The Pokémon: Symphonic Evolutions concert tour is coming to Washington, D.C. on August 15th and Philadelphia on September 19th. Seats are limited, so be sure to book your tickets quick!
Pokémon Omega Ruby and Alpha Sapphire have been announced!
Check BNN and Bulbanews for up-to-date Pokémon news and discuss it on the forums or in our IRC channel.

Contest move data structure in Generation III

From Bulbapedia, the community-driven Pokémon encyclopedia.
Jump to: navigation, search
129Magikarp.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

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
Combo Identifier byte
Combos 3 bytes
Padding 2 bytes
  • Description ID determines what message is displayed in a Pokémon's SUMMARY when the player looks at the move's Contest data (e.g. "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 (see Contest data structure in Generation III).
  • 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
  • Combo Identifier: An identifier used in the next 3 bytes for the purposes of identifying the first move in a Contest combination.
  • Combos: This is a list of up to three combo identifiers, identifying Contest combinations for which it may be used as the second move.
  • 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
...

See also


Data structure in the Pokémon games
Generation I Pokémon data structurePokémon base stats data structureSave data structure
Generation II Pokémon data structurePokémon base stats data structureTrainer data structureSave data structure
Generation III Pokémon data structurePokémon data substructuresPokémon base stats data structureMove data structure
Contest data structureContest move data structureItem data structurePokédex data structureBattle Frontier data structures
Trainer Tower data structuresPokémon evolution data structureType Chart data structureSave data structure
Generation IV Pokémon data structureSave data structure

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.