User:Lagnic/Contest move effect data structure (Generation VI)

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The Contest move effect data structure is a 4-byte structure that determines the possible effects moves can have when used in the Generation VI Pokémon Contest Spectaculars.

Structure

Offset Size
(bytes)
Type Description
0 1 Integer Effect index (0-35)
1 1 Integer Effect type (0-7)
2 1 Integer Appeal
3 1 Integer Jam

Notes

Effects

Index Effect Type Appeal
(hearts)
Jam
(hearts)
Description
0 0 4 0 Quite an appealing move.
1 0 6 0 A very appealing move, but after using this move, the user is more easily startled.
2 0 8 0 A move of huge appeal, but using it prevents the user from taking further contest moves.
3 0 3 0 An appealing move that can be used repeatedly without boring the audience.
4 1 2 0 Prevents the user from being startled one time this turn.
5 1 1 0 Prevents the user from being startled until the turn ends.
6 2 2 3 Startles the last Pokémon to act before the user.
7 3 2 2 Startles all of the Pokémon to act before the user.
8 2 1 4 Badly startles the last Pokémon to act before the user.
9 3 1 3 Badly startles all of the Pokémon to act before the user.
10 4 3 0 Makes audience expect little of other contestants.
11 3 2 1 Badly startles Pokémon that the audience has high expectations of.
12 3 4 4 Startles all other Pokémon. User cannot act in the next turn.
13 3 2 1 Badly startles Pokémon that used a move of the same type.
14 4 2 0 Makes the remaining Pokémon nervous.
15 4 3 0 Brings down the energy of any Pokémon that have already used a move this turn.
16 5 2 0 Works great if the user goes first this turn.
17 5 2 0 Works great if the user goes last this turn.
18 5 1 0 Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
19 5 1 0 Shows off the Pokémon’s appeal about as well as the move used just before it.
20 5 1 0 Works better the later it is used in a turn.
21 5 1 0 Effectiveness varies depending on when it is used.
22 5 2 0 Works well if it is the same type as the move used by the last Pokémon.
23 5 3 0 Affected by how well the previous Pokémon’s move went.
24 5 1 0 Gets the Pokémon pumped up. Helps prevent nervousness, too.
25 5 1 0 Works well if the user is pumped up.
26 6 3 0 Causes the user to move earlier on the next turn.
27 6 3 0 Causes the user to move later on the next turn.
28 6 3 0 Scrambles the order in which Pokémon will move on the next turn.
29 5 2 0 Excites the audience in any kind of contest.
30 3 2 1 Badly startles all Pokémon that successfully showed their appeal.
31 5 1 0 Works better the more the crowd is excited.
32 4 3 0 Temporarily stops the crowd from growing excited.
33 7 3 0 Excites the audience a lot if used first.
34 7 3 0 Excites the audience a lot if used last.
35 7 4 0 Makes the audience quickly grow bored when an appeal move has little effect.

Effect type

Effect Type Description
0 Move does not interact with other contestants
1 Prevents user from being startled
2 Startles the Pokémon that performed immediately before the user
3 Startles one or multiple Pokémon that have performed this round
4 Negatively affects other Pokémon
5 Appeal varies based on performance order, previous performances, audience excitement, or Pokémon condition
6 Affects performance order in next round
7 Affects audience excitement

Appeal and Jam

To convert to the hearts seen in-game, values of appeal and jam are divided by 10.

Data Location

Contest data is found in a/2/4/2 which unpacks into 11 binary files:

00 Contest move list (621 × 8 bytes)
01 Contest move effects (36 × 4 bytes)
02 Contest combinations (621 × 2 bytes + 1620 bytes)
03 Contestant data (69 × 36 bytes)
04 ??? (67 × 4 bytes)
05 ??? (36 bytes)
06 ??? (180 bytes)
07 ??? (204 bytes)
08 ??? (312 bytes)
09 ??? (732 bytes)
10 ??? (720 bytes)

Fingerprint

00 00 28 00 // Quite an appealing move.
01 00 3c 00 // A very appealing move, but after using this move, the user is more easily startled.
02 00 50 00 // A move of huge appeal, but using it prevents the user from taking further contest moves.
03 00 1e 00 // An appealing move that can be used repeatedly without boring the audience.
...
23 07 28 00 // Makes the audience quickly grow bored when an appeal move has little effect.


Data structure in the Pokémon games
General Character encoding
Generation I Pokémon speciesPokémonPoké MartCharacter encoding (Stadium) • Save
Generation II Pokémon speciesPokémonTrainerCharacter encoding (StadiumKorean) • Save
Generation III Pokémon species (EvolutionPokédexType chart)
Pokémon (substructures) • MoveContestContest moveItem
Trainer TowerBattle FrontierCharacter encoding (GameCube) • Save
Generation IV Pokémon species (EvolutionLearnsets)
PokémonSaveCharacter encoding (Wii)
Generation V–present Character encoding
Generation VIII Save
TCG GB and GB2 Character encoding


Project Games logo.png This data structure article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.