Pokémon data structure (Generation I): Difference between revisions

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(Corrected offsets of party structure, the party structure itself, and the length and location of the Pokemon Box.)
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The '''Pokémon data structure''' in the [[Generation I]] games stores most information about the current state of a {{player}}'s [[caught Pokémon]]. It has a length of 44 bytes for Pokémon in the player's [[party]] and 33 bytes for Pokémon in boxes on [[Pokémon Storage System|Bill's PC]]. The information lost when depositing a Pokémon in Bill's PC is its [[level]], [[HP]], {{stat|Attack}}, {{stat|Defense}}, {{stat|Speed}} and {{stat|Special}}; this allows the [[box trick]] to work by recalculating the lost information upon withdrawing the Pokémon again.
The '''Pokémon data structure''' in the [[Generation I]] games stores most information about the current state of a {{player}}'s [[caught Pokémon]]. It has a length of 64 bytes for Pokémon in the player's [[party]] (44 bytes for the Pokemon itself and 20 bytes for the OT's name and the Nickname) and 53 bytes for Pokémon in boxes (33 for the Pokemon itself and 20 for the OT's name and Nickname) on [[Pokémon Storage System|Bill's PC]]. The information lost when depositing a Pokémon in Bill's PC is its [[level]], [[HP]], {{stat|Attack}}, {{stat|Defense}}, {{stat|Speed}} and {{stat|Special}}; this allows the [[box trick]] to work by recalculating the lost information upon withdrawing the Pokémon again.


==The structure==
==The structure==
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