Pokémon Evolution data structure (Generation III)
Data on the Evolution of Pokémon is stored as a series of 6-byte structures in Generation III. These structures must be aligned on a 4-byte boundary, and each Pokémon species has 5 such entries, for a total of 40 bytes per species.
In all Generation III games, Evolution data is situated between the Pokémon move list data pool and the actual Pokémon move list index; see Move list data structures in Generation III for a list of locations.
Pokémon Evolution data structure
Each species has 5 substructures, as Eevee has 5 Evolution options in this generation. The overall structure is laid out as follows:
Offset | Size | Type | Notes |
---|---|---|---|
0x00 | 8 | Substructure | First Substructure |
0x08 | 8 | Substructure | Second Substructure |
0x10 | 8 | Substructure | Third Substructure |
0x18 | 8 | Substructure | Fourth Substructure |
0x20 | 8 | Substructure | Fifth Substructure |
Pokémon Evolution Data Substructure
The 6-byte substructure is organized as follows:
Offset | Size | Type | Notes |
---|---|---|---|
0x00 | 2 | uint16_t | Method of Evolution - How this Pokémon will evolve. This can be one of the following values:
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0x02 | 2 | uint16_t | Parameter - The meaning of this is dependent on the method of Evolution - the item, the level, etc. Not used and zeroed out where applicable. Note that the parameter is used for the beauty threshold, but is not used for the friendship threshold (which is always 220). |
0x04 | 2 | uint16_t | Target Pokémon - The Pokémon which this Pokémon will evolve to. See List of Pokémon by index number in Generation III for a list of values. |
0x06 | 2 | uint16_t | Padding due to alignment. Zeroed out. |
All unused entries will be entirely zeroed-out.
Fingerprint
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See also
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This data structure article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games. |