Talk:Pokémon data substructures (Generation III)

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The "Order" section must be wrong. When I calculed Personality 3935877326(in decimal) by 24(decimal too) I got "14" - which correspond to order EAGM - but something was wrong. After 4 hours intense counting and trying I realized the ordering was wrong. The correct ordering was GEAM . Game version: Ruby (US version) Pokemon: First in party Myself: ICQ: 343370964 . btw: Now I am stuck at recalculating data checksum. If somebody know... please...

I have solved your problem. 3935877326 turns to 0xEA98B8CE in hexadecimal. You have to use little endian, to which the rule applies, least significant byte first. In other words, the very last byte will end up being first. Rearranged as follows
0x1234ABCD -> little endian -> CDAB3412. So your number should be 0xCEB898EA, or 3468204266 in decimal. 3468204266 MOD 24 = 2, which is GEAM. Nice? Twigpi 20:51, 29 October 2007 (UTC)
Also, the checksum loops. Adding the unencrypted values should give you a value greater then 0xFFFF (max size), so it just loops. To find the correct value, MOD by 65536 (decimal) or 0x10000. Twigpi 20:51, 29 October 2007 (UTC)

Substruct encryption

If you play in an emulator like No$GBA or VBA, you can open a RAM viewer. Sometimes, if you look at a Pokémon data structure, you can see the encrypted substructs change values in a flash. This is because the game decrypts the whole thing for use and encrypts them again immediately afterwards. I always did wonder how it was supposed to use the data if it's encrypted... --Kyoufu Kawa 16:52, 31 July 2007 (UTC)

DVs

Investigation of Fire Red assembly code reveals that the DVs field is not exactly as described. More to follow. --Kyoufu Kawa 20:06, 10 August 2007 (UTC)

As stated in my previous edit, the last two DV bits are actually used. One of them is the egg flag, as opposed to the ribbons, which was an endian error on my part.

Little Endian

Using little endian. This means for every word (two bytes), you reverse the order of the bytes. The encryption and decryption will work as long as you keep the order the same for the key and the data. Twigpi 14:01, 29 October 2007 (UTC)

Location

It's not a signed value that has the sign bit ignored. Some non-ASM research tells me that the eight bit is actually part of another value -- the monster's origin game. Wether to read it from the GBA or the Gamecode list depends on this value. Technically speaking:

0 1 2 3 4 5 6 7 0 1 2 3 4 5 6 7
Level met Original game Pokeball Trainer gender

Or, in C speak:

u32 Level:7
u32 OriginGame:4;
u32 Pokeball:4;
u32 TrainerGender:1;

--Kyoufu Kawa 10:41, 17 August 2008 (UTC)

Species Oddities

Is the species perhaps set somewhere else as well as in the Growth section? I've been looking at my entire lot of boxed pokemon on FireRed/Emerald (which can be seen here) but some have all zeros in their species. It can't be a misread though as it's the decrypted data that shows zeros.

Anyone able to shed any light on this? PuppyBoy 10:03, 3 October 2008 (UTC)

As far as I can tell, no -- the species is stored in only two out of (in your case) 80 bytes. Very interesting. Perhaps you (the person) simply misread the data itself? I prefer to display this kind of stuff parsed. --Kyoufu Kawa 19:06, 3 October 2008 (UTC)
Nevermind, I double checked the pokemon on the actual game - the pokemon where their species was set to zero weren't actually in the boxes. It looks like it doesn't actually delete the pokemon from the box in some cases, just sets the species to zero? I don't know, I guess I'll know to expect it in the future though. PuppyBoy 02:20, 5 October 2008 (UTC)
I should do some research into that. I remember empty slots being zero'd out in the party, except for some 0xFF bytes. I'll call you back on this page with my test results for party and box. --Kyoufu Kawa 14:05, 5 October 2008 (UTC)