Character encoding (Generation I): Difference between revisions

From Bulbapedia, the community-driven Pokémon encyclopedia.
Jump to navigationJump to search
(Using tables with visible borders, to facilitate easier lookups (and make clearer where the boundaries of merged cells are))
(→‎English: Adding a lot more detail)
Line 9: Line 9:


==English==
==English==
Bytes with a dark gray background are not used normally in the English games. Characters with a light gray background are holdovers from the Japanese game but that are not used in the English game.
Due to how text is rendered in the Generation I Pokémon games, all characters take up the exact same amount of space (i.e. they games effectively use a [[wikipedia:monospaced font|monospaced font]]). Some ligature characters exist to display two characters within the width of one (e.g. the character <code>'s</code> is the same width as <code>s</code>).
 
{| class="wikitable" style="text-align: center; border-collapse: collapse" cellpadding="2px" width="375px"
{| class="wikitable" style="text-align: center; border-collapse: collapse" cellpadding="2px" width="375px"
|-
|-
Line 15: Line 16:
|-
|-
! 0-
! 0-
| <small>NULL</small> || colspan=15 style="background: #bbb" |
| style="background: #FFD" | <span style="font-size: 150%">{{tt|␀|Null}}</span> || colspan=15 style="background: #DDD" |
|-
|-
! 1-
! 1-
| colspan=16 rowspan=3 style="background: #bbb" | ''Junk''
| style="background: #DDD" colspan=16 rowspan=3 | ''Map tiles''
|-
|-
! 2-
! 2-
Line 25: Line 26:
|-
|-
! 4-
! 4-
| colspan=8 style="background: #bbb" | || colspan=8 | ''Control characters''
| style="background: #DDD" colspan=9 | || style="background: #FFD" colspan=4 | || style="background: #DDD"|  || style="background: #FFD" colspan=2 |  
|-
|-
! 5-
! 5-
| colspan=16 | ''Control characters''
| style="background: #FFD" colspan=16 | ''Control characters''
|-
|-
! 6-
! 6-
|style="background: #ddd"| A
|style="background: #FEE"| '''A'''
|style="background: #ddd"| B
|style="background: #FEE"| '''B'''
|style="background: #ddd"| C
|style="background: #FEE"| '''C'''
|style="background: #ddd"| D
|style="background: #FEE"| '''D'''
|style="background: #ddd"| E
|style="background: #FEE"| '''E'''
|style="background: #ddd"| F
|style="background: #FEE"| '''F'''
|style="background: #ddd"| G
|style="background: #FEE"| '''G'''
|style="background: #ddd"| H
|style="background: #FEE"| '''H'''
|style="background: #ddd"| I
|style="background: #FEE"| '''I'''
|style="background: #ddd"| V
|style="background: #FEE"| '''V'''
|style="background: #ddd"| S
|style="background: #FEE"| '''S'''
|style="background: #ddd"| L
|style="background: #FEE"| '''L'''
|style="background: #ddd"| M
|style="background: #FEE"| '''M'''
| :
|style="background: #FEE"| :
|style="background: #ddd"| {{tt|ぃ|Small hiragana “i”}}
|style="background: #FEE"| ぃ
|style="background: #ddd"| {{tt|ぅ|Small hiragana “u”}}
|style="background: #FEE"| ぅ
|-
|-
! 7-
! 7-
|style="background: #ddd"| ‘
|style="background: #FEE"| ‘
|style="background: #ddd"| ’
|style="background: #FEE"| ’
|style="background: #ddd"| “
|style="background: #FEE"| “
|style="background: #ddd"| ”
|style="background: #FEE"| ”
|style="background: #ddd"| ・
|style="background: #FEE"| ・
|style="background: #ddd"| ⋯
|style="background: #FEE"| ⋯
|style="background: #ddd"| {{tt||Small hiragana “a”}}
|style="background: #FEE"|
|style="background: #ddd"| {{tt||Small hiragana “e”}}
|style="background: #FEE"| ぇ
|style="background: #ddd"| {{tt||Small hiragana “o”}}
|style="background: #FEE"| ぉ
| colspan="6" | ''Text box borders''
|style="background: #FEE"| ╔
|style="background: #FEE"|
|style="background: #FEE"|
|style="background: #FEE"|
|style="background: #FEE"|
|style="background: #FEE"|
| <span style="font-size: 150%">{{tt|␠|Space}}</span>
|-
|-
! 8-
! 8-
Line 64: Line 71:
|-
|-
! 9-
! 9-
| Q || R || S || T || U || V || W || X || Y || Z || ( || ) || : || ; || [ || ]
| Q || R || S || T || U || V || W || X || Y || Z || ( || ) || ''':''' || ''';''' || [ || ]
|-
|-
! A-
! A-
Line 73: Line 80:
|-
|-
! C-
! C-
| colspan=16 rowspan=2 style="background: #bbb" | ''Junk''
| colspan=16 rowspan=2 style="background: #FEE" | ''Blanks''
|-
|-
! D-
! D-
|-
|-
! E-
! E-
| ' || <sup>P</sup><sub>K</sub> || <sup>M</sup><sub>N</sub> || - || 'r || 'm || ? || ! || . || style="background: #ddd" | {{tt|ァ|Small katakana “a”}} || style="background: #ddd" | {{tt||Small katakana “u”}} || style="background: #ddd" | {{tt|ェ|Small katakana “e”}} || ▷ || ▶ || ▼ || ♂
| ' || <sup>P</sup><sub>K</sub> || <sup>M</sup><sub>N</sub> || - || 'r || 'm || ? || ! || . || ァ || || || ||style="background: #FEE"| ▶ || ▼ || ♂
|-
|-
! F-
! F-
| {{PDollar}} || × || . || / || , || ♀ || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9
|style="background: #FEE"| {{PDollar}} || × || . || / || , || ♀ || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9
|}
|}


In the Japanese games (as can be seen below), 0xF2 is distinguishable from 0xE8, with the former meant as a decimal point while the latter is punctuation. Presumably this intention was largely inherited when the English games were made, as most of the game's script uses 0xE8 exclusively; however, 0xF2 appears in the character table for user input, meaning it may appear in user-input names (and, conversely, 0xE8 never should).
;Legend
{{Colorswatch|FFF|Standard text characters}}
{{Colorswatch|FEE|Variable text characters}}
{{Colorswatch|FFD|Control characters}}
{{Colorswatch|DDD|Map tiles}}
 
* Variable text characters are characters whose values are overwritten in certain contexts to render different characters. Their default values are displayed in the table above; alternate possible values are detailed [[#Variable characters|below]].
* Control characters are special code points that either print a particular multi-character string or serve some functional purpose (such as marking the end of a line of text).
* Map tiles are sprites loaded from the current map's tileset. They are usually graphical rather than text.


The full list of characters that are available for user input are: A-Z and a-z, space, and the following: <code>×():;[]{{PK}}{{MN}}-?!♂♀/.,</code>.
The full list of characters that are available for user input are: A-Z and a-z, space, and the following: <code>×():;[]{{PK}}{{MN}}-?!♂♀/.,</code>.


===Tilemap sections===
===Notes===
The game sections off various areas of the tilemap loaded into {{wp|VRAM}} and each character code directly corresponds to a tile in the tilemap. Not all tiles in the tilemap are accessible via character code, but many are.
* 0x00 is a [[wikipedia:null character|null character]], used to mark null values and occasionally used as a delimiter.
 
* 0x60-0x6C are bold letters leftover from the Japanese version. Only <code>'''V'''</code> and <code>'''S'''</code> are used in the English version, appearing on the VS screen at the start of a link battle.
# VRAM addresses 0x9000 to 0x9480 correspond to a portion of the current tileset of the map. Character codes 0x01 to 0x48 and 0x4D directly correspond to them. For example, while the player is outside, tile #3 is the animated flower so character code 0x03 will place the animated flower in text, but in other locations (such as in battle or in a cave), a completely different tile will be displayed.
* 0x6D (default value) and 0x9C are both [[wikipedia:colon|colons]], but are visually distinct: 0x9C is bold relative to 0x6D. 0x9C is used in almost all cases (including in user input), except in the display of total playtime.
## Characters 0x49 - 0x5F are also in this same section, but with the exception of 0x4D, they are control characters that link to code rather than the tile they would normally correspond to.
* 0x6E-0x6F, 0x76-0x78, and 0xE9-0xEB are Japanese [[wikipedia:katakana|katakana]] leftover in the character table from the Japanese version. They are not used in the English version.
# VRAM addresses 0x9600 to 0x97F0 partially corresponds to characters 0x60-0x7F. This is where the user interface tiles are stored, such as bold letters and tiles that are used to draw borders for text boxes and menus. The space character is also in this range. These tiles can sometimes change, meaning that characters that reference them may print out a different tile image; however, they are far more consistent than tiles in the 0x9000 to 0x9480 range.
* 0x74 is an [[wikipedia:interpunct|interpunct]] leftover from the Japanese version. It is not used in the English version.
# VRAM addresses 0x8800 to 0x8BF0 corresponds to characters 0x80-0xBF. This is where the main font is placed when rendering text.
* 0x79 are [[wikipedia:box-drawing characters|box-drawing characters]] used to draw the boundaries of text boxes. In the games themselves, they are rendered with Poké Balls in the corners.
# VRAM addresses 0x8C00 to 0x8DF0 are split into 2 tile sections:
* 0x7F is a [[wikipedia:Space (punctuation)|space]].
## The range 0xC0-0xDF is reserved for certain areas that need extra space for extra tiles. As such, they are usually unoccupied, so normally only print blank characters. The player info screen is an example of a screen that uses some of this space.
* 0xBB-0xBF and 0xE4-0xE5 represent an apostrophe followed by a letter. These characters are used to render contractions in dialogue, so that the apostrophe does not take up an entire character-worth of space.
## The range 0xE0-0xFF includes numbers, some symbols, and more user interface characters. The player-enterable characters {{PK}}, {{MN}}, and gender symbols are also stored here.
* 0xC0-0xDF are usually blank, although some parts of the game may load characters in these code points.
 
** Letters with [[wikipedia:umlaut|umlaut]]s that are user-enterable in the German version (<code>ÄÖÜäöü</code>) are located at 0xC0-0xC5 in other European languages.
===Character codes===
* 0xE8 and 0xF2 are both [[wikipedia:Full stop|periods]] that render identically.
Character codes are within the 0x49-0x5F range, with the exception of 0x4D which defaults to tile 4D.
** [[#Japanese|In the Japanese games]], the two code points represent visually distinct characters: 0xF2 is a decimal point and 0xE8 is punctuation. 0xF2 is used for user input; 0xE8 is used in the name of {{p|Mr. Mime}}.
 
Control characters work by intercepting the tile that would normally correspond to the control character and instead perform a different action whether it be end the text or print a lengthy message.
 
====Dialogue control codes====
These control codes control dialogue text placement, paging, etc.
 
* 0x49 - "page" - Begins a new Pokedex page
* 0x4B - "_cont"- Stops and waits for confirmation before scrolling the dialogue down by 1
* 0x4C - "autocont" - Scroll dialogue down 1 without waiting for confirmation
* 0x4E - "next line" - Move a line down in dialogue
* 0x4F - "bottom line" - Write at the last line of dialogue
* 0x50 - "end" - Marks the end of a string
* 0x51 - "paragraph" - Begin a new dialogue page with button confirmation
* 0x55 - "cont" - A variation of 0x4B and 0x4C
* 0x57 - "done" - Ends text box
* 0x58 - "prompt" - Prompts to end textbox
* 0x5F - "dex" - Displays a period and ends the Pokédex entry
 
====Variable control codes====
These control codes print text defined elsewhere.


* 0x52 - "players name" - The player's name
===Control characters===
* 0x53 - "rivals name" - The [[rival]]'s name
Code points within the 0x49-0x5F range (with the exception of code point 0x4D, which defaults to tile 0x4D) are control characters. Instead of loading the tile they would correspond to from VRAM, they execute a piece of code. Additionally, the null code point 0x00 (which is not in this range) can be considered a control character.
* 0x59 - "target" - In battle, the target of a move. If the dialogue is referring to the opponent's Pokémon, "Enemy " will be prepended to the Pokémon's name; if referring to the player's Pokémon, it will just display the Pokémon's name. Outside of battle, it will retain the last value that was stored in it in-battle.
* 0x5A - "user" - In battle, the user of a move. Just like "target", "Enemy " will be prepended to the name of opposing Pokémon.


====Text control codes====
There are three main categories of control character:
These control codes print a hardcoded string. They are used to decrease the number of bytes to write common strings while still rendering as the correct number of characters.
* Functional: Performs some function other than simply displaying text
* Static display: Prints a fixed string (which may contain multiple characters)
* Variable display: Prints the value of a text variable (which may contain multiple characters)


* 0x4A - "pkmn" - Prints "{{PK}}{{MN}}"
The static display control character 0x5D "TRAINER" is used as the [[Original Trainer]] of Pokémon obtained in [[in-game trade]]s. Due to being a control character, this means that if the Pokémon is traded to a game in a different language, the Original Trainer is automatically updated to display "TRAINER" in that game's own language.
* 0x54 - "poke" - Prints "Poké"
* 0x56 - "......" - Prints 2 ellipses, "……"
* 0x5B - "pc" - Prints "PC"
* 0x5C - "tm" - Prints "TM"
* 0x5D - "trainer" - Prints "TRAINER"
* 0x5E - "rocket" - Prints "ROCKET"


==French & German==
{| class="wikitable sortable"
{| class="wikitable" style="text-align: center; border-collapse: collapse" cellpadding="2px" width="375px"
! class="unsortable" | Code point
! Short name
! Control type
! Description
|-
|-
! || -0 || -1 || -2 || -3 || -4 || -5 || -6 || -7 || -8 || -9 || -A || -B || -C || -D || -E || -F
| 0x00 || null || none || Marks a null value
|-
|-
! 0-
| 0x49 || page || Functional || Begins a new Pokédex page
| colspan=16 style="background: #bbb" |
|-
|-
! 1-
| 0x4A || pkmn || Static display || Prints "<code>{{PK}}{{MN}}</code>"
| colspan=16 rowspan=5 style="background: #bbb" | ''Unsure''
|-
! 2-
|-
|-
! 3-
| 0x4B || _cont || Functional || Stops and waits for confirmation before scrolling the dialogue down by 1
|-
|-
! 4-
| 0x4C || autocont || Functional || Scroll dialogue down 1 without waiting for confirmation
|-
|-
! 5-
| 0x4E || next line || Functional || Move 1 line down in dialogue
|-
|-
! 6-
| 0x4F || bottom line || Functional || Write at the last line of dialogue
|style="background: #ddd"| A
|style="background: #ddd"| B
|style="background: #ddd"| C
|style="background: #ddd"| D
|style="background: #ddd"| E
|style="background: #ddd"| F
|style="background: #ddd"| G
|style="background: #ddd"| H
|style="background: #ddd"| I
|style="background: #ddd"| V
|style="background: #ddd"| S
|style="background: #ddd"| L
|style="background: #ddd"| M
| :
|style="background: #ddd"| {{tt|ぃ|Small hiragana “i”}}
|style="background: #ddd"| {{tt|ぅ|Small hiragana “u”}}
|-
! 7-
|style="background: #ddd"| ‘
|style="background: #ddd"| ’
|style="background: #ddd"| “
|style="background: #ddd"| ”
|style="background: #ddd"| ・
|style="background: #ddd"| ⋯
|style="background: #ddd"| {{tt|ぁ|Small hiragana “a”}}
|style="background: #ddd"| {{tt|ぇ|Small hiragana “e”}}
|style="background: #ddd"| {{tt|ぉ|Small hiragana “o”}}
| colspan="6" | ''Text box borders''
|-
! 8-
| A || B || C || D || E || F || G || H || I || J || K || L || M || N || O || P
|-
! 9-
| Q || R || S || T || U || V || W || X || Y || Z || ( || ) || : || ; || [ || ]
|-
! A-
| a || b || c || d || e || f || g || h || i || j || k || l || m || n || o || p
|-
! B-
| q || r || s || t || u || v || w || x || y || z || à || è || é || ù || ß || ç
|-
! C-
| Ä || Ö || Ü || ä || ö || ü || ë || ï || â || ô || û || ê || î ||  ||  || 
|-
! D-
|  ||  ||  ||  || c' || d' || j' || l' || m' || n' || p' || s' || 's || t' || u' || y'
|-
! E-
| ' || <sup>P</sup><sub>K</sub> || <sup>M</sup><sub>N</sub> || -  || + ||  || ? || ! || .  || style="background: #ddd" | {{tt|ァ|Small katakana “a”}} || style="background: #ddd" | {{tt|ゥ|Small katakana “u”}} || style="background: #ddd" | {{tt|ェ|Small katakana “e”}} || ▷ || ▶ || ▼ || ♂
|-
! F-
| {{PDollar}} || ×  || . || / || ,  || ♀ || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9
|}
 
==Italian & Spanish==
{| class="wikitable" style="text-align: center; border-collapse: collapse" cellpadding="2px" width="375px"
|-
! || -0 || -1 || -2 || -3 || -4 || -5 || -6 || -7 || -8 || -9 || -A || -B || -C || -D || -E || -F
|-
|-
! 0-
| 0x50 || end || Functional || Marks the end of a string
| colspan=16 style="background: #bbb" |
|-
|-
! 1-
| 0x51 || paragraph || Functional || Begin a new dialogue page with button confirmation
| colspan=16 rowspan=5 style="background: #bbb" | ''Unsure''
|-
|-
! 2-
| 0x52 || players name || Variable display || Prints the player's name
|-
|-
! 3-
| 0x53 || rivals name || Variable display || Prints the [[rival]]'s name
|-
|-
! 4-
| 0x54 || poke || Static display || Prints "<code>POKé</code>"
|-
|-
! 5-
| 0x55 || cont || Functional || A variation of 0x4B and 0x4C
|-
|-
! 6-
| 0x56 || …… || Static display || Prints "<code>……</code>"
|style="background: #ddd"| A
|style="background: #ddd"| B
|style="background: #ddd"| C
|style="background: #ddd"| D
|style="background: #ddd"| E
|style="background: #ddd"| F
|style="background: #ddd"| G
|style="background: #ddd"| H
|style="background: #ddd"| I
|style="background: #ddd"| V
|style="background: #ddd"| S
|style="background: #ddd"| L
|style="background: #ddd"| M
| :
|style="background: #ddd"| {{tt||Small hiragana “i”}}
|style="background: #ddd"| {{tt|ぅ|Small hiragana “u”}}
|-
|-
! 7-
| 0x57 || done || Functional || Ends text box
|style="background: #ddd"|
|style="background: #ddd"|
|style="background: #ddd"|
|style="background: #ddd"| ”
|style="background: #ddd"| ・
|style="background: #ddd"| ⋯
|style="background: #ddd"| {{tt|ぁ|Small hiragana “a”}}
|style="background: #ddd"| {{tt|ぇ|Small hiragana “e”}}
|style="background: #ddd"| {{tt|ぉ|Small hiragana “o”}}
| colspan="6" | ''Text box borders''
|-
|-
! 8-
| 0x58 || prompt || Functional || Prompts to end textbox
| A || B || C || D || E || F || G || H || I || J || K || L || M || N || O || P
|-
|-
! 9-
| 0x59 || target || Variable display || Prints the target of a move. If referring to the opponent's Pokémon, "<code>Enemy </code>" is prepended to the Pokémon's name. Used in battle; outside of battle, it will retain the last value that it stored.
| Q || R || S || T || U || V || W || X || Y || Z || ( || ) || : || ; || [ || ]
|-
|-
! A-
| 0x5A || user || Variable display || Prints the user of a move. If referring to the opponent's Pokémon, "<code>Enemy </code>" is prepended to the Pokémon's name. Used in battle; outside of battle, it will retain the last value that it stored.
| a || b || c || d || e || f || g || h || i || j || k || l || m || n || o || p
|-
|-
! B-
| 0x5B || pc || Static display || Prints "<code>PC</code>"
| q || r || s || t || u || v || w || x || y || z || à || è || é || ù || À || Á
|-
|-
! C-
| 0x5C || tm || Static display || Prints "<code>TM</code>"
| Ä || Ö || Ü || ä || ö || ü || È || É || Ì || Í || Ñ || Ò || Ó || Ù || Ú || á
|-
|-
! D-
| 0x5D || trainer || Static display || Prints "<code>TRAINER</code>"
| ì || í || ñ || ò || ó || ú || º || & || 'd || 'l || 'm || 'r || 's || 't || 'v ||  
|-
|-
! E-
| 0x5E || rocket || Static display || Prints "<code>ROCKET</code>"
| ' || <sup>P</sup><sub>K</sub> || <sup>M</sup><sub>N</sub> || -  || ¿ || ¡ || ? || ! || .  || style="background: #ddd" | {{tt|ァ|Small katakana “a”}} || style="background: #ddd" | {{tt|ゥ|Small katakana “u”}} || style="background: #ddd" | {{tt|ェ|Small katakana “e”}} || ▷ || ▶ || ▼ || ♂
|-
|-
! F-
| 0x5F || dex || Functional || Prints "<code>.</code>" and ends the Pokédex entry
| {{PDollar}} || ×  || . || / || ,  || ♀ || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9
|}
|}


The lowercase <code>m</code> (0xAC) in the French, German, Italian & Spanish version is stylized differently compared to the English version.
===Variable characters===
Code points in the 0x60-0x7E range vary depending on the context in which they are rendered. Normally these code points contain the characters listed in the table above, but in certain contexts different characters overwrite them. Even when some characters from this set are replaced, others may remain as their default values.


==Japanese==
The alternate tilesets listed below are some of the alternate characters that use these codepoints. They are not necessarily a complete list of all cases in which these codepoints are overwritten.
Technically all characters under 0x60 are control characters, the majority of which have the behavior of causing a specific character from the main font (0x80-0xFF) to be printed with a diacritic in the space above it. Those characters that have different, more complicated functions are detailed below.


{| class="wikitable" style="text-align: center; border-collapse: collapse" cellpadding="2px" width="375px"
====HP bar tileset====
|-style="white-space:nowrap"
This tileset is loaded when the game needs to draw HP bars, such as in battle and on status screens. (Note that screens that load this tileset may load additional tilesets that override some of these characters as well.)
! || -0 || -1 || -2 || -3 || -4 || -5 || -6 || -7 || -8 || -9 || -A || -B || -C || -D || -E || -F
 
{| class="wikitable"
! Code point
! Original<br />character
! New<br />character
! Notes
|-
|-
! 0-
| 0x62
| <small>NULL</small> || イ゙ || ヴ || エ゙ || オ゙ || ガ || ギ || グ || ゲ || ゴ || ザ || ジ || ズ || ゼ || ゾ || ダ
| '''C'''
| HP:
| Right half of <code>HP:</code> (looks like <code>ↄ:</code>), with left tip of an HP bar
|-
|-
! 1-
| 0x63
| || ヅ || デ || ド || ナ゙ || ニ゙ || ヌ゙ || ネ゙ || ノ゙ || バ || ビ || ブ || ボ || マ゙ || ミ゙ || ム゙
| '''D'''
| rowspan=10 |  
| HP bar segment (empty)
|-
|-
! 2-
| 0x64
| ィ゙ || あ゙ || い゙ || ゔ || え゙ || お゙ || が || ぎ || ぐ || げ || ご || ざ || じ || ず || ぜ ||
| '''E'''
| HP bar segment (1/8)
|-
|-
! 3-
| 0x65
| だ || ぢ || づ || で || ど || な゙ || に゙ || ぬ゙ || ね゙ || の゙ || ば || び || ぶ || べ || ぼ || ま゙
| '''F'''
| HP bar segment (1/4)
|-
|-
! 4-
| 0x66
| パ || ピ || プ || ポ || ぱ || ぴ || ぷ || ぺ || ぽ || ま゚ || colspan=3 | ''Control'' || も゚ || colspan=2 | ''Control''
| '''G'''
| HP bar segment (3/8)
|-
|-
! 5-
| 0x67
| colspan=16 | ''Control characters''
| '''H'''
| HP bar segment (1/2)
|-
|-
! 6-
| 0x68
| A || B || C || D || E || F || G || H || I || V || S || L || M || : || ぃ || ぅ
| '''I'''
| HP bar segment (5/8)
|-
|-
! 7-
| 0x69
| 「 || 」 || 『 || 』 || ・ || … || ぁ || ぇ || ぉ || colspan=6 | ''Text box borders'' ||
| '''V'''
| HP bar segment (3/4)
|-
|-
! 8-
| 0x6A
| || イ || ウ || エ || オ || カ || キ || ク || ケ || コ || サ || シ || ス || セ || ソ || タ
| '''S'''
| HP bar segment (7/8)
|-
|-
! 9-
| 0x6B
| チ || ツ || テ || ト || ナ || ニ || ヌ || ネ || ノ || ハ || ヒ || フ || ホ || マ || ミ ||
| '''L'''
| HP bar segment (full)
|-
|-
! A-
| 0x6C
| メ || モ || ヤ || ユ || ヨ || ラ || ル || レ || ロ || ワ || ヲ || ン || ッ || ャ || ュ ||
| '''M'''
| Right tip of an HP bar.
|-
|-
! B-
| 0x6D
| ィ || あ || い || う || え || お || か || き || く || け || こ || さ || し || す || せ || そ
| :
|-
|
! C-
| Vertical text box boundary, with the right tip of an HP bar.
| た || ち || つ || て || と || な || に || ぬ || ね || の || は || ひ || ふ || へ || ほ || ま
|-
|-
! D-
| 0x6E
| み || む || め || も || や || ゆ || よ || ら || リ || る || れ || ろ || わ || を || ん ||
|
| :L
| Abbreviation for "[[Level]]"
|-
|-
! E-
| 0x6F
| ゃ || ゅ || ょ || ー || ゜ || ゛ || ? || ! || 。 || ァ || ゥ || ェ || ▷ || ▶ || ▼ || ♂
|
|-
| <!-- box-drawing character
! F-
| 円 || × || . || / || ォ || ♀ || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9
|}
 
0xE4 and 0xE5 cause the following character to be printed with that diacritic above it.
 
===Japanese control characters===
{{incomplete|section|Incomplete or missing functions for control bytes. Alternate defaults in different games/other languages}}
* 0x4A: Prints <code>が </code>
* 0x52: Prints the player's name.
** In {{game|Yellow}}, the default value is <code>ゲーフリ1</code> in Japanese games.
* 0x53: Prints the  rival's name.
** In {{game|Yellow}}, the default value is<code>クリチャ</code> in Japanese games.
* 0x54: Prints <code>ポケモン</code> in Japanese games.
* 0x59: Prints the inactive Pokémon's name in battle. (In specific circumstances<!--E.g., Rage-->, the game may "pretend" that the inactive Pokémon is actually active and vice versa.)
** <code>てきの </code> in Japanese games.
* 0x5A: Prints the active Pokémon's name in battle. The default value is empty. (In specific circumstances, the game may "pretend" that the active Pokémon is actually inactive and vice versa.)
* 0x5B: Prints <code>パソコン</code> in Japanese games.
* 0x5C: Prints <code>わざマシン</code> in Japanese games.
* 0x5D: Prints <code>トレーナー</code> in Japanese games.
* 0x5E: Prints <code>ロケットだん</code> in Japanese games.
 
{{data structure}}<br>
{{Project Games notice|data structure}}

Revision as of 18:53, 5 April 2023

050Diglett.png This article is incomplete.
Please feel free to edit this article to add missing information and complete it.
Reason: French, German, Italian, and Spanish character encodings

The Generation I games use a proprietary character encoding to store text data. Versions of the games in different languages may use different encodings, some more different than others.

Fixed-length user-input strings are terminated with 0x50. If a fixed-length string is terminated before using its full capacity, the contents of the remaining space are not specified.

Note that 0x7F is a space (" "), not empty. All characters that are not control characters print in one character.

In some contexts, some characters may display differently than suggested below. For example, in the character input table, ED is 0xF0 instead of the Pokémon Dollar symbol, and in the Pokédex (in English), the feet (') and inches (") marks are 0x60 and 0x61.

English

Due to how text is rendered in the Generation I Pokémon games, all characters take up the exact same amount of space (i.e. they games effectively use a monospaced font). Some ligature characters exist to display two characters within the width of one (e.g. the character 's is the same width as s).

-0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -A -B -C -D -E -F
0-
1- Map tiles
2-
3-
4-
5- Control characters
6- A B C D E F G H I V S L M :
7-
8- A B C D E F G H I J K L M N O P
9- Q R S T U V W X Y Z ( ) : ; [ ]
A- a b c d e f g h i j k l m n o p
B- q r s t u v w x y z é 'd 'l 's 't 'v
C- Blanks
D-
E- ' PK MN - 'r 'm ? ! .
F- $ × . / , 0 1 2 3 4 5 6 7 8 9
Legend
Standard text characters
Variable text characters
Control characters
Map tiles
  • Variable text characters are characters whose values are overwritten in certain contexts to render different characters. Their default values are displayed in the table above; alternate possible values are detailed below.
  • Control characters are special code points that either print a particular multi-character string or serve some functional purpose (such as marking the end of a line of text).
  • Map tiles are sprites loaded from the current map's tileset. They are usually graphical rather than text.

The full list of characters that are available for user input are: A-Z and a-z, space, and the following: ×():;[]PKMN-?!♂♀/.,.

Notes

  • 0x00 is a null character, used to mark null values and occasionally used as a delimiter.
  • 0x60-0x6C are bold letters leftover from the Japanese version. Only V and S are used in the English version, appearing on the VS screen at the start of a link battle.
  • 0x6D (default value) and 0x9C are both colons, but are visually distinct: 0x9C is bold relative to 0x6D. 0x9C is used in almost all cases (including in user input), except in the display of total playtime.
  • 0x6E-0x6F, 0x76-0x78, and 0xE9-0xEB are Japanese katakana leftover in the character table from the Japanese version. They are not used in the English version.
  • 0x74 is an interpunct leftover from the Japanese version. It is not used in the English version.
  • 0x79 are box-drawing characters used to draw the boundaries of text boxes. In the games themselves, they are rendered with Poké Balls in the corners.
  • 0x7F is a space.
  • 0xBB-0xBF and 0xE4-0xE5 represent an apostrophe followed by a letter. These characters are used to render contractions in dialogue, so that the apostrophe does not take up an entire character-worth of space.
  • 0xC0-0xDF are usually blank, although some parts of the game may load characters in these code points.
    • Letters with umlauts that are user-enterable in the German version (ÄÖÜäöü) are located at 0xC0-0xC5 in other European languages.
  • 0xE8 and 0xF2 are both periods that render identically.
    • In the Japanese games, the two code points represent visually distinct characters: 0xF2 is a decimal point and 0xE8 is punctuation. 0xF2 is used for user input; 0xE8 is used in the name of Mr. Mime.

Control characters

Code points within the 0x49-0x5F range (with the exception of code point 0x4D, which defaults to tile 0x4D) are control characters. Instead of loading the tile they would correspond to from VRAM, they execute a piece of code. Additionally, the null code point 0x00 (which is not in this range) can be considered a control character.

There are three main categories of control character:

  • Functional: Performs some function other than simply displaying text
  • Static display: Prints a fixed string (which may contain multiple characters)
  • Variable display: Prints the value of a text variable (which may contain multiple characters)

The static display control character 0x5D "TRAINER" is used as the Original Trainer of Pokémon obtained in in-game trades. Due to being a control character, this means that if the Pokémon is traded to a game in a different language, the Original Trainer is automatically updated to display "TRAINER" in that game's own language.

Code point Short name Control type Description
0x00 null none Marks a null value
0x49 page Functional Begins a new Pokédex page
0x4A pkmn Static display Prints "PKMN"
0x4B _cont Functional Stops and waits for confirmation before scrolling the dialogue down by 1
0x4C autocont Functional Scroll dialogue down 1 without waiting for confirmation
0x4E next line Functional Move 1 line down in dialogue
0x4F bottom line Functional Write at the last line of dialogue
0x50 end Functional Marks the end of a string
0x51 paragraph Functional Begin a new dialogue page with button confirmation
0x52 players name Variable display Prints the player's name
0x53 rivals name Variable display Prints the rival's name
0x54 poke Static display Prints "POKé"
0x55 cont Functional A variation of 0x4B and 0x4C
0x56 …… Static display Prints "……"
0x57 done Functional Ends text box
0x58 prompt Functional Prompts to end textbox
0x59 target Variable display Prints the target of a move. If referring to the opponent's Pokémon, "Enemy " is prepended to the Pokémon's name. Used in battle; outside of battle, it will retain the last value that it stored.
0x5A user Variable display Prints the user of a move. If referring to the opponent's Pokémon, "Enemy " is prepended to the Pokémon's name. Used in battle; outside of battle, it will retain the last value that it stored.
0x5B pc Static display Prints "PC"
0x5C tm Static display Prints "TM"
0x5D trainer Static display Prints "TRAINER"
0x5E rocket Static display Prints "ROCKET"
0x5F dex Functional Prints "." and ends the Pokédex entry

Variable characters

Code points in the 0x60-0x7E range vary depending on the context in which they are rendered. Normally these code points contain the characters listed in the table above, but in certain contexts different characters overwrite them. Even when some characters from this set are replaced, others may remain as their default values.

The alternate tilesets listed below are some of the alternate characters that use these codepoints. They are not necessarily a complete list of all cases in which these codepoints are overwritten.

HP bar tileset

This tileset is loaded when the game needs to draw HP bars, such as in battle and on status screens. (Note that screens that load this tileset may load additional tilesets that override some of these characters as well.)

Code point Original
character
New
character
Notes
0x62 C HP: Right half of HP: (looks like ↄ:), with left tip of an HP bar
0x63 D HP bar segment (empty)
0x64 E HP bar segment (1/8)
0x65 F HP bar segment (1/4)
0x66 G HP bar segment (3/8)
0x67 H HP bar segment (1/2)
0x68 I HP bar segment (5/8)
0x69 V HP bar segment (3/4)
0x6A S HP bar segment (7/8)
0x6B L HP bar segment (full)
0x6C M Right tip of an HP bar.
0x6D : Vertical text box boundary, with the right tip of an HP bar.
0x6E :L Abbreviation for "Level"
0x6F