Pokémon data structure (Generation III): Difference between revisions

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(You can't have padding bytes in the middle, so Status Ailments has to be bigger unless the padding is actually used somewhere. It doesn't seem to be.)
(disregard that)
Line 26: Line 26:
| [[Pokémon data substructures in the GBA|Data]] || 48 bytes
| [[Pokémon data substructures in the GBA|Data]] || 48 bytes
|-
|-
| [[Status ailment]] || dword
| [[Status ailment]] || byte
|-
| (Padding) || 3 bytes
|-
|-
| Level || byte
| Level || byte

Revision as of 20:55, 21 July 2007

Pokémon in the games Ruby, Sapphire, FireRed, LeafGreen, and Emerald are all stored the same way in a 100-byte structure.


Notes

Pokémon
Personality dword
OT ID dword
Nickname 10 bytes
Font word
OT name 7 bytes
Mark byte
Checksum word
(Padding) word
Data 48 bytes
Status ailment byte
(Padding) 3 bytes
Level byte
(Padding) byte
Current HP word
Total HP word
Attack word
Defense word
Speed word
Sp. Attack word
Sp. Defense word

Personality value

The personality value controls many things, including gender, Unown letter, Spinda's dots, nature, and others.

OT ID

The Original Trainer's ID Number. Part of the XOR encryption key for the data section, also used in shiny determination and the lottery.

Nickname

The Pokémon's nickname, limited to 10 characters.

Font

Determines which character set is used for the nickname (?). This is used to determine what colour should be used to write nicknames in a Pokémon's status screen. They may appear in either blue (boy) or pink (girl).

OT name

The name of the original trainer of the Pokémon.

Mark

The marks you see in the storage box. bit 0: Circle bit 1: Square bit 2: Triangle bit 3: Heart

Checksum

The checksum is of the 48-byte data section in the structure. It is computed by simply adding all the unencrypted values one word at a time. If this value does not match the real checksum, the Pokémon is interpreted as a Bad egg.

Padding

Any entry marked (Padding) is not used and usually set to either 0 or -1 of the respective data type.

Status ailment

The Pokémon's status ailments are stored as follows:

0-2: Sleep bits. Indicates turns of sleep, so 111b = 7 turns, 101b = 5 turns, etc.
3: Poison
4: Burned
5: Frozen
6: Paralysis
7: Bad poison

Location

A trainer's team starts at the following addresses in the GBA's RAM (for US games?):

  • Ruby: 0x03004360
  • Sapphire: 0x03004360
  • Emerald: 0x02024190
  • FireRed: 0x02024284
  • LeafGreen: 0x020241e4

There are 6 Pokémon per team, so the whole team continues for 600 bytes afterward.

This structure is used to save data on Pokémon stored in your team. The structure for Pokémon saved in the PC stops after the data field, making it only 80 bytes long.
This explains why Pokémon injured by status ailment will cure themselves when put in the PC. It also applies to stats and level, which are recalculated based on Experience.
Thus, there are also 33600 (14*30*80) bytes stored somewhere else in the GBA's RAM to save data on Pokémon in the PC.