Pokémon data structure in Generation I
The Pokémon data structure in the Generation I games stores most information about the current state of a player's caught Pokémon. It has a length of 44 bytes for Pokémon in the player's party and 33 bytes for Pokémon in boxes on Bill's PC. The information lost when depositing a Pokémon in Bill's PC is its level, HP, Attack, Defense, Speed and Special; this allows the box trick to work by recalculating the lost information upon withdrawing the Pokémon again.
- 1 The structure
- 2 Explanation of fields
- 3 Storage
|0x00||Index number of the Species||1 byte|
|0x01||Current HP||2 bytes|
|0x04||Status condition||1 byte|
|0x05||Type 1||1 byte|
|0x06||Type 2||1 byte|
|0x07||Catch rate/Held item||1 byte|
|0x08||Index number of move 1||1 byte|
|0x09||Index number of move 2||1 byte|
|0x0A||Index number of move 3||1 byte|
|0x0B||Index number of move 4||1 byte|
|0x0C||Original Trainer ID number||2 bytes|
|0x0E||Experience points||3 bytes|
|0x11||HP EV data||2 bytes|
|0x13||Attack EV data||2 bytes|
|0x15||Defense EV data||2 bytes|
|0x17||Speed EV data||2 bytes|
|0x19||Special EV data||2 bytes|
|0x1B||IV data||2 bytes|
|0x1D||Move 1's PP values||1 byte|
|0x1E||Move 2's PP values||1 byte|
|0x1F||Move 3's PP values||1 byte|
|0x20||Move 4's PP values||1 byte|
|0x22||Maximum HP||2 bytes|
Notably missing from this structure are the Pokémon's nickname and the original Trainer's name, which are stored elsewhere.
Pokémon stored in Bill's PC use a form of this structure that stops after the PP data for the fourth move, at 0x20.
The Pokémon box data consists only of the currently open Pokémon box, which explains the need for the player to save the game before switching the open box. In Pokémon Yellow for the US, this data starts at 0xDA95 in volatile RAM and continues for 660 bytes (33 bytes each for 20 Pokémon).
Explanation of fields
The index number for the Pokémon's species.
The number of HP left on the Pokémon. This value may not be greater than the Maximum HP field's value.
Though it appears to be the level of the Pokémon, it seems effectively redundant: it exists as a Pokémon's level when said Pokémon is stored in a PC box, yet is overwritten as part of the recalculation that takes place when the Pokémon is withdrawn. If the Pokémon is deposited back into a box, this value is set to the Pokémon's level again. This value's purpose is currently unknown.
The status conditions of the Pokémon, as a bit field.
The type of the Pokémon. If the Pokémon has only one type, both values are the same. It seems redundant, as there is no way a Pokémon can change type in Generation I besides evolving, and through the use of Conversion.
Catch rate/Held item
The catch rate for the species. This does not change when the Pokémon evolves, even if its evolution has a different catch rate.
When trading with Gold, Silver, and Crystal, this field is co-opted for storing the Pokémon's held item. Items are preserved when traded from Generation II to Generation I and back, but some catch rates from Generation I do not have corresponding items in Generation II. In these cases, the value in this field is translated to a different value the first time it is traded to Generation II.
The following catch rates correspond with bad items in Generation II (usually Teru-sama), and are converted into other items upon trading, as follows:
A value of
0x00 in this field represents no held item.
Original Trainer ID number
- Main article: Effort values
The stat experience accumulated by the Pokémon in each of the 5 permanent stats after battling or receiving vitamins.
- Main article: Power Point
The PP for each move the Pokémon knows. The lowest 6 bits of each of these values is the current amount of PP for the move, and the highest 2 bits are the number of PP Ups applied to the move.
This explains the behavior of Hyper Beam and other such multi-turn moves when they glitch: the game subtracts 1 from the entire byte, and 0x00 rolls over to 0xFF, which applies 3 PP Ups to the move and makes its current PP 63. However, if one or more PP Ups are already applied to the move, the byte does not roll over in this way, so one PP Up is removed from the move. For example, if the move has 2 PP Ups applied, the byte is 0x80, which becomes 0x7F, which specifies 63 PP and one PP Up.
The HP that the Pokémon has when at full health.
Attack, Defense, Speed, and Special
The values of the Pokémon's Attack, Defense, Speed and Special stats, as they were last calculated from the base stats of the species, the Pokémon's individual values and its stat experience. This occurs at level-up and when the Pokémon is withdrawn from Bill's PC.
The following are RAM offsets for the beginning of the party structure while walking around:
- Red (en): 0xD163
- Blue (en): 0xAF2C
- Yellow (en): 0x2F2C
During battle, on the other hand, the party structure is moved to the following offsets:
- Green (jp): 0xD123
- Red (en): Unknown
- Blue (en): 0xD163
- Yellow (en): Unknown
6-Pokémon Party Structure
|0x00||Number of Pokémon in party||1 Byte|
|0x01||List Party Pokémon Index values||7 Bytes|
|0x08||1st Pokémon structure||44 Bytes|
|0x34||2nd Pokémon structure||44 Bytes|
|0x60||3rd Pokémon structure||44 Bytes|
|0x8C||4th Pokémon structure||44 Bytes|
|0xB8||5th Pokémon structure||44 Bytes|
|0xE4||6th Pokémon structure||44 Bytes|
|0X110||x 0x000B's to terminate||x Words|
The list of party index values ends with FF, which is followed by 00s through the rest of the section; however, if the party contains only 1 Pokémon, the FF may or may not be there. Finally, the terminating 0x000B's vary in number, and other information appears to follow, but its significance is not yet clear.
Also of note is that the storage of the current Pokémon's information during battle. The internal index of the current is stored at 0xCF91, and the full Pokémon data structure begins at 0xCF98.
|This data structure article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.|