Contest move data structure (Generation III): Difference between revisions

From Bulbapedia, the community-driven Pokémon encyclopedia.
Jump to navigationJump to search
Line 12: Line 12:
| Contest Type || byte
| Contest Type || byte
|-
|-
| ??? || 4 bytes
| Combo Identifier || byte
|-
| Combos || 3 bytes
|-
|-
| Padding || 2 bytes
| Padding || 2 bytes
Line 33: Line 35:
| 4 || Tough
| 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 three combo identifiers, identifying contest combinations for which it may be used as the second move.


* '''???''' contains unidentified (as of now) data. It is believed to contain information such as the ID of the animation to render when this move is used in a contest.
* '''???''' contains unidentified (as of now) data. It is believed to contain information such as the ID of the animation to render when this move is used in a contest.

Revision as of 22:11, 12 May 2011

0572Minccino.png This article does not yet meet the quality standards of Bulbapedia. Please feel free to edit this article to make it conform to Bulbapedia norms and conventions.

Format

Every move in Ruby, Sapphire, FireRed, LeafGreen, and Emerald has a 8-byte data structure associated with it which contains information about its use in contests.

Contest Move Data
Description ID byte
Contest Type byte
Combo Identifier byte
Combos 3 bytes
Padding 2 bytes
  • Description ID determines what message is displayed in a Pokémon's SUMMARY when you look at the move's Contest data (eg. "A highly appealing move"). The actual message is stored in an array elsewhere and this ID is only used to address that array. It is also used to index the contest data structure and determine this move's appeal and jam values (see Contest data structure in Generation III).
  • 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 three combo identifiers, identifying contest combinations for which it may be used as the second move.
  • ??? contains unidentified (as of now) data. It is believed to contain information such as the ID of the animation to render when this move is used in a contest.
  • Padding consists of a sequence of 2 bytes. Each one of those bytes should be set to 0x00 (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
...

See also


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
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.