Talk:Pokémon data structure (Generation III): Difference between revisions

→‎Trainer ID: new section
mNo edit summary
(→‎Trainer ID: new section)
(One intermediate revision by one other user not shown)
Line 485: Line 485:
[[User:Mew151|<span style="color: #0e0151">Mew151</span>]] 16:50, 6 August 2009 (UTC)
[[User:Mew151|<span style="color: #0e0151">Mew151</span>]] 16:50, 6 August 2009 (UTC)
: The data you seek is right before your own party's data. All six slots. Wild encounters, trainer battles, trades, it all happens there. --[[User:Kyoufu Kawa|Kyoufu Kawa]] 19:51, 6 August 2009 (UTC)
: The data you seek is right before your own party's data. All six slots. Wild encounters, trainer battles, trades, it all happens there. --[[User:Kyoufu Kawa|Kyoufu Kawa]] 19:51, 6 August 2009 (UTC)
== Corrupted markings ==
I noticed something interesting in Werster's glitch hunting streams. Some of his bad eggs in the PC end up with a corrupted graphic in place of the circle/square/triangle/heart icons.
Since each icon corresponds to the state of one bit in the Pokemon data, it doesn't really make sense that there can be a state which displays corrupted icons. But perhaps the game is doing something strange with those extra bits nearby. Maybe it expects them to always be zero and fails to calculate which icon graphic to show if they're not. Or maybe some of those bits are an unused feature that would show some alternate graphic here, but the graphic is deleted? [[User:HyperHacker|⬡]] ([[User talk:HyperHacker|talk]]) 22:08, 13 May 2014 (UTC)
== Trainer ID ==
What order is this stored in - visible ID then secret ID, or the other way around? [[User:Seafarer|Seafarer]] ([[User talk:Seafarer|talk]]) 07:30, 23 September 2015 (UTC)
91

edits