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Pokémon data structure in Generation I

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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.

The structure

Offset Contents Size
0x00 Index number of the Species 1 byte
0x01 Current HP 2 bytes
0x03 Level 1 byte
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
0x21 Level 1 byte
0x22 Maximum HP 2 bytes
0x24 Attack 2 bytes
0x26 Defense 2 bytes
0x28 Speed 2 bytes
0x2A Special 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

Species

The index number for the Pokémon's species.

Remaining HP

The number of HP left on the Pokémon. This value may not be greater than the Maximum HP field's value.

Level

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Pokémon is stored in a PC box, yet is overwritten as part of the recalculation that takes place when the Pokémon is withdrawn.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.

Status conditions

The status conditions of the Pokémon, as a bit field.

Bit Value Status condition
3 0x04 Asleep
4 0x08 Poisoned
5 0x10 Burned
6 0x20 Frozen
7 0x40 Paralyzed

Since being badly poisoned is a temporary condition in battles, it is not stored here. Confusion is also not stored here. 0x00 means that the Pokémon is not affected by any major status condition.

Type

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.

# Hex Type
00 0x00 Normal
01 0x01 Fighting
02 0x02 Flying
03 0x03 Poison
04 0x04 Ground
05 0x05 Rock
07 0x07 Bug
08 0x08 Ghost
20 0x14 Fire
21 0x15 Water
22 0x16 Grass
23 0x17 Electric
24 0x18 Psychic
25 0x19 Ice
26 0x1A Dragon

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:

Old # Old Hex Old Item New # New Hex New Item
025 0x19 Teru-sama 146 0x92 Leftovers
045 0x2D Teru-sama 083 0x53 Bitter Berry
050 0x32 Teru-sama 174 0xAE Gold Berry
090 0x5A Teru-sama 173 0xAD Berry
100 0x64 Teru-sama 173 0xAD Berry
120 0x78 Teru-sama 173 0xAD Berry
127 0x7F Card Key 173 0xAD Berry
190 0xBE Teru-sama 173 0xAD Berry
255 0xFF Cancel 173 0xAD Berry

For example, a wild Snorlax caught in Generation I has a catch rate of 25. However, this is a Teru-sama in Generation II, so the value is automatically converted into 146, Leftovers.

A value of 0x00 in this field represents no held item.

Original Trainer ID number

The ID number of the Trainer who caught the Pokémon.

Experience

The number of Experience points accumulated by the Pokémon. The level of the Pokémon should correspond with this value according to the growth formula for the Pokémon species.

Stat experience

Main article: Effort values

The stat experience accumulated by the Pokémon in each of the 5 permanent stats after battling or receiving vitamins.

PP

Main article: Power points

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.

Maximum HP

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.

Storage

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

Offset Contents Size
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.



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.