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 species • Pokémon • Poké Mart • Character encoding (Stadium) • Save
Generation II Pokémon species • Pokémon • Trainer • Character encoding (Stadium • Korean) • Save
Generation III Pokémon species (Evolution • Pokédex • Type chart)
Pokémon (substructures) • Move • Contest • Contest move • Item
Trainer Tower • Battle Frontier • Character encoding (GameCube) • Save
Generation IV Pokémon species (Evolution • Learnsets)
Pokémon • Save • Character encoding (Wii)
Generation V–present Character encoding
Generation VIII Save
TCG GB and GB2 Character encoding


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