Contest data structure (Generation III)

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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 20 therefore indicates 2 appeal points.
  • Jam indicates how much jamming this move produces, multiplied by 10. A value of 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.

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