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[[User:Thwackeyrabootdrizzile|<span style="color:#78C850;">Thwackey</span>]][[User talk:Thwackeyrabootdrizzile|<span style="color:#F08030;">raboot</span>]][[Special:Random|<span style="color:#6890F0;">drizzile</span>]] 18:37, 22 January 2024 (UTC) | [[User:Thwackeyrabootdrizzile|<span style="color:#78C850;">Thwackey</span>]][[User talk:Thwackeyrabootdrizzile|<span style="color:#F08030;">raboot</span>]][[Special:Random|<span style="color:#6890F0;">drizzile</span>]] 18:37, 22 January 2024 (UTC) | ||
== Gen4 evolution structure== | |||
Data on the '''[[Evolution|evolution of Pokémon]]''' is stored as a series of 6-byte structures in [[Generation III]]. These structures must be aligned on a 4-byte boundary, and each Pokémon species has 5 such entries, for a total of 40 bytes per species. | |||
In all Generation III games, evolution data is situated between the Pokémon move list data pool and the actual Pokémon move list index; see [[Move list data structures in Generation III]] for a list of locations. | |||
== Pokémon Evolution Data Structure == | |||
Each species has 5 substructures, as {{p|Eevee}} has 5 evolution options in this generation. The overall structure is laid out as follows: | |||
{| class="wikitable" | |||
! Offset !! Size !! Type !! Notes | |||
|- | |||
| 0x00 || 8 || Substructure || First Substructure | |||
|- | |||
| 0x08 || 8 || Substructure || Second Substructure | |||
|- | |||
| 0x10 || 8 || Substructure || Third Substructure | |||
|- | |||
| 0x18 || 8 || Substructure || Fourth Substructure | |||
|- | |||
| 0x20 || 8 || Substructure || Fifth Substructure | |||
|} | |||
=== Pokémon Evolution Data Substructure === | |||
The 6-byte substructure is organized as follows: | |||
{| class="wikitable" | |||
! Offset !! Size !! Type !! Notes | |||
|- | |||
| 0x00 || 2 || uint16_t | |||
| Method of evolution - How this Pokémon will evolve. This can be one of the following values: | |||
* 0x0001 - Evolves by friendship without regards to time of day | |||
* 0x0002 - Evolves by friendship during the day | |||
* 0x0003 - Evolves by friendship at night | |||
* 0x0004 - Evolves by level up | |||
* 0x0005 - Evolves by trade without items | |||
* 0x0006 - Evolves by trading the Pokémon while holding an item | |||
* 0x0007 - Evolves by using an item on the Pokémon | |||
* 0x0008 - Evolves by level up, but only when Attack is greater than Defense | |||
* 0x0009 - Evolves by level up, but only when Attack is equal to Defense | |||
* 0x000A - Evolves by level up, but only when Attack is lower than Defense | |||
* 0x000B - Evolves by level up, but only when the [[personality value]] permits ({{p|Wurmple}} → {{p|Silcoon}} evolution) | |||
* 0x000C - Evolves by level up, but only when the personality value permits ({{p|Wurmple}} → {{p|Cascoon}} evolution) | |||
* 0x000D - Evolves by level up, but may spawn another Pokémon if permitted ({{p|Nincada}} → {{p|Ninjask}} evolution) | |||
* 0x000E - Evolves by level up, but is only spawned if the conditions permit ({{p|Nincada}} → {{p|Shedinja}} evolution) | |||
* 0x000F - Evolves by beauty | |||
|- | |||
| 0x02 || 2 || uint16_t | |||
| Parameter - The meaning of this is dependent on the method of evolution - the item, the level, etc. Not used and zeroed out where applicable. Note that the parameter is used for the beauty threshold, but is not used for the friendship threshold (which is always 220). | |||
|- | |||
| 0x04 || 2 || uint16_t || Target Pokémon - The Pokémon which this Pokémon will evolve to. See [[List of Pokémon by index number (Generation III)]] for a list of values. | |||
|- | |||
| 0x06 || 2 || uint16_t || Padding due to alignment. Zeroed out. | |||
|} | |||
All unused entries will be entirely zeroed-out. | |||
==Fingerprint== | |||
<pre> | |||
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 // - | |||
04 00 10 00 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 // BULBASAUR | |||
04 00 20 00 03 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 // IVYSAUR | |||
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 // VENUSAUR | |||
04 00 10 00 05 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 // CHARMANDER | |||
04 00 24 00 06 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 // CHARMELEON | |||
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 // CHARIZARD | |||
... | |||
</pre> | |||
==See also== | |||
{{data structure}}<br> | |||
{{Project Games notice|data structure}} |
Revision as of 19:35, 22 January 2024
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Learnlist Test
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TM | Move | Type | Power | Accuracy | PP | |||||
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TM01 | Mega Punch | Normal | 80 | 85% | 20 | |||||
TM02 | Razor Wind | Normal | 80 | 75% | 10 | |||||
TM03 | Swords Dance | Normal | — | —% | 30 | |||||
TM05 | Mega Kick | Normal | 120 | 75% | 5 | |||||
TM06 | Toxic | Poison | — | 85% | 10 | |||||
TM10 | Double-Edge | Normal | 100 | 100% | 15 | |||||
TM11 | BubbleBeam | Water | 65 | 100% | 20 | |||||
TM17 | Submission | Fighting | 80 | 80% | 25 | |||||
TM19 | Seismic Toss | Fighting | — | 100% | 20 | |||||
TM20 | Rage | Normal | 20 | 100% | 20 | |||||
TM22 | SolarBeam | Grass | 120 | 100% | 10 | |||||
TM24 | Thunderbolt | Electric | 95 | 100% | 15 | |||||
TM34 | Bide | Normal | — | —% | 10 | |||||
TM35 | Metronome | Normal | — | —% | 10 | |||||
TM37 | Egg Bomb | Normal | 100 | 75% | 10 | |||||
TM41 | Softboiled | Normal | — | —% | 10 | |||||
TM43 | Sky Attack | Flying | 140 | 90% | 5 | |||||
TM44 | Rest | Psychic | — | —% | 10 | |||||
HM02 | Fly | Flying | 70 | 95% | 15 | |||||
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Region image maps
Regions from the main series
Kanto |
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Johto |
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Kalos |
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Alola |
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Regions from the spin-off games
Region from Pokémon Snap
Pokémon Island |
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Region from the Colosseum series
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Region from Pokémon Battle Revolution
Pokétopia |
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Regions from the Pokémon Mystery Dungeon series
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Gates to Infinity |
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Regions from the Pokémon Ranger series
Fiore |
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Almia |
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Regions from the Pokémon Trading Card Game series
TCG Island |
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GR Island |
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Region from Pokémon Trozei!
Pokémon Trozei! region |
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Regions from the anime
Orange Archipelago |
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furigana examples
ポケモン不思議のダンジョン 時の探検隊
Sandwiches
List of Ingredients
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Green
If Green was in Red and Blue
If the player chose Bulbasaur:
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If the player chose Charmander:
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Horizons Parties
Horizons characters parties. All Pokemon are level 10 as a Placeholder. Test test test test.
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Just a thought
gatha will switch her current Pokémon 7.8125% (20/256) of the time. Additionally, she has two Super Potions for each of her Pokémon to use 42.1875% (108/256) of the time when HP falls below 25%.
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Dantie
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Okay after all week I figured out how to put a Pokemon not in the current game in a team. Or at least how to make it reach a point where I can edit it in MS Paint.
Bugsy
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Morty
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Chuck
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Legendary groups
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Test 2
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Test 3
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Lance
HELP
I forgot how to ask for help!
If you look in my first sandbox I'm trying to use home sprites for my fan teams but sometimes it works and sometimes it does not. I just underdressed.
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BS
Stat | Range | ||
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At Lv. 50 | At Lv. 100 | ||
HP: 250
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310 - 357 | 610 - 704 | |
190
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175 - 266 | 346 - 526 | |
240
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220 - 321 | 436 - 636 | |
190
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175 - 266 | 346 - 526 | |
240
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220 - 321 | 436 - 636 | |
210
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193 - 288 | 382 - 570 | |
Total: 1320
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Other Pokémon with this total | ||
Why are my numbers bold?
Time (Cumulative) |
Distortion chance (Standard) |
Distortion chance (During Missions 13 - 18) |
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5 minutes | 10% | 20% |
10 minutes | 30% | |
15 minutes | 50% | |
25 minutes | 75% | |
40 minutes | 100% |
Hopefully I can figure this out on my own, but otherwise, please help me. ¿¡Unowninator?! (talk) BTW this is for Space-time distortion#Mechanics
Lance
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Ice ice baby
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Looks like Team Rocket is blasting off again
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Charizard X
Stat | Range | ||
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At Lv. 50 | At Lv. 100 | ||
HP: 78
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138 - 185 | 266 - 360 | |
109
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102 - 177 | 200 - 348 | |
85
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81 - 150 | 157 - 295 | |
84
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80 - 149 | 155 - 293 | |
78
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74 - 143 | 144 - 280 | |
100
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94 - 167 | 184 - 328 | |
Total: 534
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Other Pokémon with this total | ||
Mewtwo X
Mewtwo X
Stat | Range | ||
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At Lv. 50 | At Lv. 100 | ||
HP: 106
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166 - 213 | 322 - 416 | |
154
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143 - 226 | 281 - 447 | |
90
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85 - 156 | 166 - 306 | |
110
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103 - 178 | 202 - 350 | |
90
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85 - 156 | 166 - 306 | |
130
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121 - 200 | 238 - 394 | |
Total: 680
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Other Pokémon with this total | ||
New template for my Fandom wiki
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Missingno. Lv.0 | |||||||||||||||||||||||||
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Thwackeyrabootdrizzile 18:37, 22 January 2024 (UTC)
Gen4 evolution structure
Data on the evolution of Pokémon is stored as a series of 6-byte structures in Generation III. These structures must be aligned on a 4-byte boundary, and each Pokémon species has 5 such entries, for a total of 40 bytes per species.
In all Generation III games, evolution data is situated between the Pokémon move list data pool and the actual Pokémon move list index; see Move list data structures in Generation III for a list of locations.
Pokémon Evolution Data Structure
Each species has 5 substructures, as Eevee has 5 evolution options in this generation. The overall structure is laid out as follows:
Offset | Size | Type | Notes |
---|---|---|---|
0x00 | 8 | Substructure | First Substructure |
0x08 | 8 | Substructure | Second Substructure |
0x10 | 8 | Substructure | Third Substructure |
0x18 | 8 | Substructure | Fourth Substructure |
0x20 | 8 | Substructure | Fifth Substructure |
Pokémon Evolution Data Substructure
The 6-byte substructure is organized as follows:
Offset | Size | Type | Notes |
---|---|---|---|
0x00 | 2 | uint16_t | Method of evolution - How this Pokémon will evolve. This can be one of the following values:
|
0x02 | 2 | uint16_t | Parameter - The meaning of this is dependent on the method of evolution - the item, the level, etc. Not used and zeroed out where applicable. Note that the parameter is used for the beauty threshold, but is not used for the friendship threshold (which is always 220). |
0x04 | 2 | uint16_t | Target Pokémon - The Pokémon which this Pokémon will evolve to. See List of Pokémon by index number (Generation III) for a list of values. |
0x06 | 2 | uint16_t | Padding due to alignment. Zeroed out. |
All unused entries will be entirely zeroed-out.
Fingerprint
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 // - 04 00 10 00 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 // BULBASAUR 04 00 20 00 03 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 // IVYSAUR 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 // VENUSAUR 04 00 10 00 05 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 // CHARMANDER 04 00 24 00 06 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 // CHARMELEON 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 // CHARIZARD ...
See also
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This data structure article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games. |