Pokémon data structure (Generation II)
The Pokémon data structure in the Generation II games stores most information about the current state of a player's caught Pokémon. It has a length of 48 bytes for Pokémon in the player's party and 32 bytes for Pokémon in Boxes on Bill's PC. The information lost when depositing a Pokémon in Bill's PC is its status condition, HP, Attack, Defense, Speed, Special Attack and Special Defense; this allows the Box trick to work by recalculating the lost information upon withdrawing the Pokémon again.
|0x00||Index number of the species||1 byte|
|0x01||Index number of held item||1 byte|
|0x02||Index number of move 1||1 byte|
|0x03||Index number of move 2||1 byte|
|0x04||Index number of move 3||1 byte|
|0x05||Index number of move 4||1 byte|
|0x06||Original Trainer ID number||2 bytes|
|0x08||Experience points||3 bytes|
|0x0B||HP EV data||2 bytes|
|0x0D||Attack EV data||2 bytes|
|0x0F||Defense EV data||2 bytes|
|0x11||Speed EV data||2 bytes|
|0x13||Special EV data||2 bytes|
|0x15||IV data||2 bytes|
|0x17||Move 1's PP values||1 byte|
|0x18||Move 2's PP values||1 byte|
|0x19||Move 3's PP values||1 byte|
|0x1A||Move 4's PP values||1 byte|
|0x1B||Friendship/Remaining Egg cycles||1 byte|
|0x1D||Caught data||2 bytes|
|0x20||Status condition||1 byte|
|0x21||Unused byte||1 byte|
|0x22||Current HP||2 bytes|
|0x24||Maximum HP||2 bytes|
|0x2C||Special Attack||2 bytes|
|0x2E||Special Defense||2 bytes|
Pokémon stored in Bill's PC use a form of this structure that stops after the level data, at 0x1F.
The Pokémon Box data consists only of the currently open Pokémon Box, which explains the need for the player to save the game before switching the open Box. The current Box is represented in volatile RAM at a given offset depending on which version is being used, and continues for 640 bytes (32 bytes each for 20 Pokémon).
The Generation I Pokémon data structure initially had 44 bytes—33 "core bytes" and 11 "temporary bytes" when withdrawn from the PC. In Generation II, Pokémon are now represented by 48 bytes—32 "core bytes" and 16 "temporary bytes" when withdrawn from the PC. This makes Pokémon storage in RAM slightly cleaner to access/modify than in previous Generation I games.
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.
- The catch rate from the Generation I games is now recycled to store a Pokémon's held item. Held items can be traded between Generation I and II and will still remain in Generation I, despite being unusable. This is because non-wild Pokémon in Generation I never utilize their catch rate data.
- Six values between offsets 0x01~0x06 from the Generation I structure have been rearranged, with values from offset 0x07 onwards now taking the place of 0x02 onwards.
- Remaining HP (2 bytes) is now two "temporary bytes", which explains why a Pokémon's HP is restored when deposited/withdrawn in Generation II, unlike in Generation I.
- The redundant level value from Generation I is now gone, as a "permanent byte" value is now used to store a Pokémon's level while in the PC.
- Status condition is also a "temporary byte", as opposed to previously being a "permanent byte", in the same fashion as Remaining HP.
- A Pokémon's given types (2 bytes) are now removed from its individual data. Instead, in Generation II, a database is used to calculate a Pokémon's type when it gets sent into battle.
- Friendship has now been added right after move 4's PP byte. This value disappears from a Pokémon when traded to Generation I. However, Pokémon traded to any Generation II game will be assigned a default friendship value.
- Pokérus has also been added right after friendship. Like friendship, this value disappears when traded to Generation I. As such, it is possible to "erase" Pokérus by trading the infected Pokémon between a Generation I game and a Generation II game, as long as it is "compatible" with Generation I.
- Caught data (2 bytes) has been added after Pokérus. However, these fields are left blank in all versions except Pokémon Crystal.
- At the very end of the "temporary bytes", Special has now been split up into Special Attack and Special Defense. Both stats utilize the same EV and IV values. However, they are assigned different numbers from the species' given database entry.
The Pokémon's individual values are stored packed into two bytes, with 4 bits for each IV. From most to least significant, they're stored in the following order: Attack, Defense, Speed, and Special.
Pokémon caught in Pokémon Crystal record information about their capture in two bytes. This value is blank (0x00 0x00) for Pokémon obtained in games other than Pokémon Crystal. If a Pokémon is traded to a Generation I game, this data is permanently lost; however, it is retained when traded to Pokémon Gold and Silver, despite those games not recording this data.
In Pokémon Crystal, the Poké Seer in Cianwood City tells the player where their Pokémon was caught, the time at which it was caught, and the level at which it was caught. In Pokémon Stadium 2, checking a Pokémon shows where it was caught, the time at which it was caught, and the level at which it was caught. This information is not otherwise available to the player.
This data is stored in two bytes:
- Time and level
- 2 bits: Time of day (1: morning, 2: day, 3: night)
- 6 bits: Level
- OT gender and location
- 1 bit: OT Gender (0: Male, 1: Female)
- 7 bits: Location
For example, a Cyndaquil that was received in New Bark Town at level 5 by the female Trainer during the daytime would have the following bytes: 85 81 (in hexadecimal format)
- 2 bits: 10 (decimal 2 - day) and 6 bits: 000101 (decimal 5 - level 5), so 8 bits: 1000 0101 (0x85 in hex)
- 1 bit: 1 (decimal 1 - female) and 7 bits: 0000001 (decimal 1 - New Bark Town), so 8 bits: 1000 0001 (0x81 in hex)
|This data structure article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.|