Pokémon data structure in Generation III(Redirected from Pokémon data structure in the GBA)
|OT name||7 bytes||20|
The Original Trainer's ID number. This number is part of the XOR encryption key for the data section, and is also used in Shiny determination and the lottery. The least significant bytes of this number are the Trainer ID visible on the status screen.
The language of the game the Pokémon comes from. Valid values are:
What the language value is set to determines which charset is used when displaying the Pokémon's name and OT name.
The name of the Pokémon's Original Trainer. The characters represented by each byte are determined by the proprietary character set.
The markings seen in the storage Box. These markings serve only to aid in organizing large collections of Pokémon.
The checksum for the 48-byte data section of this structure. It is computed by adding all of the unencrypted values of that section one word at a time. If the computed sum and the stored checksum do not match, the Pokémon is interpreted as a Bad Egg.
Unknown, possibly simply padding (not used and usually set to either 0 or -1, depending on the data type).
Certain data pertaining to the Pokémon that is stored in a special and encrypted format.
The Pokémon's status condition is stored as follows:
The three sleep bits are used to indicate turns of sleep. So 1112 = 7 turns of sleep, 1012 = 5 turns, et cetera.
| This section is incomplete.|
Please feel free to edit this section to add missing information and complete it.
Reason: Are the addresses below only for US games? Also, is the mentioned "general region" of box data correct?.
A Trainer's party starts at the following addresses in the GBA's RAM.
An opponent's party, or a wild Pokémon, starts at the following addresses.
The 600 bytes following these addresses describe a whole team of 6 Pokémon.
The full 100-byte structure for a Pokémon is only used to describe Pokémon being held in the player's party. When Pokémon are stored in the PC, their data is recorded using only the first 80 bytes of this structure, stopping after the data field. The last 20 bytes (excepting status condition) can all be recalculated from data in the data substructure when a Pokémon is withdrawn (level being derived from experience). This also explains why Pokémon suffering a status condition are "cured" when put in the PC.
This means there are also 33,600 bytes (80 bytes * 30 per Box * 14 Boxes) elsewhere in the GBA's RAM describing Pokémon in the PC. When the GBA's saved state (including memory contents) is unzipped into a 740,000+ byte file and viewed, the 14 Boxes of 420 Pokémon are stored in the general region of $038000 and $040000. In the US version of Pokémon Emerald, box data is between 0x02FE9888 and 0x02FF1BC8, non-inclusive. The first 6 80-byte structures make up, from left to right, the first row of Pokémon in box 1. The next Pokémon gets placed on the next row. After 5 rows (30 80-byte structures), the next Pokémon is placed in box 2, and so on.
|This data structure article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.|