User:SnorlaxMonster/Wonder Card data structure (Generation VI)
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Offset | Pokémon | Item |
---|---|---|
0x00-0x01 | WC ID | WC ID |
0x02-0x4B | Event title | Event title |
0x4C-0x4F | Date received (YYYYMMDD) | Date received (YYYYMMDD) |
0x50 | WC text type | WC text type |
0x51 | Card type (0x00 for Pokémon) | Card type (0x01 for item) |
0x52 | Usage status | null |
0x53-0x65 | null | null |
0x66-0x67 | always 0xFF | always 0xFF |
0x68-0x69 | OT ID | Item |
0x6A-0x6B | Secret ID | null |
0x6C | Game of origin (0x00 for receiving game) | null |
0x6D-0x6F | null | null |
0x70-0x71 | null | Quantity |
0x72-0x73 | null | null |
0x74-0x75 | Ribbon (bitlist) | null |
0x76 | Poké Ball | always 0xFF |
0x77 | null | null |
0x78-0x79 | Item | null |
0x7A-0x7B | Move 1 | null |
0x7C-0x7D | Move 2 | null |
0x7E-0x7F | Move 3 | null |
0x80-0x81 | Move 4 | null |
0x82-0x83 | Pokémon | null |
0x84 | Form | null |
0x85 | Language of origin (0x00 for receiving game) | null |
0x86-0x9F | Nickname (all 0x00 for none) | null |
0xA0 | Nature (0xFF for random) | null |
0xA1 | Gender (0x00 ♂, 0x01 ♀, 0x02 random) | null |
0xA2 | Ability (see below) | null |
0xA3 | PID method (see below) | null |
0xA4-0xA5 | Egg met location | null |
0xA6-0xA7 | Met location | null |
0xA8 | Met Level | null |
0xA9-0xAD | Contest stats | null |
0xAE | Sheen | null |
0xAF-0xB4 | forced IVs (0xFF unset, 0xFE priority) | null |
0xB5 | #31 IVs to force | null |
0xB6-0xCF | OT (all 0x00 if unset) | null |
0xD0 | Level (0x00 random) | null |
0xD1 | Egg flag (0x00 not Egg, 0x01 is Egg) | null |
0xD2-0xD3 | null | null |
0xD4-0xD7 | PID (0xEE6B2802 for Pokémon with non-fixed PID) | null |
0xD8-0xD9 | Egg move 1 | null |
0xDA-0xDB | Egg move 2 | null |
0xDC-0xDD | Egg move 3 | null |
0xDE-0xDF | Egg move 4 | null |
Note that some slots identified as always null (0x00) or always 0xFF may have some use that has not yet been determined.
Usage status
Usage refers to the number of times the particular Wonder Card can be obtained, and whether the gift has already been picked up. A gift can only be collected once for each time the Wonder Card is obtained.
Hex | Meaning |
---|---|
0x00 | Item WC |
0x01 | Unused Pokémon WC (single use) |
0x02 | Pokémon WC (reusable) |
0x03 | Used Pokémon WC (single use) |
Ribbons
Ribbons are stored as a two-byte bitlist across 0x74 and 0x75.
Bit# | Hex | Ribbon |
---|---|---|
01 | 0x0001 | Battle Champ |
02 | 0x0002 | Regional Champ |
03 | 0x0004 | National Champ |
04 | 0x0008 | Country |
05 | 0x0010 | National |
06 | 0x0020 | Earth |
07 | 0x0040 | World |
08 | 0x0080 | Event |
09 | 0x0100 | World Champ |
10 | 0x0200 | Birthday |
11 | 0x0400 | Special |
12 | 0x0800 | Souvenir |
13 | 0x1000 | Wishing |
14 | 0x2000 | Classic |
15 | 0x4000 | Premier |
16 | 0x8000 | Empty |
Ability
Ability value determines which Abilities are possible. If multiple are possible, a random one is selected.
Hex | Standard 1 | Standard 2 | Hidden |
---|---|---|---|
0x00 | ✓ | × | × |
0x01 | × | ✓ | × |
0x02 | × | × | ✓ |
0x03 | ✓ | ✓ | × |
0x04 | ✓ | ✓ | ✓ |
Poké Balls
This is actually the standard method for storing Poké Balls for Pokémon that has been used since Gen V, but it isn't listed anywhere else on Bulbapedia so I'm including it here.
Dec | Hex | Ball |
---|---|---|
001 | 0x01 | Master Ball |
002 | 0x02 | Ultra Ball |
003 | 0x03 | Great Ball |
004 | 0x04 | Poké Ball |
005 | 0x05 | Safari Ball |
006 | 0x06 | Net Ball |
007 | 0x07 | Dive Ball |
008 | 0x08 | Nest Ball |
009 | 0x09 | Repeat Ball |
010 | 0x0A | Timer Ball |
011 | 0x0B | Luxury Ball |
012 | 0x0C | Premier Ball |
013 | 0x0D | Dusk Ball |
014 | 0x0E | Heal Ball |
015 | 0x0F | Quick Ball |
016 | 0x10 | Cherish Ball |
017 | 0x11 | Fast Ball |
018 | 0x12 | Level Ball |
019 | 0x13 | Lure Ball |
020 | 0x14 | Heavy Ball |
021 | 0x15 | Love Ball |
022 | 0x16 | Friend Ball |
023 | 0x17 | Moon Ball |
024 | 0x18 | Sport Ball |
025 | 0x19 | Dream Ball |
Personality value
0xA3 specifies how the Pokémon's personality value is determined.
Dec | Hex | Method |
---|---|---|
000 | 0x00 | Use 0xD4-0xD7 |
001 | 0x01 | Random (possible Shiny) |
002 | 0x02 | Random (always Shiny) |
003 | 0x03 | Random (never Shiny) |