User:Lagnic/Contest move data structure (Generation VI)
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The Contest move data structure is an 8-byte structure that determines a move's effects when used in the Generation VI Pokémon Contest Spectaculars. All multiple-byte numbers are stored in little-endian order.
Structure
Offset | Size (bytes) |
Type | Description |
---|---|---|---|
0 | 2 | Integer | Move Index (1-621) |
2 | 1 | Integer | Effect index (0-35) |
3 | 1 | Integer | Contest category |
4 | 1 | Integer | Appeal |
5 | 1 | Integer | Jam |
6 | 1 | Integer | Unknown flag |
7 | 1 | Integer | Constant (FF) |
Notes
Contest category
Indicates the type of Contest this move is most effective in.
00 | Cool |
01 | Beauty |
02 | Cute |
03 | Smart |
04 | Tough |
Appeal and Jam
To convert to the hearts seen in-game, divide the values of appeal and jam by 10.
Unknown flag
1 for 28 moves (Circle Throw, Covet, Dream Eater, Entrainment, Fissure, Flatter, Flying Press, Hold Hands, Hypnosis, Pain Split, Play Nice, Roar, Seismic Toss, Sky Drop, Smack Down, Storm Throw, Swagger, Taunt, Telekinesis, Thief, Tickle, Topsy-Turvy, Torment, Transform, Vital Throw, Wake-Up Slap, Whirlwind, Yawn), 0 for all other moves.
Data Location
Contest data is found in a/2/4/2 which unpacks into 11 binary files:
00 | Contest move list (621 × 8 bytes) |
01 | Contest move effects (36 × 4 bytes) |
02 | Contest combinations (621 × 2 bytes + 1620 bytes) |
03 | Contestant data (69 × 36 bytes) |
04 | ??? (67 × 4 bytes) |
05 | ??? (36 bytes) |
06 | ??? (180 bytes) |
07 | ??? (204 bytes) |
08 | ??? (312 bytes) |
09 | ??? (732 bytes) |
10 | ??? (720 bytes) |
Fingerprint
01 00 00 04 28 00 00 FF // Pound 02 00 00 04 28 00 00 FF // Karate Chop 03 00 15 02 0A 00 00 FF // Double Slap 04 00 15 04 0A 00 00 FF // Comet Punch ... 6D 02 21 04 1E 00 00 FF // Hyperspace Fury
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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. |