made, I'm now working on the inventory, still some time to have a release, but to give you a spoiler, this is the new ui for the sleep menu scene using mouse, still need some adjustments, but I'm so happy with the animation 😄
Working on my own module, had to restart again due to some glitches
All items have been made and are being prototype
Digimon digital monster shroud is still in development
Just made evolution jumper for DNA evolution can be used on one Digimon that needs a fusion partner
They’re also flappy discards that have each of the eight fields onto them and can evolution boost or unlock evolution
Hi everyone, I can't seem to be able to download the windows 0.9.8, is anybody else having this issue?
Both download links are working for me, on both Chromium and Firefox. Maybe try different DNS? I'm using Cloudflare 1.1.1.2
https://drive.google.com/drive/folders/1A3_f6GikrkDqIMttWo7WV5fLSyvrren9
https://github.com/sundeth/omnimon/releases/tag/0.9.8
Tried downloading it from the drive, it worked. Thanks
Just got done making the pendulum items and health kit that restores full health
Does anybody know how to make backgrounds?
to make the sprites themselves chatgpt is quite good, tell him to make them at 1024x1024 then resize them down, to add to the module, the easiest way is to put the sprite in backgrounds, name it bg_<name>.png if its the low res, or add high for hi-res, them import in the editor
Hello everyone! I have just pushed a large pack of changes into the dev branch, this is still wip, some parts of the game may not work at this moment. The changes include the brand new ui already working for the Status, Inventory, Sleep, Training (partial) scenes. It also has the Vital Bracelet and Vital Hero modules, containing the full host of DIMs for those devices, thats over 450 digimons and 350 non digimon pets. We now have a new ruleset (vb) that will handle the new modules. I'm already working on the VBe DIMS too. The game now support for dot/hi res sprites and its possible to force modules to try to load from a specific type (will load the other if not present), so we can have DIMs with old school sprites or vice versa. There's still a lot of changes to come, I'd say I'm around 40% done with the new version, we will get there!
Actually, the plural of Digimon is the intellectual property of Bandai Namco and all intellectual property rights in and to the Online Services and all title and interest therein, are owned exclusively by Bandai Namco and/or its licensors and are protected by domestic and foreign copyright laws and international treaties.
Hello
Thats incredible
I've been away because life's got a lot going on still. But doing all the VB stuff you did is huge
Hope that wasn't all in one big commit, lol. This has expanded way beyond what I thought it would, a DMC/PenC simulator. I feel it's venturing out of the traditional VPet realm with the new UI and such. But that's on me for still wanting that easy to navigate with a single hand kind of play if I succeed at running this on a sufficiently small enough device with very long sleeping charge.
I am done found it. It has evolved past whatever it originally was.
And it’s still evolving
btw the entire ui is still designed with small devices in mind (240x240 to be exact), I'm just expanding it to add more "flair" from a generic ui to something more unique, its still being tested and optimized for the gamepi and I'm working to have the inputs as simple as possible, a 3 button setup is not that far from the current implementation. For other devices, I'm up for having non digimon modules implemented, so in the future you may be putting a dinkie dino to battle batman while you make agumon study, who knows. Still I do intend to keep the gameplay focus to be digimon/vpet oriented, that's why the vb/vbe/vh pets will need to be fed, will poop and so on, they wont behave 100% like the original ones, I also hope to go back and make old devices possible, I literally keep a tab for https://wikimon.net/List_of_Virtual_Pets open all the time, staring at me, so many possibilities 
I downloaded the new dev build and the new UI looks very good. Btw I tried to open the module editor and it doesn't let me access to the directory
I'm gonna have to check out the new dev build on my Gameforce at some point. All of this sounds awesome!
Reporting an issue when running the current dev build on Batocera: It immediately crashes when opening the menu to feed your Digimon.
Status menu, the startup menu to choose your egg, and the debug menu all work perfectly. I haven't checked anything else yet, but probably won't until the issue with the feed menu is fixed because that's... a pretty serious thing to have not working.
I will take a look into it, thank you for reporting. I have just pushed a large update to the dev branch, this update contains the Vital Bracelet, Vital Hero and Vital Bracelet BE modules, with all the 1583 characters, 225 hand made unlocks, 1047 enemies, every single freaking background and too many sprites to keep count. The next release is going to be the biggest by a good amount. This build also contains the new logo and new name "Omnipet", I love the name Omnimon, but the game is not intended to have any particular connection with the Omnimon the digimon, so pet makes things clear.
Also I'm working on designing the new egg selection screen. It's not finalized, but you can get an idea where I'm going with it. The objective here is to make choosing a new egg more meaningful, so instead of throwing dozens of eggs to choose, the game will partition the modules in categories and we will be able to keep track in our progress on each category/module, I also plan to add later on options for a random pick and recommendations so you can actually have a sense of progress.
Finally I'd like some feedback, I think it would be cool for Omnipet to have some sort of currency/achievement system to give people a reward for unlocking things, completing evolution lines and so on, but I dont know what sort of reward to give for users to buy, what do you think? Custom modules/eggs, extra backgrounds, what would make you want to actually get things done in game?
Looking incredible
As far as rewards go, unlocking training dummies could be fun
Amazing job doing all the vital bracelet stuff
Looks great, and I definitely agree with the rename to Omnipet. It's actually a good time for it too given that the inclusion of the Vital Bracelet brings it beyond the scope of just Digimon (Granted, the Monster Hunter Digimon module already did that but we have a bunch of non-Digimon franchises in there now instead of just one).
I guess you could have screen borders like DV Pet and those could be unlockable
Custom modules are of course a really cool incentive. Honestly to make unlocks more obvious, you could make it so unlocking something actually just unlocks it in the achievement shop and you spend currency to actually get it
Idk if thats a good idea, but its a way to implement an achievement currency system
Here's my idea for what a currency shop could entail: Special items that you can only obtain by, well, paying up. Taking notes from the items that the Vital Bracelet apps provided, evolution timer items came to my mind immediately. Obviously, none of these buyable items should be tied to evolution requirements.
Actually though
Theres the quest system that was implemented a few updates ago
That could be a shop for consumable items you've found once in an adventure mode
You get currency from doing daily quests
And that currency can be spent on quest rewards instead of grinding those battles
thats some neat ideias, items to cut evolution time could be quite the incentive, with some extra stuff like backgrounds and eggs as more of a "premium", I will keep that in mind when redesigning the current quest/unlock windows
I don't remember which vpet this was (or if it was just an idea that never got implimented) but I recall one that could earn bits by sending your digimon away on timed jobs or by doing tournaments, and then you could spend those bits on an automated DigiFarm. When the Digimon is on the DigiFarm any time they have a need (drop in Hunger, Strength, Poop, Sleep) it would charge you some bits to take care of it. It would continue taking care of your Digi as long as you had bits to keep paying for it. This way you could let your Digimon just chill without having to freeze it or put it to sleep early. It could just vibe on your Desktop while you do other things and let the evo timer count down.
Music
Hello
I don't know if this has been already asked, but is the game compatible with the pi pico W ?
I believe the pico doesnt run pygame at all
What about the pico two
Now where is the X-Lines?
If you mean the X-Antibody lines, when choosing your egg from the starting menu, scroll off to the left or right to reach other version lineups (Including the Digital Monster X).
Hello
hi! answering your question, the pico two does not run pygame, to be compatible the device needs to be able to run full python, micro controllers cant do that 🙁
right now we have the DMX module, it has all lines from the original digimon x devices (all models)
about the progress with the game's new ui, its a little slower than what I'd like, but I'm still working hard on it. Currently starting the most challenging part, the BattleScene. Also I just got my hands on the sprites from the Godzilla crossover digivice, will see if I can get it done for the next release
@dark lake is there a way to increase the size of the layout?
what do you mean?
yes! inside the project, in Omnimon\config, theres a file config.json, you can change the resolution/frame rate and number of pets
Gotcha thank you.
Has anyone actually made a physical edition and run this thing like a normal V-Pet?
this is mine, running on a pi zero 2w with game pi
@dark lake has leveled up! (6 ➜ 7)
I’m trying to replicate time, stranger
Not exactly portable huh? LOL
I'd want that thing to be as thin as possible and possibly remake DMX's with the PenX design as the shell. possibly even have it set up to do the X-Antibody feature.
Oh that's something I just noticed. You don't have all the DMX things.
no items or X-Antibody feature.
The gun?
The new Digimon game that came out two weeks ago Digimon storytime stranger
It is a big undertaking
Right, I've played and beaten it.
When you're saying you're trying to replicate it what do you mean?
It is extraordinarily great
I’m at the game sorry about that
I’m trying to replicate the evolution and sprite data
side by side with an original dm20
Oh just needs a shell then.
You’re gonna have to have a custom motherboard in a shell for it
Just a couple places that can do custom show work
And since it relies on a raspberry pi zero
That’s basically nonnegotiable
it is indeed, missing a shell, I hope to design one eventually
DMX items are implemented
they show up in the menu when you obtain them
if by x-antibody you mean the daily xai roll with the random encounters...then thats implemented too
you can see your daily xai roll in the training screen, over the corner in the Excite training, that value is used for random encounters/item drops
REALLY I guess I'm still in my baby modes right now.
the current ui isnt very clear on many of the features, I'm trying to work on it, the next version will have a completely redesigned ui, that will still work with buttons, but will also work with mouse inputs
but all the currently implemented modules are mostly feature complete, evolution lines, stats, unlocks, backgrounds, items...all in
Have you tried making a custom shelf for your own device? I think there’s some apps that allow for.
I made a very rough bland sketch, printed it and sort of worked, but missing a lot of stuff like screw roles and such, will try to focus on that after I finish the next release, I just replaced the fep on my printer, its just the time to get the design done
@dark lake Does it go into limbo if we close the program?
the counters only work when the game is running, closing the game freezes the progress
Gotcha
So I adjusted everything in the config and nothing changed.
set it to 720x480 and 60 FPS and yeah the window did not get bigger.
thats strange, send me the config file
the file worked just fine for me, make sure it is inside the config folder, should be Omnimon/config/config.json. If that doesnt work, maybe some permission issue
Hello
the link to the google drive is broken
I had to migrate to mega. You can access all files here https://mega.nz/folder/ODhAmBZb#PnvjHOSqpz8AHK1qxwSaJg
will update the main links
Absolutely loving this! I’ll be getting a smaller way to be portable but now my MetalTyrannomon has friends!
Hmmmm, I didn't think of the SteamDeck. And you even have the same case I do that let's it freestand. I could just set it up at the corner of my desk.
Hey wich emu are you using? Seems sick
Yo! Its just the Windows .exe running under wine using Proton Experimental. lol I set up the config file to match the steam decks resolution, then once it was running I changed the control scheme to map the keyboard controls to the face buttons.
Hey guys, how are you doing?
Question how big can a module size be?
I’m still trying to replicate the time stranger
hi! in theory, as big as you want, the editor seem to get a little buggy when editing the D3 module (which is the current biggest with near 300 entries) near the end of the list. Let me know if you have issues. About the current progress, I think I may have the next release in early december, now that I finished time stranger, I should make progress faster 😆 , currently finishing the new Battle screen
450
Is mostly just the monsters in they share some Oprah lap with other evolution lines
I am currently replicating times stranger. Oh, God, the evolution lines themselves are a pain in the butt.
Hey guys! Anyone able to get the game to work on the RG28XX running Knulli? Its really kicking my butt.lol
Hello, I just discovered this game today and am trying to play it.
Is there a beginner's guide available?
I might have missed it, but I couldn't find a separate guide on GitHub or within the files.
I'm unfamiliar with many aspects, like Tab key controls and module installation, but I'm not sure where to look for reference material.
If there's already a guide and I missed it when I asked my question, I apologize.
Anyone try getting this to work on a Retroid?
you can find the game's documentation inside Documentation folder, open the index.html
I thinking of putting it on my small trimui model s potentially via batocera? Does the game works fine on batocera?
Ive seen that the game can run on full batocera really well, like a RG351P. Unfortunately I have a Knulli RG28xx device and havent gotten it to work so far. I didnt think the trimui s supports batocera though, does it?
If your device can run Batocera, you can run Omnimon on it. It has to be the full Batocera, though. Some firmwares based on Batocera but are trimmed down versions don't work. I can personally confirm that the stock firmware of the Anbernic RG ARC-D (Which is a trimmed down variant of Batocera) cannot run Omnimon.
yeah just saw that imma try to put a pygame emu inside with the minui os
Yeah so i couldn't get it to work on my trimui so i will just buy a rasperry pi and print a case. Still put some sick vpets on the trimui anyways
how do you get a second egg?
I personally just put my current Digimon in storage, then got returned to the egg-choosing screen, I believe?
trying to store my digimon just closes omnimon
idk if it's a crash or not
Hello, I have now read index.html and understand the operations and functions. However, there are still a few things I don't understand.
I'm currently playing on the Windows version and raising two newly hatched Digimon, but I can't proceed with training.
Even when I max out their strength, training doesn't work. Is it normal that training isn't possible at this stage?
it may be a extremely silly question, but can it be ported to android?
I think it was mentioned before that an Android port was on the to-do list eventually if not right now
thanks!
i wish i could do something with coding. Got some ideas for a PenX module, but since i cant code...
an android port would be neat, especially if it could still pass time while the app is in the background
I actually play it on Android using Winlator. Unfortunately it doesn't run in background
to add a new egg, go to the settings menu (press ESC on pc), go to the Freezer and press A on an empty slot

sounds like a crash
it stopped crashing when I tried to freeze a mon after the first day so I just did it that way
some modules dont allow for training on low stages
hopefully..soon
about the ui rework. It's finished...almost! I have finally switched into test mode, I'm going throught every scene, updating the documentation with the new functions and fixing errors. But that is not all, I'm not sure if I spoiled this already..but...the next version will have not only the entire VB+VBE dims, but also the Godzilla DMC, the original Digital Monster and the DM20, fully implemented using color sprites 🙂
here's my handsome Godzillasaurus hatched from a G-Cell Fragment and with some G-Cells is his pocket
no longer mockups, these are all functional
Honestly python is not that hard to learn. Bro Code has an awsome tutorial on youtube. Sorry for the random reply im currently working on my own device project and pretty much knew nothing going into it.
no probs with random reply, time zones already do the job ahahah
this going for android, i maybe only install and run PenX and DMX modules
if... theyre not going to be the same
also...any chance for bigger (32x32) sprites?
the game supports bigger sprites, but they will be scaled to fit the screen
fair
This is so beautiful
It really gives it its own vibe. It almost ends up feeling like the Wonderswan Vpet
But like if they kept doing that. Honestly I could see this on a GBA
Would look crunchier lmao
But its an interesting UI
No I was off with GBA, DS. This is a DS ass UI
im nearly giving up on buying one WS to buy an handheld which runs full batocera to play these as consoles
Oh yeah emulation handhelds are lit. I used to have a retroid pocket, but I make heavy use of my steam deck which is gonna slow down when I get an AYN Thor
ill end up fetching a WS bc i already have my pocketstation, and i want to be able to do some jogress and stuff, but this project on a smartphone...
old symbian phones are completely out of question about running this, i believe
i was considering a phone for detox but capable of running smth like this for fun
ws is quite the little device, with an ips screen it looks and feels great, but I never played digimon on it, should give it a try
the absence of mega-level mon on DM Ver. Wonderswan bothers me, but ill need punchbags and jogress mons for my pocketstation so...
but since the experience omnimon offers is quite simillar to ver. WS
i mean, the modules on omni is literally different version's eggs (DMOG 1-4 + PenOG1.0)
I really like this original device.
It seems great for independent, 24-hour operation and management.
If I get the chance, I'd like to make one too. Is that device still in the development stage?
cant wait for this release. meant to get into this a while ago - now godzilla will be on it? yeah, going to get this setup on my steamdeck asap once its out =p
My GameForce is on standby and waiting for the release 🙂
Hi all, I am new to this game and I want to say massive thank you to all who contributed to this Omnimon Vpet project. What a mad work this one!
I want to ask, how do we feed/train only 1 Digimon if we have more than one?
Thanks, chaps
thanks =D, there are 3 selection modes for feeding:
All: the basic one will feed all digimon in the party
In Need: by pressing SELECT (tab in pc) in the feeding menu you switch to in need mode where only the pets with empty hearts will be fed
Selection: if the other modes are not enough, then in the main game, press SELECT (tab) to enter selection mode, a yellow contour will appear on the first pet, use LEFT/RIGHT to move the cursor, press A (ENTER on pc) to toggle selection, if at least 1 pet is selected that way, then when you enter any menu (feeding/training/battle) only the selected pets will be considered. Yellow means the cursor, blue means that pet is selected, press SELECT again to leave selection mode
Gave +1 Digi-rep to @viral stream (current: #534 - 2)
Hi
Hello everyone! I have just pushed in the dev branch the entire ui rework, new modules and all. Anyone interested is welcome to join in and test, if you find any bugs, please report them on github. As a plus, this push has an extra module, the original Pendulum vpets, with versions .0 and .5.
I'll check this out on my GameForce at some point soon! Might not be today, possibly tomorrow though!
Just got everything set up on my GameForce and can confirm no issues with the Batocera build thus far in regards to the GUI. No crashes, either! I'll report back once I make progress in actually raising Digimon and such.
NOW im going regretfull to have bought a wonderswan
this running into batocera flawlessly is a huge upgrade
hope it gets a version with PenProg/PenX GUI
Digimon mini
As soon as I can, I'm going to see if it's executable on the R36 (Handheld Console) and see if it runs well on them. It would be a good idea to see if they're feasible for future tamers who want to try it out.
Omnimon is becoming the new Ver. Wonderswan
No, it is not
It’s becoming something else
It’s becoming more
It is coming the omega pet
It will contain every
Oh yeah, I’m already done with the ditch Mom minis. I’m making the mini .5
And I can’t make the cross wars, many because lack of sprites
Those are being removed
And I’m also giving up on re-creating time, stranger
That game is too massive
cant wait for it to get an android version
i guess ill buy an android flip phone
and go out there shouting i got an D-Cyber
Is it a PC version?
What I uploaded was for testing, the code is in python so you will need to install a few things for it to work, but it does run on pc
I already have python in the in the. I don’t know. How to work it
Will this get a android app or is it for pc only
Anything that can run Python (PC) or Pygame (Anything that can run Batocera will work for example, which includes several handheld devices)
I believe it was mentioned that an Android version will come eventually but not just yet
R36 Ultra with ArkOS4Clone and pygame_run
I had to modify some of the game's code to make it compatible with an older version of Python, but I've got it working for now. I still need to verify the D-pad controls, but it should be more or less ready. If the developer wants, I can provide the modified files so they can also include it for this portable system.
If you're playing on a portable system, you won't be able to leave it powered on all day like you could with a traditional vpet.
Why not, if it has an automatic sleep system that turns the screen off?
Will the automatic sleep system ensure the passage of time for Digimon? (Primarily the time required for evolution)
I really love this project and hope your attempt at a portable system turns out well. I'm so excited that I'm already looking around at which portable game console to buy.
It recognizes the console's real-time clock.
The problem would be changing the time backward while playing or even before starting the game. Let's continue, outside of the game it pauses. But if you put it in sleep mode with the screen off, it recognizes any time jump that may have occurred.
What happens when a Digimon calls for food or sleep while the sleep system?
That's what the sleep function in the game is for, if you're going to be doing things or are going to be very busy. The game also has its own freeze system. I think those questions are similar to the original games... The only thing is, if you're going to be gone for a long time, don't leave the console in sleep mode; at least leave your Digimon in a safe place xD
I just now implemented a Exit Game button in Settings submenu with auto-save and exit to emulationstation menu. At least a fix so we can exit and save.
One question: Anyone has a video for Battle to see how it works pls?
Don't worry, I got It...~ 🤫
I am creating an online functionality based on a Discord bot so that we can fight anywhere.
They will be room codes through the bot, and the system itself will send all the current data of the Digimon in use and its care; then, based on the data, it will determine victory or defeat.
I'm sure someone will be willing. If the creator wants, I can lend a hand implementing it in the rework he's doing, so everyone can have online play.
Well, it's fully funtional and play battles like real time.
Bigger sprites plz
@severe iron thats some nice features youre adding, we can integrate in the main game if you'd like. About android...soon(TM). In regards with the game's progression, the pets only have their timers working when the game is running, if you close the game everything stops, the current implementation has a sleep screen, you can set it in the settings menu, the game will still work in that state, any alert calls will play and show an icon under the clock, you can put the pets to sleep too, this will keep counting their evolution timers, but they wont need food, they also wont evolve in this state but will once they are wakened up. I'm working hard to emulate the real device's behavior as much as possible, so in most cases it will work just like a normal vpet
do you mean support for actually bigger sprites like the ones in the vital bracelet or to show them bigger in game? The next version will have support for "hi_def" sprites, the new dim card modules will use their vital bracelet original sprites
Bigger sprites like penprog ones*
I like vb sprites but i feel them... misplaced in regular vpet experience like the omnimon
ok I will keep that to check on later, but not for this next version
Dont worry, Noone is in a hurry.
Bc there will be a lot of work doing the sprites
Of course, it's my intention that you can include it for future Tamers. I've been working on getting the battles to "synchronize" in terms of Combat Display (so that each one shows what's happening in combat according to its stat calculations), and it seems I've managed it for now. I've also fixed the correct Victory signs, which for some reason were appearing on defeated Digimon and Defeat signs on undefeated ones.
The only bad news is that the R36S it doesn't have good RAM, is unplayable due to the slowness of the menus and animations, such as combat, training, and others.
Here is a testing, if you want to participate in, tell me and I contact you for one day to test it ^^
How much the r36s have for ram?
It depends on the model, but most of them and their clones have between 512MB and 1GB of RAM.
Ew. Thats like less than nothing nowadays
Guess the best possible shot for mobile play its still android (handheld or phone)
They are usually used to emulate retro consoles where you already have a backup of one of your games, so you can take it anywhere.
Yes, it's possible that Android devices today, with the processors and RAM they have, can play it without problems.
Hope it can be ported to older android versions like android 7 and stuff
Just to get Omnimon working, I had to make a change to the code, having to use old Python code since the R36S only supports Python 3.11 and it was written in 3.14, but nothing is impossible if you set your mind to it. ^^
And a little help for a IA Agent to repair and help you with some code
Mini almost done
It's no joke that it's helping me with this. At first, I had problems with the port, but I was able to find what I needed on my own to make Omnimon run from Python to PortMaster (if you don't know what that is, it's simply a site where they upload ports of your PC games to support them on handheld consoles based on ArkOS, EmuElec, etc.). Then the AI helped me get everything ready for testing and integrate the Wi-Fi options into the code.
Can we see some progress if it's not too much trouble? 😍
Oh yeah
The evolution line there are all done. I’m still making some stuff.
Some of the backgrounds are scabbing from the other modules
And I’m also making .5 versions
Wow, that looks really interesting. I'm looking into it and thinking about doing something like... a NacaStorage? but for Omnimon, since I got it to connect to the bot, so it can also serve as storage, like it does with your Discord account, taking advantage of that function.
If no, it’s just me making a module for the system
I'm going to make a table of things that can be implemented; I don't want to overwhelm the creator with too many things lol, but it would be a really cool thing to do
download the version in the github, there are a lot of changes with the new ui, add your code there and make pull requests, I can integrate them with the main game code
I have version 0.9.8, is that the new one or is there another one I haven't seen?
And I'm preparing a version with only the online functionality for now; besides, a Discord bot is needed to use the online features (it's the cheapest way to create a relay bot xD)
I have one online right now for testing in a empty server