Talk:Save data structure (Generation III): Difference between revisions

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The first 2 bytes are used for the sprite which will also determine how the trainer looks like ingame. Afterwards, after you leave out 2 bytes (i don't know what they do, they are not set for me), the name will follow, using up to 12 bytes while it has to be terminated by FF. Now the values used for the dialogue, the Pokémon, their moves and their names, including items they carry are saved afterwards. At 0x0550 the checksum of the subsection (4-bytes long) is being saved (you can get it by simply following the instruction for the checksum and leaving the last two steps out). Maybe someone can help me getting a clearer structure and add it to the wiki page after we're finished investigating.
The first 2 bytes are used for the sprite which will also determine how the trainer looks like ingame. Afterwards, after you leave out 2 bytes (i don't know what they do, they are not set for me), the name will follow, using up to 12 bytes while it has to be terminated by FF. Now the values used for the dialogue, the Pokémon, their moves and their names, including items they carry are saved afterwards. At 0x0550 the checksum of the subsection (4-bytes long) is being saved (you can get it by simply following the instruction for the checksum and leaving the last two steps out). Maybe someone can help me getting a clearer structure and add it to the wiki page after we're finished investigating.
[[User:Fighter19|Fighter19]] ([[User talk:Fighter19|talk]]) 22:11, 27 February 2014 (UTC)
[[User:Fighter19|Fighter19]] ([[User talk:Fighter19|talk]]) 22:11, 27 February 2014 (UTC)
== Badges flags ==
I am working on a small program (for fun) which extracts data from the game (real time – by reading the emulator memory). Pokemon data structure is working very well so far (thanks to this great page) but I am having problems with finding locations of the badge flags.
I theorized there is either a 1-byte storage (each badge = 1 bit of the 1-byte storage – so after beating Brock the byte could look like 00000001 (depends on the chosen 'endianity' meaning the storing order), after Misty 00000011, etc... or 8 individual bytes (with values 0x00 or 0x01). But nothing seems to work. I am using Cheat Engine 6.3. [[User:Encorte|Encorte]] ([[User talk:Encorte|talk]]) 04:11, 25 March 2014 (UTC)

Revision as of 04:11, 25 March 2014

Adding 0x0498 to the Trainer section's address you'll get into the battle trainer (e-Reader trainer) section. The first 2 bytes are used for the sprite which will also determine how the trainer looks like ingame. Afterwards, after you leave out 2 bytes (i don't know what they do, they are not set for me), the name will follow, using up to 12 bytes while it has to be terminated by FF. Now the values used for the dialogue, the Pokémon, their moves and their names, including items they carry are saved afterwards. At 0x0550 the checksum of the subsection (4-bytes long) is being saved (you can get it by simply following the instruction for the checksum and leaving the last two steps out). Maybe someone can help me getting a clearer structure and add it to the wiki page after we're finished investigating. Fighter19 (talk) 22:11, 27 February 2014 (UTC)

Badges flags

I am working on a small program (for fun) which extracts data from the game (real time – by reading the emulator memory). Pokemon data structure is working very well so far (thanks to this great page) but I am having problems with finding locations of the badge flags.

I theorized there is either a 1-byte storage (each badge = 1 bit of the 1-byte storage – so after beating Brock the byte could look like 00000001 (depends on the chosen 'endianity' meaning the storing order), after Misty 00000011, etc... or 8 individual bytes (with values 0x00 or 0x01). But nothing seems to work. I am using Cheat Engine 6.3. Encorte (talk) 04:11, 25 March 2014 (UTC)