Pokémon data structure (Generation II)
From Bulbapedia, the community-driven Pokémon encyclopedia.
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 Olivine 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