Pokémon data structure (Generation III)
Pokémon in the Pokémon Ruby and Sapphire, FireRed and LeafGreen, and Emerald Versions are all stored the same way in a 100-byte structure. All numbers are stored in little-endian order.
Notes
Pokémon | ||
---|---|---|
type | offset | |
Personality value | dword | 0 |
OT ID | dword | 4 |
Nickname | 10 bytes | 8 |
Language | byte | 18 |
Egg Name | byte | 19 |
OT name | 7 bytes | 20 |
Markings | byte | 27 |
Checksum | word | 28 |
???? | word | 30 |
Data | 48 bytes | 32 |
Status condition | dword | 80 |
Level | byte | 84 |
Pokérus remaining | byte | 85 |
Current HP | word | 86 |
Total HP | word | 88 |
Attack | word | 90 |
Defense | word | 92 |
Speed | word | 94 |
Sp. Attack | word | 96 |
Sp. Defense | word | 98 |
Personality value
The personality value controls many things, including gender, Unown's letter, Spinda's dots, any Pokémon's Nature, and more.
OT ID
The Original Trainer's ID number. This number is part of the XOR encryption key for the data section, and is also used in Shiny determination and the lottery. The least significant bytes of this number are the Trainer ID visible on the status screen. The most significant bits (top 16) are the Secret ID of the trainer that caught it.
Nickname
The Pokémon's nickname, limited to 10 characters. The characters represented by each byte are determined by the proprietary character set.
Language
The language of the game the Pokémon comes from. In international versions, the language value determines which character set is used when displaying the Pokémon's name and OT name. In Japanese versions, the language value is entirely disregarded. Names always use the nickname bytes decoded with the Japanese character set. This causes issues such as the nickname and OT name being truncated to five characters, and mojibake (for example, if the in-game trade Seel from Spanish FireRed and LeafGreen, whose nickname is normally SEELÍN, is traded to a Japanese game, then its nickname is displayed as SEELコ).
The values that the languages correspond to are:
Value | Language |
---|---|
1 | ![]() |
2 | ![]() |
3 | ![]() |
4 | ![]() |
5 | ![]() |
6 | ![]() |
7 | ![]() |
In the Generation III games, eggs always have their language set to Japanese. This does not cause any issues as, upon hatching, the language of the egg is reset to the language of the game it is currently in.
Egg Name
This byte houses 3 flags:
- Is Bad Egg (Bit 0): When this flag is set, the Pokémon will be treated as a Bad Egg. If a Pokémon's checksum is invalid, this flag is set, marking it as a Bad Egg and making it unusable.
- Has Species (Bit 1): This flag is set whenever the Pokémon species index is non-zero, which should be the case for any Pokémon. It is used as a sanity check for empty spaces, and any Pokémon without this flag set cannot be bred and will disappear when group selected.
- Use Egg Name (Bit 2): When this flag is set, the Pokémon will ignore their nickname and display the game's regional variant of "EGG". Only eggs should have this flag set. Note that this flag is independent from the egg flag in the subdata structure.
- Bits 3-7: These bits are unused, and are just padding for the three flags. They should be set to 0.
OT name
The name of the Pokémon's Original Trainer. The characters represented by each byte are determined by the proprietary character set.
Markings
The markings seen in the storage Box. These markings serve only to aid in organizing large collections of Pokémon.
Bit | Mark |
---|---|
0 | ● |
1 | ■ |
2 | ▲ |
3 | ♥ |
Checksum
The checksum for the 48-byte data section of this structure. It is computed by adding all of the unencrypted values of that section one word at a time. If the computed sum and the stored checksum do not match, the Pokémon is interpreted as a Bad Egg.
????
Unknown, possibly simply padding (not used and usually set to either 0 or -1, depending on the data type).
Data
Certain data pertaining to the Pokémon that is stored in a special and encrypted format.
Status condition
The Pokémon's status condition is stored as follows:
Bit | Status | |
---|---|---|
0-2 | SLP | Sleep |
3 | PSN | Poison |
4 | BRN | Burn |
5 | FRZ | Freeze |
6 | PAR | Paralysis |
7 | PSN | Bad Poison |
The three sleep bits are used to indicate turns of sleep. So 1112 = 7 turns of sleep, 1012 = 5 turns, et cetera.
Pokérus
![]() |
This section is incomplete. Please feel free to edit this section to add missing information and complete it. Reason: What happens when this value ticks down to 0? What determines when it ticks down? |
- Main article: Pokérus
Not the same as the value found in the miscellaneous data substructure, which is a standard Pokérus byte. Instead, this value starts at 0xFF (and is in fact set to 0xFF initially even for Pokémon who haven't contracted Pokérus) and slowly ticks down. Cured Pokémon have this value set to 0.
Data location
A Trainer's party starts at the following addresses in the GBA's RAM.
Game | Address |
---|---|
Ruby | 0x03004360 |
Sapphire | |
Emerald | 0x02024190 0x020244ECUS,FR |
FireRed | 0x02024284 |
LeafGreen | 0x020241E4 0x02024284US |
An opponent's party, or a wild Pokémon, starts at the following addresses.
Game | Address |
---|---|
Ruby | 0x030045C0 |
Sapphire | |
Emerald | 0x02024744 |
FireRed | 0x0202402C |
The 600 bytes following these addresses describe a whole team of 6 Pokémon.
The full 100-byte structure for a Pokémon is only used to describe Pokémon being held in the player's party. When Pokémon are stored in the PC, their data is recorded using only the first 80 bytes of this structure, stopping after the data field. The last 20 bytes (excepting status condition, current HP, and Pokerus remaining byte) can all be recalculated from data in the data substructure when a Pokémon is withdrawn (level being derived from experience). This also explains why Pokémon suffering a status condition are "cured" when put in the PC.
This means there are also 33,600 bytes (80 bytes * 30 per Box * 14 Boxes) elsewhere in the GBA's RAM describing Pokémon in the PC. When the GBA's saved state (including memory contents) is unzipped into a 740,000+ byte file and viewed, the 14 Boxes of 420 Pokémon are stored in the general region of $038000 and $040000. In the US version of Pokémon Emerald, box data is between 0x02FE9888 and 0x02FF1BC8, non-inclusive. The first 6 80-byte structures make up, from left to right, the first row of Pokémon in box 1. The next Pokémon gets placed on the next row. After 5 rows (30 80-byte structures), the next Pokémon is placed in box 2, and so on.
See also
Links
|
![]() |
This data structure article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games. |