Trainer data structure (Generation II): Difference between revisions

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{| width="400" style="text-align: center; margin: auto; border: 1px solid #88a; background: #f8f8ff; padding: 0.5em; border-collapse: collapse;" cellspacing="1" cellpadding="2"
! style="text-align: center; background: #ccf;" | Offset
! style="text-align: center; background: #ccf;" | Name
! style="text-align: center; background: #ccf;" | Length
! style="text-align: center; background: #ccf;" | Type
|-
| 0x15C7-0x15C8
| ID number
| {{tt|Word|2 bytes}}
| Integer
|-
| 0x15C9-0x15D0
| Name
| 8 bytes
| String
|-
| 0x15D1-0x15D3
| ''Padding''
| 3 bytes
| Null
|}


Start: 0x15C7?
==Notes==


===Strings===


0x15C7: ID number, 2 bytes. Raw hex.
Strings use a unique storage format as outlined in the following table. They are terminated with 0x50 and any extra characters after the termination character in the string have the value 0x00.


0x15C9: Name, 8 bytes. Uses special text format (0x80 is A, 0xA0 is a). Terminated with 0x50. If the name is shorter than 7 characters, the end will be padded with 0x00 bytes.
{| width="400" style="text-align: center; margin: auto; border: 1px solid #88a; background: #f8f8ff; padding: 0.5em; border-collapse: collapse;" cellspacing="1" cellpadding="2"
 
! style="text-align: center; background: #ccf;" | Padding
0x15D1: padding, 3 bytes. All 0x00.
! style="text-align: center; background: #ccf;" | Terminator
! style="text-align: center; background: #ccf;" | A
! style="text-align: center; background: #ccf;" | B
! style="text-align: center; background: #ccf;" | C
! style="text-align: center; background: #ccf;" | D
! style="text-align: center; background: #ccf;" | E
! style="text-align: center; background: #ccf;" | F
! style="text-align: center; background: #ccf;" | G
! style="text-align: center; background: #ccf;" | H
! style="text-align: center; background: #ccf;" | I
! style="text-align: center; background: #ccf;" | J
! style="text-align: center; background: #ccf;" | K
! style="text-align: center; background: #ccf;" | L
! style="text-align: center; background: #ccf;" | M
! style="text-align: center; background: #ccf;" | N
! style="text-align: center; background: #ccf;" | O
! style="text-align: center; background: #ccf;" | P
! style="text-align: center; background: #ccf;" | Q
! style="text-align: center; background: #ccf;" | R
|-
| 0x00
| 0x40
| 0x80
| 0x81
| 0x82
| 0x83
| 0x84
| 0x85
| 0x86
| 0x87
| 0x88
| 0x89
| 0x8A
| 0x8B
| 0x8C
| 0x8D
| 0x8E
| 0x8F
| 0x90
| 0x91
|-
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | S
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | T
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | U
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | V
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | W
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | X
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | Y
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | Z
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | a
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | b
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | c
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | d
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | e
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | f
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | g
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | h
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | i
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | j
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | k
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | l
|-
| 0x92
| 0x93
| 0x94
| 0x95
| 0x96
| 0x97
| 0x98
| 0x99
| 0xA0
| 0xA1
| 0xA2
| 0xA3
| 0xA4
| 0xA5
| 0xA6
| 0xA7
| 0xA8
| 0xA9
| 0xAA
| 0xAB
|-
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | m
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | n
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | o
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | p
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | q
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | r
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | s
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | t
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | u
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | v
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | w
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | x
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | y
! style="text-align: center; border-top: 1px solid #88a; background: #ccf;" | z
! colspan="6" style="text-align: center; border-top: 1px solid #88a; background: #ccf;" |
|-
| 0xAC
| 0xAD
| 0xAE
| 0xAF
| 0xB0
| 0xB1
| 0xB2
| 0xB3
| 0xB4
| 0xB5
| 0xB6
| 0xB7
| 0xB8
| 0xB9
|}


{{Stub|Game}}
{{Stub|Game}}
{{data structure}}
{{data structure}}

Revision as of 02:32, 23 September 2009

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Offset Name Length Type
0x15C7-0x15C8 ID number Word Integer
0x15C9-0x15D0 Name 8 bytes String
0x15D1-0x15D3 Padding 3 bytes Null

Notes

Strings

Strings use a unique storage format as outlined in the following table. They are terminated with 0x50 and any extra characters after the termination character in the string have the value 0x00.

Padding Terminator A B C D E F G H I J K L M N O P Q R
0x00 0x40 0x80 0x81 0x82 0x83 0x84 0x85 0x86 0x87 0x88 0x89 0x8A 0x8B 0x8C 0x8D 0x8E 0x8F 0x90 0x91
S T U V W X Y Z a b c d e f g h i j k l
0x92 0x93 0x94 0x95 0x96 0x97 0x98 0x99 0xA0 0xA1 0xA2 0xA3 0xA4 0xA5 0xA6 0xA7 0xA8 0xA9 0xAA 0xAB
m n o p q r s t u v w x y z
0xAC 0xAD 0xAE 0xAF 0xB0 0xB1 0xB2 0xB3 0xB4 0xB5 0xB6 0xB7 0xB8 0xB9
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Data structure in the Pokémon games
General Character encoding
Generation I Pokémon speciesPokémonPoké MartCharacter encodingSave
Generation II Pokémon speciesPokémonTrainerCharacter encoding (Korean) • 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