Pokémon data structure (Generation III): Difference between revisions
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! || type || offset | ! || type || offset | ||
|- | |- | ||
| [[Personality]] || dword || 0 | | [[Personality value]] || dword || 0 | ||
|- | |- | ||
| [[Original Trainer|OT]] [[Trainer ID number|ID]] || dword || 4 | | [[Original Trainer|OT]] [[Trainer ID number|ID]] || dword || 4 | ||
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===OT ID=== | ===OT ID=== | ||
The [[Original Trainer]]'s [[Trainer ID number|ID number]]. This number is part of the XOR encryption key for the [[Pokémon data substructures in Generation III|data]] section, and is also used in [[Shiny Pokémon|Shiny]] determination and the [[Pokémon Lottery Corner|lottery]]. | The [[Original Trainer]]'s [[Trainer ID number|ID number]]. This number is part of the XOR encryption key for the [[Pokémon data substructures in Generation III|data]] section, and is also used in [[Shiny Pokémon|Shiny]] determination and the [[Pokémon Lottery Corner|lottery]]. The least significant bytes of this number are the Trainer ID visible on the status screen. | ||
===Nickname=== | ===Nickname=== | ||
The Pokémon's [[nickname]], limited to 10 characters. The characters represented by each byte are determined by the | The Pokémon's [[nickname]], limited to 10 characters. The characters represented by each byte are determined by the [[Character encoding in Generation III|proprietary character set]]. | ||
===Language=== | ===Language=== | ||
The language of the game the Pokémon comes from. Valid values are: | The language of the game the Pokémon comes from. Valid values are: | ||
{| style="border: 1px solid #88a; background: #f8f8ff; padding: 0.5em; border-collapse: collapse; margin: 0 0 0.5em 0.5em" cellpadding=2 | {| style="border: 1px solid #88a; background: #f8f8ff; padding: 0.5em; border-collapse: collapse; margin: 0 0 0.5em 0.5em" cellpadding=2 | ||
! Hex || Language | ! Hex || Language | ||
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| 0x0207 || [[File:Spain Flag.png|20px]] Spanish | | 0x0207 || [[File:Spain Flag.png|20px]] Spanish | ||
|} | |} | ||
What the language value is set to determines which charset is used when displaying the Pokémon's name and OT name. | |||
===OT name=== | ===OT name=== | ||
The name of the Pokémon's Original Trainer. The characters represented by each byte are determined by the | The name of the Pokémon's Original Trainer. The characters represented by each byte are determined by the [[Character encoding in Generation III|proprietary character set]]. | ||
===Markings=== | ===Markings=== | ||
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| 3 || class="roundy" style="background:#{{poison color}}; border:1px solid #f8f8ff; text-align:center" | <small>{{color2|FFFFFF|Poison (status condition)|PSN}}</small> || Poison | | 3 || class="roundy" style="background:#{{poison color}}; border:1px solid #f8f8ff; text-align:center" | <small>{{color2|FFFFFF|Poison (status condition)|PSN}}</small> || Poison | ||
|- | |- | ||
| 4 || class="roundy" style="background:#{{fire color}}; border:1px solid #f8f8ff; text-align:center" | <small>{{color2|FFF|Burn (status condition)|BRN}}</small> || | | 4 || class="roundy" style="background:#{{fire color}}; border:1px solid #f8f8ff; text-align:center" | <small>{{color2|FFF|Burn (status condition)|BRN}}</small> || Burn | ||
|- | |- | ||
| 5 || class="roundy" style="background:#{{ice color}}; border:1px solid #f8f8ff; text-align:center" | <small>{{color2|FFFFFF|Freeze (status condition)|FRZ}}</small> || | | 5 || class="roundy" style="background:#{{ice color}}; border:1px solid #f8f8ff; text-align:center" | <small>{{color2|FFFFFF|Freeze (status condition)|FRZ}}</small> || Freeze | ||
|- | |- | ||
| 6 || class="roundy" style="background:#{{electric color}}; border:1px solid #f8f8ff; text-align:center" | <small>{{color2|FFFFFF|Paralysis (status condition)|PAR}}</small> || Paralysis | | 6 || class="roundy" style="background:#{{electric color}}; border:1px solid #f8f8ff; text-align:center" | <small>{{color2|FFFFFF|Paralysis (status condition)|PAR}}</small> || Paralysis | ||
|- | |- | ||
| 7 || class="roundy" style="background:#{{poison color}}; border:1px solid #f8f8ff; border-bottom:1px solid; text-align:center" | <small>{{color2|FFFFFF|Poison (status condition)|PSN}}</small> || Bad | | 7 || class="roundy" style="background:#{{poison color}}; border:1px solid #f8f8ff; border-bottom:1px solid; text-align:center" | <small>{{color2|FFFFFF|Poison (status condition)|PSN}}</small> || Bad Poison | ||
|} | |} | ||
The three sleep bits are used to indicate turns of sleep. So 111<sub>2</sub> = 7 turns of sleep, 101<sub>2</sub> = 5 turns, et cetera. | The three sleep bits are used to indicate turns of sleep. So 111<sub>2</sub> = 7 turns of sleep, 101<sub>2</sub> = 5 turns, et cetera. | ||
==Data | ==Data location== | ||
{{incomplete|section|Are the addresses below only for US games?}} | {{incomplete|section|Are the addresses below only for US games? Also, is the mentioned "general region" of box data correct?}} | ||
A Trainer's [[party]] starts at the following addresses in the GBA's RAM. | A Trainer's [[party]] starts at the following addresses in the GBA's RAM. | ||
{| style="border: 1px solid #88a; background: #f8f8ff; padding: 0.5em; border-collapse: collapse; margin: 0 0 0.5em 0.5em" cellpadding=2 | {| style="border: 1px solid #88a; background: #f8f8ff; padding: 0.5em; border-collapse: collapse; margin: 0 0 0.5em 0.5em" cellpadding=2 | ||
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| '''{{color2|{{firered color}}|Pokémon FireRed and LeafGreen Versions|FireRed}}''' || 0x02024284 | | '''{{color2|{{firered color}}|Pokémon FireRed and LeafGreen Versions|FireRed}}''' || 0x02024284 | ||
|- | |- | ||
| '''{{color2|{{leafgreen color}}|Pokémon FireRed and LeafGreen Versions|LeafGreen}}''' || | | '''{{color2|{{leafgreen color}}|Pokémon FireRed and LeafGreen Versions|LeafGreen}}''' || 0x020241E4<br>0x02024284<sup>{{tt|US|for US games}}</sup> | ||
|} | |} | ||
An opponent's party, or a wild Pokémon, starts at the following addresses. | An opponent's party, or a wild Pokémon, starts at the following addresses. | ||
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The full 100-byte structure for a Pokémon is only used to describe Pokémon being held in the player's party. When Pokémon are stored in the PC, their data is recorded using only the first 80 bytes of this structure, stopping after the [[Pokémon data substructures in Generation III|data]] field. The last 20 bytes (excepting status condition) can all be recalculated from data in the data substructure when a Pokémon is withdrawn (level being derived from experience). This also explains why Pokémon suffering a status condition are "cured" when put in the PC. | The full 100-byte structure for a Pokémon is only used to describe Pokémon being held in the player's party. When Pokémon are stored in the PC, their data is recorded using only the first 80 bytes of this structure, stopping after the [[Pokémon data substructures in Generation III|data]] field. The last 20 bytes (excepting status condition) can all be recalculated from data in the data substructure when a Pokémon is withdrawn (level being derived from experience). This also explains why Pokémon suffering a status condition are "cured" when put in the PC. | ||
This means there are also 33,600 bytes (80 bytes * 30 per Box * 14 Boxes) elsewhere in the GBA's RAM describing Pokémon in the PC. When the GBA's saved state (including memory contents) is unzipped into a 740,000+ byte file and viewed, the 14 Boxes of 420 Pokémon are stored in the general region of $038000 and $040000. | This means there are also 33,600 bytes (80 bytes * 30 per Box * 14 Boxes) elsewhere in the GBA's RAM describing Pokémon in the PC. When the GBA's saved state (including memory contents) is unzipped into a 740,000+ byte file and viewed, the 14 Boxes of 420 Pokémon are stored in the general region of $038000 and $040000. In the US version of Pokémon Emerald, box data is between 0x02FE9888 and 0x02FF1BC8, non-inclusive. The first 6 80-byte structures make up, from left to right, the first row of Pokémon in box 1. The next Pokémon gets placed on the next row. After 5 rows (30 80-byte structures), the next Pokémon is placed in box 2, and so on. | ||
==See also== | ==See also== |
Revision as of 19:34, 12 February 2017
Pokémon in the Pokémon Ruby and Sapphire, FireRed and LeafGreen, and Emerald Versions are all stored the same way in a 100-byte structure.
Notes
Pokémon | ||
---|---|---|
type | offset | |
Personality value | dword | 0 |
OT ID | dword | 4 |
Nickname | 10 bytes | 8 |
Language | word | 18 |
OT name | 7 bytes | 20 |
Markings | byte | 27 |
Checksum | word | 28 |
???? | word | 30 |
Data | 48 bytes | 32 |
Status condition | dword | 80 |
Level | byte | 84 |
Pokérus remaining | byte | 85 |
Current HP | word | 86 |
Total HP | word | 88 |
Attack | word | 90 |
Defense | word | 92 |
Speed | word | 94 |
Sp. Attack | word | 96 |
Sp. Defense | word | 98 |
Personality value
The personality value controls many things, including gender, Unown's letter, Spinda's dots, any Pokémon's Nature, and more.
OT ID
The Original Trainer's ID number. This number is part of the XOR encryption key for the data section, and is also used in Shiny determination and the lottery. The least significant bytes of this number are the Trainer ID visible on the status screen.
Nickname
The Pokémon's nickname, limited to 10 characters. The characters represented by each byte are determined by the proprietary character set.
Language
The language of the game the Pokémon comes from. Valid values are:
Hex | Language |
---|---|
0x0201 | Japanese |
0x0202 | English |
0x0203 | French |
0x0204 | Italian |
0x0205 | German |
0x0206 | Korean* |
0x0207 | Spanish |
What the language value is set to determines which charset is used when displaying the Pokémon's name and OT name.
OT name
The name of the Pokémon's Original Trainer. The characters represented by each byte are determined by the proprietary character set.
Markings
The markings seen in the storage Box. These markings serve only to aid in organizing large collections of Pokémon.
Bit | Mark |
---|---|
0 | ● |
1 | ■ |
2 | ▲ |
3 | ♥ |
Checksum
The checksum for the 48-byte data section of this structure. It is computed by adding all of the unencrypted values of that section one word at a time. If the computed sum and the stored checksum do not match, the Pokémon is interpreted as a Bad Egg.
????
Unknown, possibly simply padding (not used and usually set to either 0 or -1, depending on the data type).
Data
Certain data pertaining to the Pokémon that is stored in a special and encrypted format.
Status condition
The Pokémon's status condition is stored as follows:
Bit | Status | |
---|---|---|
0-2 | SLP | Sleep |
3 | PSN | Poison |
4 | BRN | Burn |
5 | FRZ | Freeze |
6 | PAR | Paralysis |
7 | PSN | Bad Poison |
The three sleep bits are used to indicate turns of sleep. So 1112 = 7 turns of sleep, 1012 = 5 turns, et cetera.
Data location
A Trainer's party starts at the following addresses in the GBA's RAM.
Game | Address |
---|---|
Ruby | 0x03004360 |
Sapphire | |
Emerald | 0x02024190 0x020244ECUS |
FireRed | 0x02024284 |
LeafGreen | 0x020241E4 0x02024284US |
An opponent's party, or a wild Pokémon, starts at the following addresses.
Game | Address |
---|---|
Emerald | 0x02024744 |
FireRed | 0x0202402C |
The 600 bytes following these addresses describe a whole team of 6 Pokémon.
The full 100-byte structure for a Pokémon is only used to describe Pokémon being held in the player's party. When Pokémon are stored in the PC, their data is recorded using only the first 80 bytes of this structure, stopping after the data field. The last 20 bytes (excepting status condition) can all be recalculated from data in the data substructure when a Pokémon is withdrawn (level being derived from experience). This also explains why Pokémon suffering a status condition are "cured" when put in the PC.
This means there are also 33,600 bytes (80 bytes * 30 per Box * 14 Boxes) elsewhere in the GBA's RAM describing Pokémon in the PC. When the GBA's saved state (including memory contents) is unzipped into a 740,000+ byte file and viewed, the 14 Boxes of 420 Pokémon are stored in the general region of $038000 and $040000. In the US version of Pokémon Emerald, box data is between 0x02FE9888 and 0x02FF1BC8, non-inclusive. The first 6 80-byte structures make up, from left to right, the first row of Pokémon in box 1. The next Pokémon gets placed on the next row. After 5 rows (30 80-byte structures), the next Pokémon is placed in box 2, and so on.
See also
Links
|
This data structure article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games. |