Pokémon data structure (Generation II): Difference between revisions

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| [[Happiness]] || byte
| [[Happiness]] || byte
|-
|-
| [[PokéRus]] || byte
| [[Pokérus]] || byte
|-
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| Caught data || word
| Caught data || word
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* Held [[Items|Item]]
* Held [[Items|Item]]
* [[Happiness]]
* [[Happiness]]
* [[PokéRus]]
* [[Pokérus]]
* Special split: Special Defense and Special Attack
* Special split: Special Defense and Special Attack



Revision as of 06:55, 12 January 2008

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:

  • 2 bits: Time of day (1: Morning, 2: Day, 3: Night)
  • 6 bits: Level

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