Contest data structure (Generation III): Difference between revisions

From Bulbapedia, the community-driven Pokémon encyclopedia.
Jump to navigationJump to search
m (→‎See also: project tag)
Line 49: Line 49:


{{data structure}}
{{data structure}}
{{Project Games notice|data structure}}

Revision as of 23:43, 14 August 2010

0572Minccino.png This article does not yet meet the quality standards of Bulbapedia. Please feel free to edit this article to make it conform to Bulbapedia norms and conventions.

Format

Information about a move's Appeal/Jam and other contest-related data in the Pokémon Ruby and Sapphire, FireRed s and LeafGreen s, and Emerald Version games are stored in a 4-byte data structure.

Contest Data
??? byte
Appeal byte
Jam byte
Padding byte
  • ??? is currently under investigation. It is expected to be the ID of that move's contest effect or maybe an animation ID.
  • Appeal indicates how much appeal this move receives, multiplied by 10. A value of 0x14 (decimal 20) therefore indicates 2 appeal points.
  • Jam indicates how much jamming this move produces, multiplied by 10. A value of 0x0A (decimal 10) therefore indicates 1 jam point.
  • Padding consists of 1 byte and should always be set to 0x00 (aligns the structure on 4-bytes boundaries).

Notes

Unlike most other structures which use the move's ID as the key for this array, this array of structures uses the move's contest description ID as its index.

Fingerprint

Since this array uses the move's contest description ID as its index, we chose to display the corresponding description after each structure.

00 28 00 00  // "A highly appealing move!"
00 3c 00 00  // "After this move, the user is more easily startled!"
00 50 00 00  // "Makes a great appeal, but allows no more to the end!"
00 1e 00 00  // "Can be repeatedly used without boring the JUDGE!"
01 14 00 00  // "Can avoid being startled by others once!"
01 0a 00 00  // "Can avoid being startled!"
01 1e 00 00  // "Can avoid being startled by others a little!"
01 1e 00 00  // "After this move, the user is less likely to be startled!"
...

See also


Data structure in the Pokémon games
Generation I Pokémon speciesPokémonPoké MartCharacter encodingSave
Generation II Pokémon speciesPokémonTrainerCharacter encoding (Korean) • Save
Generation III Pokémon species (Pokémon evolutionPokédexType chart)
Pokémon (substructures) • MoveContestContest moveItem
Trainer TowerBattle FrontierCharacter encodingSave
Generation IV Pokémon species (Pokémon evolutionLearnsets)
PokémonSaveCharacter encoding
Generation V-present Character encoding
TCG GB and GB2 Character encoding
Project Games logo.png This data structure article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.