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	<id>https://bulbapedia.bulbagarden.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Splatpope</id>
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	<updated>2026-06-22T06:22:33Z</updated>
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	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Save_data_structure_(Generation_II)&amp;diff=2271991</id>
		<title>Talk:Save data structure (Generation II)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Save_data_structure_(Generation_II)&amp;diff=2271991"/>
		<updated>2015-04-17T23:08:48Z</updated>

		<summary type="html">&lt;p&gt;Splatpope: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Split ==&lt;br /&gt;
&lt;br /&gt;
The character encoding is not a unique feature of the save data structure. It is used by basically any string in the ROM. [[Trainer data structure in Generation II]] uses it and there are other data structures which could be given articles which would also use the character encoding. The character encoding simply does not belong in a section here on the save data structure page. [[User:Tiddlywinks|Tiddlywinks]] ([[User talk:Tiddlywinks|talk]]) 03:52, 1 April 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Seconded. If [[Character encoding in Generation III]] gets its own article, then this should as well. [[User:Sidnoea|Sidnoea]] ([[User talk:Sidnoea|talk]]) 02:47, 25 December 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Errors with the data structure / discrepancy with Crystal ? ==&lt;br /&gt;
&lt;br /&gt;
I have begun checking my Crystal save file just for laughs, and it seems that some entries are not described accurately.&lt;br /&gt;
&lt;br /&gt;
Example : &lt;br /&gt;
&lt;br /&gt;
Ball list :&lt;br /&gt;
&lt;br /&gt;
The map says it begins at 0x2465 with a different ball type Count byte, and then with pairs of two bytes such as NN TT where NN is the number of the object and TT it&#039;s ID.&lt;br /&gt;
&lt;br /&gt;
My ball list is currently only 93 Ultra Balls. (thus, count 5D and ID 02)&lt;br /&gt;
&lt;br /&gt;
The thing is that at 0x2465, I get a null byte and then 02, 5D and the terminator for the whole list, FF.&lt;br /&gt;
&lt;br /&gt;
Thus :&lt;br /&gt;
&lt;br /&gt;
 00 02 5D FF 00 FF 00 FF 01 FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &lt;br /&gt;
&lt;br /&gt;
for the whole list.&lt;br /&gt;
&lt;br /&gt;
After buying twelve Great Balls, this is what I get at offset 0x2465 :&lt;br /&gt;
&lt;br /&gt;
 01 02 5D 04 0C FF 00 FF 01 FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
This means that the count is always -1 of the actual amount and that the item descriptor is of format TT NN instead of NN TT.&lt;br /&gt;
&lt;br /&gt;
It seems that the item bag has the correct count variable (as 19 items translate to 13 in the first offset) but it also uses a TT NN format instead of the described NN TT.&lt;br /&gt;
&lt;br /&gt;
All in all, I believe that there are subtle differences like those between crystal and G/S.&lt;br /&gt;
&lt;br /&gt;
If I missed some endian-ness subtlety, feel free to let me know, all I strive for is to perfectly comprehend how the saves work.&lt;br /&gt;
&lt;br /&gt;
[[User:Splatpope|Splatpope]] ([[User talk:Splatpope|talk]]) 23:40, 16 April 2015 (UTC)&lt;br /&gt;
:Well, that&#039;s weird... I started a Crystal game and after getting Poke Balls at Elm&#039;s lab (and tossing one so I have 4), I checked the save file, and at 0x2465 it says:&lt;br /&gt;
 01 05 04 FF&lt;br /&gt;
:My regular items list says:&lt;br /&gt;
 04 12 01 09 02 AD 02 4A 01 FF&lt;br /&gt;
:where I have 1 or 2 of a few items. So, for me, it looks like it&#039;s always &#039;&#039;item index&#039;&#039; then &#039;&#039;count&#039;&#039; in an item list entry.&lt;br /&gt;
:Are you playing an English version of Crystal? [[User:Tiddlywinks|Tiddlywinks]] ([[User talk:Tiddlywinks|talk]]) 01:33, 17 April 2015 (UTC)&lt;br /&gt;
::To clarify :&lt;br /&gt;
&lt;br /&gt;
:::The article claims that entries in an item list are of the format NN TT (0x2466 and 0x2467 for the first item) where NN is the number of items and TT their ID.&lt;br /&gt;
&lt;br /&gt;
:::What I observed is that they rather are stored in the memory with the format TT NN.&lt;br /&gt;
&lt;br /&gt;
:::It seems the only difference between our observations is that the total counter at the first byte of the ball item list represents the correct amount in your case, whereas this byte is always one less that the actual amount in my case. Which is strange.&lt;br /&gt;
&lt;br /&gt;
:::I am playing the following ROM : &amp;quot;Pokemon - Crystal Version (UE) (V1.1) [C][!]&amp;quot; in english, with this savefile : [https://drive.google.com/file/d/0BypdRN_TGzj2Y3JvcjdDc0dHLVE/view?usp=sharing Crystal Savefile]&lt;br /&gt;
:::Who knows, maybe you have 1.0 ? Maybe my emulator is messing things up ? Maybe I&#039;m mad ? :v&lt;br /&gt;
&lt;br /&gt;
::[[User:Splatpope|Splatpope]] ([[User talk:Splatpope|talk]]) 13:50, 17 April 2015 (UTC)&lt;br /&gt;
:::(Horizontal lines are not a great way to separate comments; that should be reserved for sections. Responses should be indented one step farther than the previous one.)&lt;br /&gt;
:::I did get a little confused, for some reason thinking that your Ball pocket items were &amp;quot;NN TT&amp;quot; while your regular items were &amp;quot;TT NN&amp;quot;, but I understood what you meant about what the article currently says. =P&lt;br /&gt;
:::I&#039;ve found a &amp;quot;Rev A&amp;quot; that also matches that &amp;quot;Ver 1.1&amp;quot;. And comparing that ROM to the original, the first difference is in the [https://www.anjbe.name/rgbds/manual/rgbfix/ game&#039;s header], where the version number is indeed 0x01 in Rev A/Ver 1.1 and 0x00 in the one I played (and the next three bytes sound like checksums or something, so they&#039;re different too). After that, there appear to be a relatively small number of differences in a few places, except between 0x172EAD and 0x17368B where there seem to be a bunch of differences. I don&#039;t at the moment know whether all the differences are in code or if some of them might be data structures.&lt;br /&gt;
:::Anyway, I did the same thing in Ver 1.1 (4 Poke Balls) and got this at 0x2465:&lt;br /&gt;
 01 05 04 FF&lt;br /&gt;
:::And at 0x2420 (regular items), I have:&lt;br /&gt;
 03 12 01 09 02 AD 01 FF&lt;br /&gt;
:::(I missed a bit compared to before.) So, it looks alright to me. I&#039;m playing the ROMs on Visual Boy Advance. If you&#039;re using a different emulator (or even&amp;amp;mdash;maybe especially&amp;amp;mdash;if you aren&#039;t), maybe you could start a new game (&amp;quot;temporarily&amp;quot;) and do what I&#039;ve done, and see if you still get weird values written in your save file or if you get the same thing I did; perhaps it&#039;s a bug or something that only happened because of some specific circumstances in your current save. But if it still looks weird, I guess it&#039;d have to be something about the ROM you have, or (remotely possible?) about your computer somehow. [[User:Tiddlywinks|Tiddlywinks]] ([[User talk:Tiddlywinks|talk]]) 17:22, 17 April 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:°°°&lt;br /&gt;
Starting a new game with the same rom on VBA-M until the point where Prof Elm&#039;s assistant gives me the 5 balls gives me a correct first byte for the ball item list. At this point, I think there&#039;s something shady happpening during the game at some point that causes it to be different, I&#039;ll test a new game on my regular android based emulator and see if a new game gives us anything good.&lt;br /&gt;
&lt;br /&gt;
Could you verify a 1.0 savegame and see if the string for the Unused Red&#039;s name is at the correct place ? In my saves, it appears at 0x202C instead of 0x201C, right after the string for the Rival&#039;s name.&lt;br /&gt;
&lt;br /&gt;
Actually, data is arranged like this : &lt;br /&gt;
 NN ... 50 50 50 50 ...  86 91 84&lt;br /&gt;
 91 84 83 50 86 91 84 84 8D 50 8C &lt;br /&gt;
 86 91 84 84 8D 50 8C 8E 8C 50 CD&lt;br /&gt;
 (separated in 11 bytes intervals since that&#039;s the length of those name strings)&lt;br /&gt;
Where NN are the bytes containing the rival&#039;s name.&lt;br /&gt;
&lt;br /&gt;
It spells :&lt;br /&gt;
&lt;br /&gt;
 *RIVAL&#039;S NAME* - terminators - &amp;quot;GRE&amp;quot;&lt;br /&gt;
 &amp;quot;RED&amp;quot; - terminator - &amp;quot;GREEN&amp;quot; - terminator - &amp;quot;M&amp;quot;&lt;br /&gt;
 &amp;quot;GREEN&amp;quot; - terminator - &amp;quot;MOM&amp;quot; - terminator - (anything after and including CD isn&#039;t string data)&lt;br /&gt;
&lt;br /&gt;
Needless to say, none of those unused names are referenced at their right place in the article.&lt;br /&gt;
&lt;br /&gt;
I really believe that all content of this page pertaining to Crystal should be verified and compared between version 1.0 and 1.1&lt;br /&gt;
&lt;br /&gt;
[[User:Splatpope|Splatpope]] ([[User talk:Splatpope|talk]]) 23:08, 17 April 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>Splatpope</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Save_data_structure_(Generation_II)&amp;diff=2271816</id>
		<title>Talk:Save data structure (Generation II)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Save_data_structure_(Generation_II)&amp;diff=2271816"/>
		<updated>2015-04-17T13:50:12Z</updated>

		<summary type="html">&lt;p&gt;Splatpope: Clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Split ==&lt;br /&gt;
&lt;br /&gt;
The character encoding is not a unique feature of the save data structure. It is used by basically any string in the ROM. [[Trainer data structure in Generation II]] uses it and there are other data structures which could be given articles which would also use the character encoding. The character encoding simply does not belong in a section here on the save data structure page. [[User:Tiddlywinks|Tiddlywinks]] ([[User talk:Tiddlywinks|talk]]) 03:52, 1 April 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Seconded. If [[Character encoding in Generation III]] gets its own article, then this should as well. [[User:Sidnoea|Sidnoea]] ([[User talk:Sidnoea|talk]]) 02:47, 25 December 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Errors with the data structure / discrepancy with Crystal ? ==&lt;br /&gt;
&lt;br /&gt;
I have begun checking my Crystal save file just for laughs, and it seems that some entries are not described accurately.&lt;br /&gt;
&lt;br /&gt;
Example : &lt;br /&gt;
&lt;br /&gt;
Ball list :&lt;br /&gt;
&lt;br /&gt;
The map says it begins at 0x2465 with a different ball type Count byte, and then with pairs of two bytes such as NN TT where NN is the number of the object and TT it&#039;s ID.&lt;br /&gt;
&lt;br /&gt;
My ball list is currently only 93 Ultra Balls. (thus, count 5D and ID 02)&lt;br /&gt;
&lt;br /&gt;
The thing is that at 0x2465, I get a null byte and then 02, 5D and the terminator for the whole list, FF.&lt;br /&gt;
&lt;br /&gt;
Thus :&lt;br /&gt;
&lt;br /&gt;
 00 02 5D FF 00 FF 00 FF 01 FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &lt;br /&gt;
&lt;br /&gt;
for the whole list.&lt;br /&gt;
&lt;br /&gt;
After buying twelve Great Balls, this is what I get at offset 0x2465 :&lt;br /&gt;
&lt;br /&gt;
 01 02 5D 04 0C FF 00 FF 01 FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
This means that the count is always -1 of the actual amount and that the item descriptor is of format TT NN instead of NN TT.&lt;br /&gt;
&lt;br /&gt;
It seems that the item bag has the correct count variable (as 19 items translate to 13 in the first offset) but it also uses a TT NN format instead of the described NN TT.&lt;br /&gt;
&lt;br /&gt;
All in all, I believe that there are subtle differences like those between crystal and G/S.&lt;br /&gt;
&lt;br /&gt;
If I missed some endian-ness subtlety, feel free to let me know, all I strive for is to perfectly comprehend how the saves work.&lt;br /&gt;
&lt;br /&gt;
[[User:Splatpope|Splatpope]] ([[User talk:Splatpope|talk]]) 23:40, 16 April 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:Well, that&#039;s weird... I started a Crystal game and after getting Poke Balls at Elm&#039;s lab (and tossing one so I have 4), I checked the save file, and at 0x2465 it says:&lt;br /&gt;
 01 05 04 FF&lt;br /&gt;
:My regular items list says:&lt;br /&gt;
 04 12 01 09 02 AD 02 4A 01 FF&lt;br /&gt;
:where I have 1 or 2 of a few items. So, for me, it looks like it&#039;s always &#039;&#039;item index&#039;&#039; then &#039;&#039;count&#039;&#039; in an item list entry.&lt;br /&gt;
:Are you playing an English version of Crystal? [[User:Tiddlywinks|Tiddlywinks]] ([[User talk:Tiddlywinks|talk]]) 01:33, 17 April 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
To clarify :&lt;br /&gt;
&lt;br /&gt;
:The article claims that entries in an item list are of the format NN TT (0x2466 and 0x2467 for the first item) where NN is the number of items and TT their ID.&lt;br /&gt;
&lt;br /&gt;
:What I observed is that they rather are stored in the memory with the format TT NN.&lt;br /&gt;
&lt;br /&gt;
:It seems the only difference between our observations is that the total counter at the first byte of the ball item list represents the correct amount in your case, whereas this byte is always one less that the actual amount in my case. Which is strange.&lt;br /&gt;
&lt;br /&gt;
:I am playing the following ROM : &amp;quot;Pokemon - Crystal Version (UE) (V1.1) [C][!]&amp;quot; in english, with this savefile : [https://drive.google.com/file/d/0BypdRN_TGzj2Y3JvcjdDc0dHLVE/view?usp=sharing Crystal Savefile]&lt;br /&gt;
:Who knows, maybe you have 1.0 ? Maybe my emulator is messing things up ? Maybe I&#039;m mad ? :v&lt;br /&gt;
&lt;br /&gt;
[[User:Splatpope|Splatpope]] ([[User talk:Splatpope|talk]]) 13:50, 17 April 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>Splatpope</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Save_data_structure_(Generation_II)&amp;diff=2271391</id>
		<title>Talk:Save data structure (Generation II)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Save_data_structure_(Generation_II)&amp;diff=2271391"/>
		<updated>2015-04-16T23:40:03Z</updated>

		<summary type="html">&lt;p&gt;Splatpope: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Split ==&lt;br /&gt;
&lt;br /&gt;
The character encoding is not a unique feature of the save data structure. It is used by basically any string in the ROM. [[Trainer data structure in Generation II]] uses it and there are other data structures which could be given articles which would also use the character encoding. The character encoding simply does not belong in a section here on the save data structure page. [[User:Tiddlywinks|Tiddlywinks]] ([[User talk:Tiddlywinks|talk]]) 03:52, 1 April 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Seconded. If [[Character encoding in Generation III]] gets its own article, then this should as well. [[User:Sidnoea|Sidnoea]] ([[User talk:Sidnoea|talk]]) 02:47, 25 December 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Errors with the data structure / discrepancy with Crystal ? ==&lt;br /&gt;
&lt;br /&gt;
I have begun checking my Crystal save file just for laughs, and it seems that some entries are not described accurately.&lt;br /&gt;
&lt;br /&gt;
Example : &lt;br /&gt;
&lt;br /&gt;
Ball list :&lt;br /&gt;
&lt;br /&gt;
The map says it begins at 0x2465 with a different ball type Count byte, and then with pairs of two bytes such as NN TT where NN is the number of the object and TT it&#039;s ID.&lt;br /&gt;
&lt;br /&gt;
My ball list is currently only 93 Ultra Balls. (thus, count 5D and ID 02)&lt;br /&gt;
&lt;br /&gt;
The thing is that at 0x2465, I get a null byte and then 02, 5D and the terminator for the whole list, FF.&lt;br /&gt;
&lt;br /&gt;
Thus :&lt;br /&gt;
&lt;br /&gt;
00 02 5D FF 00 FF 00 FF 01 FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 &lt;br /&gt;
&lt;br /&gt;
for the whole list.&lt;br /&gt;
&lt;br /&gt;
After buying twelve Great Balls, this is what I get at offset 0x2465 :&lt;br /&gt;
&lt;br /&gt;
01 02 5D 04 0C FF 00 FF 01 FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
This means that the count is always -1 of the actual amount and that the item descriptor is of format TT NN instead of NN TT.&lt;br /&gt;
&lt;br /&gt;
It seems that the item bag has the correct count variable (as 19 items translate to 13 in the first offset) but it also uses a TT NN format instead of the described NN TT.&lt;br /&gt;
&lt;br /&gt;
All in all, I believe that there are subtle differences like those between crystal and G/S.&lt;br /&gt;
&lt;br /&gt;
If I missed some endian-ness subtlety, feel free to let me know, all I strive for is to perfectly comprehend how the saves work.&lt;br /&gt;
&lt;br /&gt;
[[User:Splatpope|Splatpope]] ([[User talk:Splatpope|talk]]) 23:40, 16 April 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>Splatpope</name></author>
	</entry>
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