Pokémon data structure (Generation II): Difference between revisions
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! colspan="2" style="text-align: center; background: #ccf;" | '''Pokémon''' | ! colspan="2" style="text-align: center; background: #ccf;" | '''Pokémon''' | ||
|- | |- | ||
| Species || byte | | [[List of Pokémon by index number (GBC)|Species]] || byte | ||
|- | |- | ||
| Held Item || byte | | [[List of items by index number (GBC)|Held Item]] || byte | ||
|- | |- | ||
| Attack 1 || byte | | [[List of moves|Attack]] 1 || byte | ||
|- | |- | ||
| Attack 2 || byte | | Attack 2 || byte | ||
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===Caught data=== | ===Caught data=== | ||
The caught data is only used in [[Cianwood City]] where a woman tells the main character where a certain Pokémon was caught and at what time and level. This is two bytes: | The caught data is only used in [[Cianwood City]] where a woman tells the main character where a certain Pokémon was caught and at what time and level. This is two bytes: | ||
* Location | * [[List of locations by index number (GBC)|Location]] | ||
* Time & Level | * Time & Level | ||
:* 2 bits: Time of day (1: Morning, 2: Day, 3: Night) | :* 2 bits: Time of day (1: Morning, 2: Day, 3: Night) |
Revision as of 16:01, 25 March 2005
Pokémon | |
---|---|
Species | byte |
Held Item | byte |
Attack 1 | byte |
Attack 2 | byte |
Attack 3 | byte |
Attack 4 | byte |
OT ID | word |
Experience | 3 bytes |
EV data | 10 bytes |
DVs | word |
PP1 | byte |
PP2 | byte |
PP3 | byte |
PP4 | byte |
Happiness | byte |
Pokérus | byte |
Caught data | word |
Level | byte |
Status | byte |
? | byte |
Current HP | word |
Total HP | word |
Attack | word |
Defense | word |
Speed | word |
Sp. Attack | word |
Sp. Defense | word |
Pokémon in the Generation II games are all stored the same way in a 48-byte structure.
This structure is nearly the same as the Generation I structure, but with a few items moved around and the addition of four more bytes of data:
Notes
Caught data
The caught data is only used in Cianwood City where a woman tells the main character where a certain Pokémon was caught and at what time and level. This is two bytes:
- Location
- Time & Level
- 2 bits: Time of day (1: Morning, 2: Day, 3: Night)
- 6 bits: Level