Talk:Save data structure in Generation III

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

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)

Currently, I have done absolutely zero RAM investigation of any sort, so I can't offer concrete help, but I'd imagine you should look at addresses being changed after the Gym Leader battle. Possibly if you compare that to addresses that were changed after a regular battle, you could figure out (or narrow down) where the Gym Badges are. I suppose it would also access that data when you look at your Trainer Card.
Otherwise, there are sites with (much) more active modding communities that might be better able to offer help. One of these that I was browsing recently is PokéCommunity. Smogon also conducts much research into the games. Tiddlywinks (talk) 11:00, 25 March 2014 (UTC)

Section 1 - team / items

There is a mistake in the offsets for FRLG. The offset for the "Key item pocket" should be 0x03B8. Tested this myself. :) -- Deviler (talk) 17:01, 30 May 2014 (UTC)

Section question

The article says that the sections are 4kb (4096 bytes), but lists the organization as 4080 bytes, 2 bytes, 2 bytes, and 4 bytes. That's 4088 bytes. What's the remaining 8 bytes? Padding? And, if so, why isn't this listed?--Gou (talk) 15:06, 8 May 2015 (UTC)


The article says the gen iii games use SRAM, but can somebody confirm this? I think it should be FLASH? D (talk) 16:40, 15 July 2019 (UTC)