Pokémon data structure in the GBC
From Bulbapedia, the community-driven Pokémon encyclopedia.
| Pokémon | |
|---|---|
| Species | byte |
| Held Item | byte |
| Attack 1 | byte |
| Attack 2 | byte |
| Attack 3 | byte |
| Attack 4 | byte |
| OT ID | word |
| Experience | 3 bytes |
| EV data | 10 bytes |
| DVs | word |
| PP1 | byte |
| PP2 | byte |
| PP3 | byte |
| PP4 | byte |
| Happiness | byte |
| Pokérus | byte |
| Caught data | word |
| Level | byte |
| Status | byte |
| ? | byte |
| Current HP | word |
| Total HP | word |
| Attack | word |
| Defense | word |
| Speed | word |
| Sp. Attack | word |
| Sp. Defense | word |
Pokémon in the Generation II games are all stored the same way in a 48-byte structure.
This structure is nearly the same as the Generation I structure, but with a few items moved around and the addition of four more bytes of data:
Notes
Caught data
The caught data is only used in Cianwood City where a woman tells the main character where a certain Pokémon was caught and at what time and level. This is two bytes:
- Location
- Time & Level
- 2 bits: Time of day (1: Morning, 2: Day, 3: Night)
- 6 bits: Level

