Item data structure (Generation III)

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Item data is stored in a 44-byte structure in the US version of the GBA games.

Offset Field Size
0 Name 14 bytes
14 Index number 2 bytes
16 Price 2 bytes
18 Special value 1 1 byte
19 Special value 2 1 byte
20 Description pointer 4 bytes
24 Mystery value 2 bytes
26 Pocket 1 byte
27 Type 1 byte
28 Pointer to field usage code 4 bytes
32 Battle usage 4 bytes
36 Pointer to battle usage code 4 bytes
40 Extra parameter 4 bytes

Pocket

This determines which pocket of the Bag the item should be stored in.

Number Item type
1 Main pocket
2 Poké Ball
3 TMs and HMs
4 Berries
5 Key items

Type

For items other than Poké Balls, the type determines how the item can be used. With Poké Balls, the type indicates the Poké Ball type, and is one less than the index number.

Type Description
0 Mail
1 Items which can be used out-of-battle.
2 Items which must be used in a certain location; key items of this type can be assigned to select.
3 Only the Pokéblock case is of this type.
4 Items which cannot be used out-of-battle.

Mystery values

Mystery value 1 is:

  • 0 for normal items.
  • 1 for HMs and most key items.
  • 2 for some plot-related key items: Blue Orb, Devon Goods, Letter, Oak's Parcel and Red Orb.

Mystery value 2 is:

  • 0 for most items.
  • 1 for many key items: Acro Bike, AuroraTicket, Berry Pouch, Bicycle, Fame Checker, Good Rod, Itemfinder, Mach Bike, Magma Emblem, MysticTicket, Old Rod, Old Sea Map, Pokéblock Case, Powder Jar, Rainbow Pass, Ruby, Sapphire, Super Rod, TM Case, Tea, Teachy TV, Town Map, Tri-Pass and VS Seeker.

Battle usage

Battle usage can be:

  • 0 if the item can't be used in battle at all.
  • 1 if the item's effect is seen during battle but on a subscreen, such as healing items.
  • 2 if the item's effect is seen in battle such as Poké Balls.

Extra parameter

Extra parameter is used to distinguish Poké Balls and Mails, as opposed to just using the item index.

Offsets

These are for US Versions:

  • Ruby: 0x083C5564
  • Sapphire: 0x083C55BC
  • Emerald: 0x085839A0
  • FireRed: 0x083DB028
  • LeafGreen: 0x083DAE64


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.