Pokémon data substructures (Generation III)

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Revision as of 12:37, 15 February 2005 by Sheep (talk | contribs) ("long" not the proper representation, "dword" kept for consistency)
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Format

A Pokémon's data is slightly more complex than the rest of the structure. It is stored as four substructures, each 12 bytes in length:

Growth
Species word
Item held word
Experience dword
PP bonuses byte
Happiness byte
??? word
Attacks
Attack 1 word
Attack 2 word
Attack 3 word
Attack 4 word
PP 1 byte
PP 2 byte
PP 3 byte
PP 4 byte
Effort
HP EV byte
Attack EV byte
Defense EV byte
Speed EV byte
Sp. Attack EV byte
Sp. Defense EV byte
Coolness byte
Beauty byte
Cuteness byte
Smartness byte
Toughness byte
Fill byte
Misc.
Pokérus status byte
Location caught byte
Level signed byte
Poké Ball byte
Trainer gender
DVs dword
Ribbons dword

Order

The order of the structures is determined by the personality value of the Pokémon. The order is determined by the value modulo 24:

00. GAEM 06. AGEM 12. EGAM 18. MGAE
01. GAME 07. AGME 13. EGMA 19. MGEA
02. GEAM 08. AEGM 14. EAGM 20. MAGE
03. GEMA 09. AEMG 15. EAMG 21. MAEG
04. GMAE 10. AMGE 16. EMGA 22. MEGA
05. GMEA 11. AMEG 17. EMAG 23. MEAG

Where G, A, E, and M stand for the substructures: growth, attacks, effort, and Misc. respectively.


Encryption

The entire data structure is encrypted by XORing the entire Trainer ID with the personality value, then XORing the resulting value with the data (one long value at a time). The same process is used to decrypt the encrypted data. The correct checksum is found by summing the original values, not the encrypted values.

Notes

Pokérus status

Pokérus status is stored in a single byte. The lower 4 bits represents the number of units of time left until the virus wears away. If any bit in the upper 4 bits is set, the Pokémon is immune to Pokérus, indicated a small black dot appears on the Pokémon's status screen. Both values are completely random when caught, leading to the fact that not all Pokémon contract the virus for the same amount of time and some are able to catch it again.

PP bonuses

The PP bonuses byte stores the number of PP Ups used for each attack. (Order? Do the uppermost 2 bits represent attack 1 or 4?)

Poké Ball / Trainer gender

The gender of the trainer that caught a Pokémon is stored in the data section, and is determined by the most significant bit of this byte. Bits 6-3 store the Poké Ball type that the Pokémon was caught in.

DVs

DVs are stored pretty logically. Starting from the least significant bit, each stat from HP to Special Defense takes up 5 bits, leaving the uppermost 2 bits zeroed.