Contest move data structure (Generation III): Difference between revisions
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==Format== | ==Format== | ||
Every move in | Every move in {{game|Ruby and Sapphire|s|Pokémon Ruby, Sapphire}}, and {{game|Emerald||Emerald}} has a 8-byte data structure associated with it which contains information about its use in Contests. Contests do not feature in {{game|FireRed and LeafGreen|s|FireRed or LeafGreen}}, so this data is not included. | ||
{| align="center" style="border: 1px solid #88a; background: #f8f8ff; padding: 0.5em;" cellspacing="1" | {| align="center" style="border: 1px solid #88a; background: #f8f8ff; padding: 0.5em;" cellspacing="1" | ||
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! colspan="2" style="text-align: center; background: #ccf;" | '''Contest Move Data''' | ! colspan="2" style="text-align: center; background: #ccf;" | '''Contest Move Data''' | ||
|- | |- | ||
| | | Move Effect || 1 byte | ||
|- | |- | ||
| Contest Type || byte | | Contest Type || 1 byte | ||
|- | |- | ||
| Combo Identifier || byte | | Combo Identifier || 1 byte | ||
|- | |- | ||
| Combos || | | Combos || 4 bytes | ||
|- | |- | ||
| Padding || | | Padding || 1 byte | ||
|} | |} | ||
* ''' | * '''Move Effect''' indexes the Contest data structure and determines this move's appeal and jam values (see {{OBP|Contest data structure|Generation III}}), and also indexes a message array elsewhere that determines what message is displayed in a Pokémon's SUMMARY when the player views the move's Contest data (e.g. "A highly appealing move"). | ||
* '''Contest Type''' indicates the type of | * '''Contest Type''' indicates the type of Contest this move should be used in. See the table below for a list of possible values and their meaning. | ||
{| align="center" style="border: 1px solid #88a; background: #f8f8ff; padding: 0.5em;" cellspacing="1" | {| align="center" style="border: 1px solid #88a; background: #f8f8ff; padding: 0.5em;" cellspacing="1" | ||
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*'''Combo Identifier''': An identifier used in the next 3 bytes for the purposes of identifying the first move in a [[ | *'''Combo Identifier''': An identifier used in the next 3 bytes for the purposes of identifying the first move in a [[Contest combination]]. | ||
*'''Combos''': This is a list of up to | *'''Combos''': This is a list of up to four combo identifiers, identifying Contest combinations for which it may be used as the second move. | ||
*'''Padding''' consists of a single byte, set to 0x00, that aligns the structure on 4-bytes boundaries. | |||
* '''Padding''' consists of a | |||
==Fingerprint== | ==Fingerprint== | ||
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</pre> | </pre> | ||
== | ==Related articles== | ||
* [[Contest data structure | * [[Contest data structure (Generation III)]] | ||
{{data structure}} | {{data structure}} | ||
{{Project Games notice|data structure}} | {{Project Games notice|data structure}} |
Latest revision as of 01:23, 1 February 2025
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Format
Every move in Pokémon Ruby, Sapphire, and Emerald has a 8-byte data structure associated with it which contains information about its use in Contests. Contests do not feature in FireRed or LeafGreen, so this data is not included.
Contest Move Data | |
---|---|
Move Effect | 1 byte |
Contest Type | 1 byte |
Combo Identifier | 1 byte |
Combos | 4 bytes |
Padding | 1 byte |
- Move Effect indexes the Contest data structure and determines this move's appeal and jam values (see Contest data structure), and also indexes a message array elsewhere that determines what message is displayed in a Pokémon's SUMMARY when the player views the move's Contest data (e.g. "A highly appealing move").
- Contest Type indicates the type of Contest this move should be used in. See the table below for a list of possible values and their meaning.
0 | Cool |
1 | Beauty |
2 | Cute |
3 | Smart |
4 | Tough |
- Combo Identifier: An identifier used in the next 3 bytes for the purposes of identifying the first move in a Contest combination.
- Combos: This is a list of up to four combo identifiers, identifying Contest combinations for which it may be used as the second move.
- Padding consists of a single byte, set to 0x00, that aligns the structure on 4-bytes boundaries.
Fingerprint
00 00 00 00 00 00 00 00 // - 00 04 3c 00 00 00 00 00 // POUND 25 04 00 03 00 00 00 00 // KARATE CHOP 11 04 00 3c 00 00 00 00 // DOUBLESLAP 23 04 00 00 00 00 00 00 // COMET PUNCH 00 04 00 03 1a 00 00 00 // MEGA PUNCH 2e 03 00 00 00 00 00 00 // PAY DAY 00 01 2d 09 2c 2e 00 00 // FIRE PUNCH 00 01 2e 2c 2d 00 00 00 // ICE PUNCH ...
Related articles
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This data structure article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games. |