Talk:Save data structure in Generation I

From Bulbapedia, the community-driven Pokémon encyclopedia.
Jump to: navigation, search

Need To Create Page

I have information regarding this page, but I don't appear to have the rights to create it. Halp? --GuyPerfect (talk) 17:20, 8 April 2013 (UTC)

To create pages you need to be autoconfirmed, which is achieved by performing a certain number of edits. The number of edits required is unknown. Lady Ariel 21:28, 8 April 2013 (UTC)
I'm sure I'll reach that number while working on this page. Could someone start it for me? (-: --GuyPerfect (talk) 19:59, 9 April 2013 (UTC)
Until you are able to create pages, it would be best if you worked on the page in the Sandbox. Lady Ariel 21:40, 9 April 2013 (UTC)


The character encoding is not a unique feature of the save data structure. It is used by basically any string in the ROM. While no current data structure page for Gen I uses it, I'm sure there are data structures which could be given articles which would use the character encoding. The character encoding simply does not belong in a section here on the save data structure page. Tiddlywinks (talk) 03:51, 1 April 2014 (UTC)

I think the issue with this split is that it is not significant enough to have its own page. That's just my opinion though. --Spriteit (talk) 13:59, 25 April 2014 (UTC)
I think the fact that it doesn't belong on this page is a much more significant issue. As someone who has previously searched this site for this information (and couldn't find it), this isn't the page I would've expected it to be on. While I agree that it'd be pointless to have a page for each generation, we should have one page that includes them all, and talks about the similarities and differences between eacher generation's character encoding. - unsigned comment from Goukazaru (talkcontribs)

More fields?

There are a lot of fields missing from the table. I could add ALL of them, but I wonder if this is of interest to anyone, or would just clutter the page. For example, starting at 0x25A3 this whole block of WRAM is written: - unsigned comment from Pepijndevos (talkcontribs)

I don't quite understand, since that page you linked says things like "enemymon", but if you know how to fill in some blanks, I'd say you should. Tiddlywinks (talk) 18:17, 5 April 2015 (UTC)
Oh yeah, on a side note, did you just change the size for the player's name to 11 because there was a gap, or can you point to somewhere the game actually treats the whole 11 bytes as the name or something? Tiddlywinks (talk) 18:20, 5 April 2015 (UTC)
While some bytes might be unlabelled or cryptic, a lot of them can be added. Yes I did change it to 11. While the UI lets you only type 7(+end byte), the save code explicitly copies 11 bytes: Pepijndevos (talk) 07:35, 7 April 2015 (UTC)
The 8-11 bytes might actually be of interest in performing the Old man glitch Pepijndevos (talk) 08:57, 7 April 2015 (UTC)
I later noticed that things like Pokemon names/nicknames have a max length of 10, so I could suppose that's the basis of all user-input names. I've just noticed, in the first link you gave, the code "ds 11" after "PlayerName" and "RivalName", and the rival name field has the same discrepancy player name did, so I'll change it to 11 as well. Tiddlywinks (talk) 12:30, 7 April 2015 (UTC)