Contest move data structure (Generation III)

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Format

Every move in Ruby, Sapphire, FireRed, LeafGreen, and Emerald has a 8-byte data structure associated with it which contains information about its use in contests.

Contest Move Data
Description ID byte
Contest Type byte
??? 4 bytes
Padding 2 bytes
  • Description ID determines what message is displayed in a Pokémon's SUMMARY when you look at the move's Contest data (eg. "A highly appealing move"). The actual message is stored in an array elsewhere and this ID is only used to address that array. It is also used to index the contest data structure and determine this move's APPEAL and JAM values.
  • Contest Type indicates the type of contest this move should be used in. See the table below for a list of possible values and their meaning.
0 Cool
1 Beauty
2 Cute
3 Smart
4 Tough
  • ??? contains unidentified (as of now) data. It is believed to contain information such as the ID of the animation to render when this move is used in a contest.
  • Padding consists of a sequence of 2 bytes. Each one of those bytes should be set to 0x00 (aligns the structure on 4-bytes boundaries).

Fingerprint

00 00 00 00 00 00 00 00  // -
00 04 3c 00 00 00 00 00  // POUND
25 04 00 03 00 00 00 00  // KARATE CHOP
11 04 00 3c 00 00 00 00  // DOUBLESLAP
23 04 00 00 00 00 00 00  // COMET PUNCH
00 04 00 03 1a 00 00 00  // MEGA PUNCH
2e 03 00 00 00 00 00 00  // PAY DAY
00 01 2d 09 2c 2e 00 00  // FIRE PUNCH
00 01 2e 2c 2d 00 00 00  // ICE PUNCH
...



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