HeartGold & SoulSilver
File Formats
Pokemon Data Formats
Personal Files
Learnset Files
Evolution Files
Growth Table Files
Baby Form Table File
Move Tutor Table File
Move Tutor Table
Encounter Formats
Field Encounters
Headbutt Encounters
Safari Zone Encounters
Mapping Formats
Map Files
Terrain Files
Appendix
Pokemon IDs
Item IDs
Move IDs
Ability IDs
Type IDs
Egg Group IDs
Evolution Method IDs
Pokedex Color IDs
Growth Table IDsbr /> Move Tutor Reference


Pokemon Data Formats
Personal Files
Learnset Files
Evolution Files
Growth Table Files
Baby Form Table File
Move Tutor Table File
Move Tutor Table
Back To Top ▲

Personal Files Back To Pokemon ▲
- files located at /a/0/0/2
- file contains 4 sections
#1 Section - General Data
- section is 10 bytes
Offset Length Name Description
0x0 0x1 Base HP
0x1 0x1 Base Attack
0x2 0x1 Base Defense
0x3 0x1 Base Speed
0x4 0x1 Base Special Attack
0x5 0x1 Base Special Defense
0x6 0x1 Type 1
0x7 0x1 Type 2 If monotype, this will be the same as Type 1.
0x8 0x1 Catch Rate
0x9 0x1 Base Experience The base amount of experience gained by defeating this Pokemon.
#2 Section - Effort Values
- section is 2 bytes
Offset Length Name Description
0 2 Bits HP
2 2 Bits Speed
4 2 Bits Attack
6 2 Bits Defense
8 2 Bits Special Attack
10 2 bits Special Defense
12 4 Bits Padding
#3 Section - General Data (Continued)
- section is 14 bytes
Offset Length Name Description
0x0 0x2 Held Item (50%) Uncommon held item for wild encounters.
0x2 0x2 Held Item (5%) Rare held item for wild encounters.
0x4 0x1 Gender Ratio Out of 255, this is the approximate number of females you'd encounter
0x5 0x1 Hatch Multiplier This number multiplied by 256 gives you the base number of steps required to hatch an egg.
0x6 0x1 Base Happiness
0x7 0x1 Experience Rate One of six values with preset growth rates.
0x8 0x1 Egg Group 1
0x9 0x1 Egg Group 2 If no second egg group, this will be the same as Egg Group 1.
0xA 0x1 Ability 1
0xB 0x1 Ability 2 Left blank if there's no second ability.
0xC 0x1 Run Chance Used strictly for Safari Zone encounters.
0xD 0x1 Color This is for Pokedex colors.
#4 Section - TM's List
- This section is 128 bits.
- The first 92 bits refer to TMs, the next 8 to HMs, and the last 28 are padding.
- If the bit is 1, that TM can be learned by this Pokemon. If it is 0, it cannot.

Learnset Files Back To Pokemon ▲
- files located at /a/0/3/3
- file contains 2 sections
#1 Section - Learnset
- section is 2 bytes for every Move in the Pokemon's learnset
- possible limit of 40 bytes, or 20 moves
Offset Length Name Description
0 9 Bits Move ID
9 7 Bits Level Learned
#2 Section - File End
- section is 4 bytes
Offset Length Name Description
0x0 0x2 Delimiter Tells the game where to stop reading. Always 0xFFFF.
0x2 0x2 Padding

Evolution Files Back To Pokemon ▲
- files located at /a/0/3/4
- file contains 2 sections
#1 Section - Evolutions
- section is 6 bytes for every evolution method
- possible limit of 7 evolutions, or 42 bytes
- possible that all 42 bytes are required, and 0x0 if unused
Offset Length Name Description
0x0 0x1 Evolution Method One of 26 evolutions methods.
0x1 0x1 Padding
0x2 0x2 Requirement Number This is the level required or the index of the Pokemon, item, etc. required for the evolution method. 0x0 if not needed.
0x1 0x1 Evolved ID This is the index mumber of the Pokemon to evolve into.
#2 Section - File End
Offset Length Name Description
0x0 0x2 Padding

Growth Table Files Back To Pokemon ▲
- files located at /a/0/0/3
- file contains 1 section
#1 Section - Growth Table
- section is 4 bytes for each level, starting with Level 0
- total size is 404 bytes
Offset Length Name Description
0x0 0x4 Experience Requirement Experience required to reach this level.

Baby Form Table File Back To Pokemon ▲
- files located at /a/poketool/personal/pms.narc
- file contains 1 section - special babies are defined in code in the overlays
#1 Section - Baby Form Table
- section is 2 bytes for each Pokemon, including alternate forms
- total size is 1016
- starts with index 0, making Bulbasaur the second short
Offset Length Name Description
0x0 0x2 Baby Index Number This is the index number of the default baby produced from breeding.

Move Tutor Table File Back To Pokemon ▲
- files located at /fielddata/wazaoshie/waza_oshie.bin
- file contains 1 section - does not include Dragon or starter tutors
#1 Section - Move Tutor Table
- section is 8 bytes for each Pokemon, including alternate forms
- total size is 4040
- starts with index 1, making Bulbasaur the first entry
Offset Length Name Description
0x0 0x1 Moves 1-8 (Bitfield) This bitfield is for moves 1-8, moving from least to most significant.
0x1 0x1 Moves 9-16 (Bitfield) This bitfield is for moves 9-16.
0x2 0x1 Moves 17-24 (Bitfield) This bitfield is for moves 17-24.
0x3 0x1 Moves 25-32 (Bitfield) This bitfield is for moves 25-32.
0x4 0x1 Moves 33-40 (Bitfield) This bitfield is for moves 33-40.
0x5 0x1 Moves 41-48 (Bitfield) This bitfield is for moves 41-48.
0x6 0x1 Moves 49-52 (Bitfield) This bitfield is for moves 49-52, with 4 bits of padding.

Move Tutor Table File Back To Pokemon ▲
- table is in Overlay 001 at 0x23AE0
- does not include Dragon or starter tutors - full table reference in the Appendix
#1 Section - Move Tutor Table
- section is 4 bytes for each entry, with 52 entries
- total size is 208
- changing the values is possible, expanding the table is currently not known
Offset Length Name Description
0x0 0x2 Move ID This is the ID number for the entry.
0x2 0x1 BP Cost This is the BP Cost for the entry, 0 if unapplicable.
0x3 0x1 Tutor ID This is the ID of the tutor for the entry.


Encounter Formats
Field Encounters
Headbutt Encounters
Safari Zone Encounters
Back To Top ▲

Field Encounters Back To Encounters ▲
- located at /a/0/3/7 for HeartGold and /a/1/3/6 for SoulSilver
- contains 12 sections
#1 Section - Encounter Rates
Offset Length Name Description
0x0 0x1 Field Rate Encounter rate in tall grass or walking.
0x1 0x1 Surfing Rate Encounter rate while surfing.
0x2 0x1 Rock Smash Rate Encounter rate when using Rock Smash.
0x3 0x1 Old Rod Rate Encounter rate when using the Rod.
0x4 0x1 Good Rod Rate Encounter rate when using the Good Rod.
0x5 0x1 Super Rod Rate Encounter rate when using the Super Rod.
0x6 0x2 Padding Color
#2 Section - Field Encounter Levels
0x0 0x1 Slot 1 Level Level of the Pokemon encountered in Slot 1.
0x1 0x1 Slot 2 Level
0x2 0x1 Slot 3 Level
0x3 0x1 Slot 4 Level
0x4 0x1 Slot 5 Level
0x5 0x1 Slot 6 Level
0x6 0x1 Slot 7 Level
0x7 0x1 Slot 8 Level
0x8 0x1 Slot 9 Level
0x9 0x1 Slot 10 Level
0xA 0x1 Slot 11 Level
0xB 0x1 Slot 12 Level
#3 Section - Field Encounter Pokemon (Morning)
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x2 Slot 2 Pokemon
0x4 0x2 Slot 3 Pokemon
0x6 0x2 Slot 4 Pokemon
0x8 0x2 Slot 5 Pokemon
0xA 0x2 Slot 6 Pokemon
0xC 0x2 Slot 7 Pokemon
0xE 0x2 Slot 8 Pokemon
0x10 0x2 Slot 9 Pokemon
0x12 0x2 Slot 10 Pokemon
0x14 0x2 Slot 11 Pokemon
0x16 0x2 Slot 12 Pokemon
#4 Section - Field Encounter Pokemon (Daytime)
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x2 Slot 2 Pokemon
0x4 0x2 Slot 3 Pokemon
0x6 0x2 Slot 4 Pokemon
0x8 0x2 Slot 5 Pokemon
0xA 0x2 Slot 6 Pokemon
0xC 0x2 Slot 7 Pokemon
0xE 0x2 Slot 8 Pokemon
0x10 0x2 Slot 9 Pokemon
0x12 0x2 Slot 10 Pokemon
0x14 0x2 Slot 11 Pokemon
0x16 0x2 Slot 12 Pokemon
#5 Section - Field Encounter Pokemon (Evening)
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x2 Slot 2 Pokemon
0x4 0x2 Slot 3 Pokemon
0x6 0x2 Slot 4 Pokemon
0x8 0x2 Slot 5 Pokemon
0xA 0x2 Slot 6 Pokemon
0xC 0x2 Slot 7 Pokemon
0xE 0x2 Slot 8 Pokemon
0x10 0x2 Slot 9 Pokemon
0x12 0x2 Slot 10 Pokemon
0x14 0x2 Slot 11 Pokemon
0x16 0x2 Slot 12 Pokemon
#6 Section - Hoenn/Sinnoh Noise Encounters
Offset Length Name Description
0x0 0x2 Hoenn Slot 1 Hoenn Slot 1 Pokemon index number. (Little Endian)
0x2 0x2 Hoenn Slot 2
0x4 0x2 Sinnoh Slot 1 Sinnoh Slot 1 Pokemon index number. (Little Endian)
0x6 0x2 Sinnoh Slot 2
#7 Section - Surfing Encounters
Offset Length Name Description
0x0 0x1 Minimum Level Slot 1 Minimum level of Pokemon in Slot 1.
0x1 0x1 Maximum Level Slot 1 Maximum level of Pokemon in Slot 1.
0x2 0x2 Pokemon Slot 1 Slot 1 Pokemon index number. (Little Endian)
0x4 0x1 Minimum Level Slot 2
0x5 0x1 Maximum Level Slot 2
0x6 0x2 Pokemon Slot 2
0x8 0x1 Minimum Level Slot 3
0x9 0x1 Maximum Level Slot 3
0xA 0x2 Pokemon Slot 3
0xC 0x1 Minimum Level Slot 4
0xD 0x1 Maximum Level Slot 4
0xE 0x2 Pokemon Slot 4
0x10 0x1 Minimum Level Slot 5
0x11 0x1 Maximum Level Slot 5
0x12 0x2 Pokemon Slot 5
#8 Section - Rock Smash Encounters
Offset Length Name Description
0x0 0x2 Pokemon Slot 1 Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Minimum Level Slot 1 Minimum level of Pokemon in Slot 1.
0x3 0x1 Maximum Level Slot 1 Maximum level of Pokemon in Slot 1.
0x4 0x2 Pokemon Slot 2
0x6 0x1 Minimum Level Slot 2
0x7 0x1 Maximum Level Slot 2
#9 Section - Old Rod Encounters
Offset Length Name Description
0x0 0x1 Minimum Level Slot 1 Minimum level of Pokemon in Slot 1.
0x1 0x1 Maximum Level Slot 1 Maximum level of Pokemon in Slot 1.
0x2 0x2 Pokemon Slot 1 Slot 1 Pokemon index number. (Little Endian)
0x4 0x1 Minimum Level Slot 2
0x5 0x1 Maximum Level Slot 2
0x6 0x2 Pokemon Slot 2
0x8 0x1 Minimum Level Slot 3
0x9 0x1 Maximum Level Slot 3
0xA 0x2 Pokemon Slot 3
0xC 0x1 Minimum Level Slot 4
0xD 0x1 Maximum Level Slot 4
0xE 0x2 Pokemon Slot 4
0x10 0x1 Minimum Level Slot 5
0x11 0x1 Maximum Level Slot 5
0x12 0x2 Pokemon Slot 5
#10 Section - Good Rod Encounters
Offset Length Name Description
0x0 0x1 Minimum Level Slot 1 Minimum level of Pokemon in Slot 1.
0x1 0x1 Maximum Level Slot 1 Maximum level of Pokemon in Slot 1.
0x2 0x2 Pokemon Slot 1 Slot 1 Pokemon index number. (Little Endian)
0x4 0x1 Minimum Level Slot 2
0x5 0x1 Maximum Level Slot 2
0x6 0x2 Pokemon Slot 2
0x8 0x1 Minimum Level Slot 3
0x9 0x1 Maximum Level Slot 3
0xA 0x2 Pokemon Slot 3
0xC 0x1 Minimum Level Slot 4
0xD 0x1 Maximum Level Slot 4
0xE 0x2 Pokemon Slot 4
0x10 0x1 Minimum Level Slot 5
0x11 0x1 Maximum Level Slot 5
0x12 0x2 Pokemon Slot 5
#11 Section - Super Rod Encounters
Offset Length Name Description
0x0 0x1 Minimum Level Slot 1 Minimum level of Pokemon in Slot 1.
0x1 0x1 Maximum Level Slot 1 Maximum level of Pokemon in Slot 1.
0x2 0x2 Pokemon Slot 1 Slot 1 Pokemon index number. (Little Endian)
0x4 0x1 Minimum Level Slot 2
0x5 0x1 Maximum Level Slot 2
0x6 0x2 Pokemon Slot 2
0x8 0x1 Minimum Level Slot 3
0x9 0x1 Maximum Level Slot 3
0xA 0x2 Pokemon Slot 3
0xC 0x1 Minimum Level Slot 4
0xD 0x1 Maximum Level Slot 4
0xE 0x2 Pokemon Slot 4
0x10 0x1 Minimum Level Slot 5
0x11 0x1 Maximum Level Slot 5
0x12 0x2 Pokemon Slot 5
#12 Section - Swarm Encounters
Offset Length Name Description
0x0 0x2 Field Swarm Field Swarm Pokemon index number. (Little Endian)
0x2 0x2 Surfing Swarm Surfing Swarm Pokemon index number. (Little Endian)
0x4 0x2 Good Rod Swarm Good Rod Swarm Pokemon index number. (Little Endian)
0x6 0x2 Super Rod Swarm Super Rod Swarm Pokemon index number. (Little Endian)

Headbutt Encounters Back To Encounters ▲
- located at /a/2/5/3 for HeartGold and /a/2/5/2 for SoulSilver
- contains 5 sections
#1 Section - Tree Allocation
Offset Length Name Description
0x0 0x1 Headbutt Trees Number of trees defined in section #4.
0x1 0x1 Padding
0x2 0x1 Special Trees Number of trees defined in section #5.
0x3 0x1 Padding
#2 Section - Normal Headbutt Encounters
Offset Length Name Description
0x0 0x2 Pokemon Slot 1 Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Minimum Level Slot 1 Minimum level of Pokemon in Slot 1.
0x3 0x1 Maximum Level Slot 1 Maximum level of Pokemon in Slot 1.
0x4 0x2 Pokemon Slot 2
0x6 0x1 Minimum Level Slot 2
0x7 0x1 Maximum Level Slot 2
0x8 0x2 Pokemon Slot 3
0xA 0x1 Minimum Level Slot 3
0xB 0x1 Maximum Level Slot 3
0xC 0x2 Pokemon Slot 4
0xE 0x1 Minimum Level Slot 4
0xF 0x1 Maximum Level Slot 4
0x10 0x2 Pokemon Slot 5
0x12 0x1 Minimum Level Slot 5
0x13 0x1 Maximum Level Slot 5
0x14 0x2 Pokemon Slot 6
0x16 0x1 Minimum Level Slot 6
0x17 0x1 Maximum Level Slot 6
0x18 0x2 Pokemon Slot 7
0x1A 0x1 Minimum Level Slot 7
0x1B 0x1 Maximum Level Slot 7
0x1C 0x2 Pokemon Slot 8
0x1E 0x1 Minimum Level Slot 8
0x1F 0x1 Maximum Level Slot 8
0x20 0x2 Pokemon Slot 9
0x22 0x1 Minimum Level Slot 9
0x23 0x1 Maximum Level Slot 9
0x24 0x2 Pokemon Slot 10
0x26 0x1 Minimum Level Slot 10
0x27 0x1 Maximum Level Slot 10
0x28 0x2 Pokemon Slot 11
0x2A 0x1 Minimum Level Slot 11
0x2B 0x1 Maximum Level Slot 11
0x2C 0x2 Pokemon Slot 12
0x2E 0x1 Minimum Level Slot 12
0x2F 0x1 Maximum Level Slot 12
#3 Section - Special Headbutt Encounters
Offset Length Name Description
0x0 0x2 Pokemon Slot 1 Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Minimum Level Slot 1 Minimum level of Pokemon in Slot 1.
0x3 0x1 Maximum Level Slot 1 Maximum level of Pokemon in Slot 1.
0x4 0x2 Pokemon Slot 2
0x6 0x1 Minimum Level Slot 2
0x7 0x1 Maximum Level Slot 2
0x8 0x2 Pokemon Slot 3
0xA 0x1 Minimum Level Slot 3
0xB 0x1 Maximum Level Slot 3
0xC 0x2 Pokemon Slot 4
0xE 0x1 Minimum Level Slot 4
0xF 0x1 Maximum Level Slot 4
0x10 0x2 Pokemon Slot 5
0x12 0x1 Minimum Level Slot 5
0x13 0x1 Maximum Level Slot 5
0x14 0x2 Pokemon Slot 6
0x16 0x1 Minimum Level Slot 6
0x17 0x1 Maximum Level Slot 6
#4 Section - Normal Tree Definitions
- section is repeated (x-1) times
- x is equal to Headbutt Trees in Section #1
- each repetition represents a singular "tree"
- each section is six sets of coordinates
- unused coordinates are always 0xFFFFFFFF
Offset Length Name Description
0x0 0x2 X1 Coordinate X map coordinate of first tile in the "tree". (Little Endian)
0x2 0x2 Y1 Coordinate Y map coordinate of first tile in the "tree". (Little Endian)
0x4 0x2 X2 Coordinate
0x6 0x2 Y2 Coordinate
0x8 0x2 X3 Coordinate
0xA 0x2 Y3 Coordinate
0xC 0x2 X4 Coordinate
0xE 0x2 Y4 Coordinate
0x10 0x2 X5 Coordinate
0x12 0x2 Y5 Coordinate
0x14 0x2 X6 Coordinate
0x16 0x2 Y6 Coordinate
#5 Section - Special Tree Definitions
- section is repeated (x-1) times
- x is equal to Special Trees in Section #1
- follows same rules as Section #4
Offset Length Name Description
0x0 0x2 X1 Coordinate X map coordinate of first tile in the "tree". (Little Endian)
0x2 0x2 Y1 Coordinate Y map coordinate of first tile in the "tree". (Little Endian)
0x4 0x2 X2 Coordinate
0x6 0x2 Y2 Coordinate
0x8 0x2 X3 Coordinate
0xA 0x2 Y3 Coordinate
0xC 0x2 X4 Coordinate
0xE 0x2 Y4 Coordinate
0x10 0x2 X5 Coordinate
0x12 0x2 Y5 Coordinate
0x14 0x2 X6 Coordinate
0x16 0x2 Y6 Coordinate

Safari Zone Encounters Back To Encounters ▲
- located at /a/2/3/0
- contains 16 sections
Safari Zone Encounters
- located at /a/2/3/0
- contains 16 sections
#1 Section - Object Arrangement Allocation
Offset Length Name Description
0x0 0x1 Tall Grass Encounters The number of tall grass encounter slots for Object Arrangement.
0x1 0x1 Surfing Encounters The number of surfing encounter slots for Object Arrangement.
0x2 0x1 Old Rod Encounters The number of Old Rod encounter slots for Object Arrangement.
0x3 0x1 Good Rod Encounters The number of Good Rod encounter slots for Object Arrangement.
0x4 0x1 Super Rod Encounters The number of Super Rod encounter slots for Object Arrangement.
0x5 0x3 Padding Always 0x0
#2 Section - Tall Grass Encounters
- section contains 3 sub-sections for time-of-day encounters
- each 4 bytes represents a slot, with 10 slots per time of day
Offset Length Name Description
Morning
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1.
0x3 0x1 Padding Color
0x4 0x2 Slot 2 Pokemon
0x6 0x1 Slot 2 Level
0x7 0x1 Padding
0x8 0x2 Slot 3 Pokemon
0xA 0x1 Slot 3 Level
0xB 0x1 Padding
0xC 0x2 Slot 4 Pokemon
0xE 0x1 Slot 4 Level
0xF 0x1 Padding
0x10 0x2 Slot 5 Pokemon
0x12 0x1 Slot 5 Level
0x13 0x1 Padding
0x14 0x2 Slot 6 Pokemon
0x16 0x1 Slot 6 Level
0x17 0x1 Padding
0x18 0x2 Slot 7 Pokemon
0x1A 0x1 Slot 7 Level
0x1B 0x1 Padding
0x1C 0x2 Slot 8 Pokemon
0x1E 0x1 Slot 8 Level
0x1F 0x1 Padding
0x20 0x2 Slot 9 Pokemon
0x22 0x1 Slot 9 Level
0x23 0x1 Padding
0x24 0x2 Slot 10 Pokemon
0x26 0x1 Slot 10 Level
0x27 0x1 Padding
Daytime
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1.
0x3 0x1 Padding Color
0x4 0x2 Slot 2 Pokemon
0x6 0x1 Slot 2 Level
0x7 0x1 Padding
0x8 0x2 Slot 3 Pokemon
0xA 0x1 Slot 3 Level
0xB 0x1 Padding
0xC 0x2 Slot 4 Pokemon
0xE 0x1 Slot 4 Level
0xF 0x1 Padding
0x10 0x2 Slot 5 Pokemon
0x12 0x1 Slot 5 Level
0x13 0x1 Padding
0x14 0x2 Slot 6 Pokemon
0x16 0x1 Slot 6 Level
0x17 0x1 Padding
0x18 0x2 Slot 7 Pokemon
0x1A 0x1 Slot 7 Level
0x1B 0x1 Padding
0x1C 0x2 Slot 8 Pokemon
0x1E 0x1 Slot 8 Level
0x1F 0x1 Padding
0x20 0x2 Slot 9 Pokemon
0x22 0x1 Slot 9 Level
0x23 0x1 Padding
0x24 0x2 Slot 10 Pokemon
0x26 0x1 Slot 10 Level
0x27 0x1 Padding
Evening
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1.
0x3 0x1 Padding Color
0x4 0x2 Slot 2 Pokemon
0x6 0x1 Slot 2 Level
0x7 0x1 Padding
0x8 0x2 Slot 3 Pokemon
0xA 0x1 Slot 3 Level
0xB 0x1 Padding
0xC 0x2 Slot 4 Pokemon
0xE 0x1 Slot 4 Level
0xF 0x1 Padding
0x10 0x2 Slot 5 Pokemon
0x12 0x1 Slot 5 Level
0x13 0x1 Padding
0x14 0x2 Slot 6 Pokemon
0x16 0x1 Slot 6 Level
0x17 0x1 Padding
0x18 0x2 Slot 7 Pokemon
0x1A 0x1 Slot 7 Level
0x1B 0x1 Padding
0x1C 0x2 Slot 8 Pokemon
0x1E 0x1 Slot 8 Level
0x1F 0x1 Padding
0x20 0x2 Slot 9 Pokemon
0x22 0x1 Slot 9 Level
0x23 0x1 Padding
0x24 0x2 Slot 10 Pokemon
0x26 0x1 Slot 10 Level
0x27 0x1 Padding
#3 Section - Tall Grass Encounters (Object Arrangement)
- section is equal to 4 bytes, multiplied by Tall Grass Encounters in Section #1, multiplied by 3
- section contains 3 sub-sections for time-of-day encoutners
- each 4 bytes represents a slot, with (x) slots per time of day, x being Tall Grass Encounters in Section #1
Offset Length Name Description
Morning
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1.
0x3 0x1 Padding Color
Daytime
0x0 0x2 Slot 1 Pokemon
0x2 0x1 Slot 1 Level
0x3 0x1 Padding
Evening
0x0 0x2 Slot 1 Pokemon
0x2 0x1 Slot 1 Level
0x3 0x1 Padding
#4 Section - Object Arrangement Requirements (Tall Grass)
- section is equal to 1/3 the length of Section #3
- or 4 bytes multiplied by Tall Grass Encounters in Section #1
- each 4 bytes represents a slot, corresponding to the equivalent slot in Section #3 for each time of day
Offset Length Name Description
0x0 0x1 First Object Type First Object Type requirement. Valid vaules: 0x1 Plains, 0x2 Forest, 0x3 Peak, 0x4 Waterside.
0x1 0x1 First Object Quantity The number of objects of the first type required.
0x2 0x1 Second Object Type This is for an optional second type requirement. Additional valid value: 0x0 No Requirement.
0x3 0x1 Second Object Quantity
#2 Section - Tall Grass Encounters
- section contains 3 sub-sections for time-of-day encounters
- each 4 bytes represents a slot, with 10 slots per time of day
Offset Length Name Description
Morning
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1.
0x3 0x1 Padding Color
0x4 0x2 Slot 2 Pokemon
0x6 0x1 Slot 2 Level
0x7 0x1 Padding
0x8 0x2 Slot 3 Pokemon
0xA 0x1 Slot 3 Level
0xB 0x1 Padding
0xC 0x2 Slot 4 Pokemon
0xE 0x1 Slot 4 Level
0xF 0x1 Padding
0x10 0x2 Slot 5 Pokemon
0x12 0x1 Slot 5 Level
0x13 0x1 Padding
0x14 0x2 Slot 6 Pokemon
0x16 0x1 Slot 6 Level
0x17 0x1 Padding
0x18 0x2 Slot 7 Pokemon
0x1A 0x1 Slot 7 Level
0x1B 0x1 Padding
0x1C 0x2 Slot 8 Pokemon
0x1E 0x1 Slot 8 Level
0x1F 0x1 Padding
0x20 0x2 Slot 9 Pokemon
0x22 0x1 Slot 9 Level
0x23 0x1 Padding
0x24 0x2 Slot 10 Pokemon
0x26 0x1 Slot 10 Level
0x27 0x1 Padding
Daytime
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1.
0x3 0x1 Padding Color
0x4 0x2 Slot 2 Pokemon
0x6 0x1 Slot 2 Level
0x7 0x1 Padding
0x8 0x2 Slot 3 Pokemon
0xA 0x1 Slot 3 Level
0xB 0x1 Padding
0xC 0x2 Slot 4 Pokemon
0xE 0x1 Slot 4 Level
0xF 0x1 Padding
0x10 0x2 Slot 5 Pokemon
0x12 0x1 Slot 5 Level
0x13 0x1 Padding
0x14 0x2 Slot 6 Pokemon
0x16 0x1 Slot 6 Level
0x17 0x1 Padding
0x18 0x2 Slot 7 Pokemon
0x1A 0x1 Slot 7 Level
0x1B 0x1 Padding
0x1C 0x2 Slot 8 Pokemon
0x1E 0x1 Slot 8 Level
0x1F 0x1 Padding
0x20 0x2 Slot 9 Pokemon
0x22 0x1 Slot 9 Level
0x23 0x1 Padding
0x24 0x2 Slot 10 Pokemon
0x26 0x1 Slot 10 Level
0x27 0x1 Padding
Evening
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1.
0x3 0x1 Padding Color
0x4 0x2 Slot 2 Pokemon
0x6 0x1 Slot 2 Level
0x7 0x1 Padding
0x8 0x2 Slot 3 Pokemon
0xA 0x1 Slot 3 Level
0xB 0x1 Padding
0xC 0x2 Slot 4 Pokemon
0xE 0x1 Slot 4 Level
0xF 0x1 Padding
0x10 0x2 Slot 5 Pokemon
0x12 0x1 Slot 5 Level
0x13 0x1 Padding
0x14 0x2 Slot 6 Pokemon
0x16 0x1 Slot 6 Level
0x17 0x1 Padding
0x18 0x2 Slot 7 Pokemon
0x1A 0x1 Slot 7 Level
0x1B 0x1 Padding
0x1C 0x2 Slot 8 Pokemon
0x1E 0x1 Slot 8 Level
0x1F 0x1 Padding
0x20 0x2 Slot 9 Pokemon
0x22 0x1 Slot 9 Level
0x23 0x1 Padding
0x24 0x2 Slot 10 Pokemon
0x26 0x1 Slot 10 Level
0x27 0x1 Padding
#3 Section - Tall Grass Encounters (Object Arrangement)
- section is equal to 4 bytes, multiplied by Tall Grass Encounters in Section #1, multiplied by 3
- section contains 3 sub-sections for time-of-day encoutners
- each 4 bytes represents a slot, with (x) slots per time of day, x being Tall Grass Encounters in Section #1
Offset Length Name Description
Morning
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1.
0x3 0x1 Padding Color
Daytime
0x0 0x2 Slot 1 Pokemon
0x2 0x1 Slot 1 Level
0x3 0x1 Padding
Evening
0x0 0x2 Slot 1 Pokemon
0x2 0x1 Slot 1 Level
0x3 0x1 Padding
#4 Section - Object Arrangement Requirements (Tall Grass)
- section is equal to 1/3 the length of Section #3
- or 4 bytes multiplied by Tall Grass Encounters in Section #1
- each 4 bytes represents a slot, corresponding to the equivalent slot in Section #3 for each time of day
Offset Length Name Description
0x0 0x1 First Object Type First Object Type requirement. Valid vaules: 0x1 Plains, 0x2 Forest, 0x3 Peak, 0x4 Waterside.
0x1 0x1 First Object Quantity The number of objects of the first type required.
0x2 0x1 Second Object Type This is for an optional second type requirement. Additional valid value: 0x0 No Requirement.
0x3 0x1 Second Object Quantity
#5 Section - Surfing Encounters
- section contains 3 sub-sections for time-of-day encounters
- each 4 bytes represents a slot, with 10 slots per time of day
Offset Length Name Description
Morning
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1.
0x3 0x1 Padding Color
0x4 0x2 Slot 2 Pokemon
0x6 0x1 Slot 2 Level
0x7 0x1 Padding
0x8 0x2 Slot 3 Pokemon
0xA 0x1 Slot 3 Level
0xB 0x1 Padding
0xC 0x2 Slot 4 Pokemon
0xE 0x1 Slot 4 Level
0xF 0x1 Padding
0x10 0x2 Slot 5 Pokemon
0x12 0x1 Slot 5 Level
0x13 0x1 Padding
0x14 0x2 Slot 6 Pokemon
0x16 0x1 Slot 6 Level
0x17 0x1 Padding
0x18 0x2 Slot 7 Pokemon
0x1A 0x1 Slot 7 Level
0x1B 0x1 Padding
0x1C 0x2 Slot 8 Pokemon
0x1E 0x1 Slot 8 Level
0x1F 0x1 Padding
0x20 0x2 Slot 9 Pokemon
0x22 0x1 Slot 9 Level
0x23 0x1 Padding
0x24 0x2 Slot 10 Pokemon
0x26 0x1 Slot 10 Level
0x27 0x1 Padding
Daytime
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1.
0x3 0x1 Padding Color
0x4 0x2 Slot 2 Pokemon
0x6 0x1 Slot 2 Level
0x7 0x1 Padding
0x8 0x2 Slot 3 Pokemon
0xA 0x1 Slot 3 Level
0xB 0x1 Padding
0xC 0x2 Slot 4 Pokemon
0xE 0x1 Slot 4 Level
0xF 0x1 Padding
0x10 0x2 Slot 5 Pokemon
0x12 0x1 Slot 5 Level
0x13 0x1 Padding
0x14 0x2 Slot 6 Pokemon
0x16 0x1 Slot 6 Level
0x17 0x1 Padding
0x18 0x2 Slot 7 Pokemon
0x1A 0x1 Slot 7 Level
0x1B 0x1 Padding
0x1C 0x2 Slot 8 Pokemon
0x1E 0x1 Slot 8 Level
0x1F 0x1 Padding
0x20 0x2 Slot 9 Pokemon
0x22 0x1 Slot 9 Level
0x23 0x1 Padding
0x24 0x2 Slot 10 Pokemon
0x26 0x1 Slot 10 Level
0x27 0x1 Padding
Evening
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1.
0x3 0x1 Padding Color
0x4 0x2 Slot 2 Pokemon
0x6 0x1 Slot 2 Level
0x7 0x1 Padding
0x8 0x2 Slot 3 Pokemon
0xA 0x1 Slot 3 Level
0xB 0x1 Padding
0xC 0x2 Slot 4 Pokemon
0xE 0x1 Slot 4 Level
0xF 0x1 Padding
0x10 0x2 Slot 5 Pokemon
0x12 0x1 Slot 5 Level
0x13 0x1 Padding
0x14 0x2 Slot 6 Pokemon
0x16 0x1 Slot 6 Level
0x17 0x1 Padding
0x18 0x2 Slot 7 Pokemon
0x1A 0x1 Slot 7 Level
0x1B 0x1 Padding
0x1C 0x2 Slot 8 Pokemon
0x1E 0x1 Slot 8 Level
0x1F 0x1 Padding
0x20 0x2 Slot 9 Pokemon
0x22 0x1 Slot 9 Level
0x23 0x1 Padding
0x24 0x2 Slot 10 Pokemon
0x26 0x1 Slot 10 Level
0x27 0x1 Padding
#6 Section - Surfing Encounters (Object Arrangement)
- section is equal to 4 bytes, multiplied by Surfing Encounters in Section #1, multiplied by 3
- section contains 3 sub-sections for time-of-day encoutners
- each 4 bytes represents a slot, with (x) slots per time of day, x being Surfing Encounters in Section #1
Offset Length Name Description
Morning
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1.
0x3 0x1 Padding Color
Daytime
0x0 0x2 Slot 1 Pokemon
0x2 0x1 Slot 1 Level
0x3 0x1 Padding
Evening
0x0 0x2 Slot 1 Pokemon
0x2 0x1 Slot 1 Level
0x3 0x1 Padding
#7 Section - Object Arrangement Requirements (Surfing)
- section is equal to 1/3 the length of Section #6
- or 4 bytes multiplied by Surfing Encounters in Section #1
- each 4 bytes represents a slot, corresponding to the equivalent slot in Section #6 for each time of day
Offset Length Name Description
0x0 0x1 First Object Type First Object Type requirement. Valid vaules: 0x1 Plains, 0x2 Forest, 0x3 Peak, 0x4 Waterside.
0x1 0x1 First Object Quantity The number of objects of the first type required.
0x2 0x1 Second Object Type This is for an optional second type requirement. Additional valid value: 0x0 No Requirement.
0x3 0x1 Second Object Quantity
#8 Section - Old Rod Encounters
- section contains 3 sub-sections for time-of-day encounters
- each 4 bytes represents a slot, with 10 slots per time of day
Offset Length Name Description
Morning
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1.
0x3 0x1 Padding Color
0x4 0x2 Slot 2 Pokemon
0x6 0x1 Slot 2 Level
0x7 0x1 Padding
0x8 0x2 Slot 3 Pokemon
0xA 0x1 Slot 3 Level
0xB 0x1 Padding
0xC 0x2 Slot 4 Pokemon
0xE 0x1 Slot 4 Level
0xF 0x1 Padding
0x10 0x2 Slot 5 Pokemon
0x12 0x1 Slot 5 Level
0x13 0x1 Padding
0x14 0x2 Slot 6 Pokemon
0x16 0x1 Slot 6 Level
0x17 0x1 Padding
0x18 0x2 Slot 7 Pokemon
0x1A 0x1 Slot 7 Level
0x1B 0x1 Padding
0x1C 0x2 Slot 8 Pokemon
0x1E 0x1 Slot 8 Level
0x1F 0x1 Padding
0x20 0x2 Slot 9 Pokemon
0x22 0x1 Slot 9 Level
0x23 0x1 Padding
0x24 0x2 Slot 10 Pokemon
0x26 0x1 Slot 10 Level
0x27 0x1 Padding
Daytime
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1.
0x3 0x1 Padding Color
0x4 0x2 Slot 2 Pokemon
0x6 0x1 Slot 2 Level
0x7 0x1 Padding
0x8 0x2 Slot 3 Pokemon
0xA 0x1 Slot 3 Level
0xB 0x1 Padding
0xC 0x2 Slot 4 Pokemon
0xE 0x1 Slot 4 Level
0xF 0x1 Padding
0x10 0x2 Slot 5 Pokemon
0x12 0x1 Slot 5 Level
0x13 0x1 Padding
0x14 0x2 Slot 6 Pokemon
0x16 0x1 Slot 6 Level
0x17 0x1 Padding
0x18 0x2 Slot 7 Pokemon
0x1A 0x1 Slot 7 Level
0x1B 0x1 Padding
0x1C 0x2 Slot 8 Pokemon
0x1E 0x1 Slot 8 Level
0x1F 0x1 Padding
0x20 0x2 Slot 9 Pokemon
0x22 0x1 Slot 9 Level
0x23 0x1 Padding
0x24 0x2 Slot 10 Pokemon
0x26 0x1 Slot 10 Level
0x27 0x1 Padding
Evening
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1.
0x3 0x1 Padding Color
0x4 0x2 Slot 2 Pokemon
0x6 0x1 Slot 2 Level
0x7 0x1 Padding
0x8 0x2 Slot 3 Pokemon
0xA 0x1 Slot 3 Level
0xB 0x1 Padding
0xC 0x2 Slot 4 Pokemon
0xE 0x1 Slot 4 Level
0xF 0x1 Padding
0x10 0x2 Slot 5 Pokemon
0x12 0x1 Slot 5 Level
0x13 0x1 Padding
0x14 0x2 Slot 6 Pokemon
0x16 0x1 Slot 6 Level
0x17 0x1 Padding
0x18 0x2 Slot 7 Pokemon
0x1A 0x1 Slot 7 Level
0x1B 0x1 Padding
0x1C 0x2 Slot 8 Pokemon
0x1E 0x1 Slot 8 Level
0x1F 0x1 Padding
0x20 0x2 Slot 9 Pokemon
0x22 0x1 Slot 9 Level
0x23 0x1 Padding
0x24 0x2 Slot 10 Pokemon
0x26 0x1 Slot 10 Level
0x27 0x1 Padding
#9 Section - Old Rod Encounters (Object Arrangement)
- section is equal to 4 bytes, multiplied by Old Rod Encounters in Section #1, multiplied by 3
- section contains 3 sub-sections for time-of-day encoutners
- each 4 bytes represents a slot, with (x) slots per time of day, x being Old Rod Encounters in Section #1
Offset Length Name Description
Morning
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1.
0x3 0x1 Padding Color
Daytime
0x0 0x2 Slot 1 Pokemon
0x2 0x1 Slot 1 Level
0x3 0x1 Padding
Evening
0x0 0x2 Slot 1 Pokemon
0x2 0x1 Slot 1 Level
0x3 0x1 Padding
#10 Section - Object Arrangement Requirements (Old Rod)
- section is equal to 1/3 the length of Section #9
- or 4 bytes multiplied by Old Rod Encounters in Section #1
- each 4 bytes represents a slot, corresponding to the equivalent slot in Section #9 for each time of day
Offset Length Name Description
0x0 0x1 First Object Type First Object Type requirement. Valid vaules: 0x1 Plains, 0x2 Forest, 0x3 Peak, 0x4 Waterside.
0x1 0x1 First Object Quantity The number of objects of the first type required.
0x2 0x1 Second Object Type This is for an optional second type requirement. Additional valid value: 0x0 No Requirement.
0x3 0x1 Second Object Quantity
#11 Section - Good Rod Encounters
- section contains 3 sub-sections for time-of-day encounters
- each 4 bytes represents a slot, with 10 slots per time of day
Offset Length Name Description
Morning
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1.
0x3 0x1 Padding Color
0x4 0x2 Slot 2 Pokemon
0x6 0x1 Slot 2 Level
0x7 0x1 Padding
0x8 0x2 Slot 3 Pokemon
0xA 0x1 Slot 3 Level
0xB 0x1 Padding
0xC 0x2 Slot 4 Pokemon
0xE 0x1 Slot 4 Level
0xF 0x1 Padding
0x10 0x2 Slot 5 Pokemon
0x12 0x1 Slot 5 Level
0x13 0x1 Padding
0x14 0x2 Slot 6 Pokemon
0x16 0x1 Slot 6 Level
0x17 0x1 Padding
0x18 0x2 Slot 7 Pokemon
0x1A 0x1 Slot 7 Level
0x1B 0x1 Padding
0x1C 0x2 Slot 8 Pokemon
0x1E 0x1 Slot 8 Level
0x1F 0x1 Padding
0x20 0x2 Slot 9 Pokemon
0x22 0x1 Slot 9 Level
0x23 0x1 Padding
0x24 0x2 Slot 10 Pokemon
0x26 0x1 Slot 10 Level
0x27 0x1 Padding
Daytime
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1.
0x3 0x1 Padding Color
0x4 0x2 Slot 2 Pokemon
0x6 0x1 Slot 2 Level
0x7 0x1 Padding
0x8 0x2 Slot 3 Pokemon
0xA 0x1 Slot 3 Level
0xB 0x1 Padding
0xC 0x2 Slot 4 Pokemon
0xE 0x1 Slot 4 Level
0xF 0x1 Padding
0x10 0x2 Slot 5 Pokemon
0x12 0x1 Slot 5 Level
0x13 0x1 Padding
0x14 0x2 Slot 6 Pokemon
0x16 0x1 Slot 6 Level
0x17 0x1 Padding
0x18 0x2 Slot 7 Pokemon
0x1A 0x1 Slot 7 Level
0x1B 0x1 Padding
0x1C 0x2 Slot 8 Pokemon
0x1E 0x1 Slot 8 Level
0x1F 0x1 Padding
0x20 0x2 Slot 9 Pokemon
0x22 0x1 Slot 9 Level
0x23 0x1 Padding
0x24 0x2 Slot 10 Pokemon
0x26 0x1 Slot 10 Level
0x27 0x1 Padding
Evening
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1.
0x3 0x1 Padding Color
0x4 0x2 Slot 2 Pokemon
0x6 0x1 Slot 2 Level
0x7 0x1 Padding
0x8 0x2 Slot 3 Pokemon
0xA 0x1 Slot 3 Level
0xB 0x1 Padding
0xC 0x2 Slot 4 Pokemon
0xE 0x1 Slot 4 Level
0xF 0x1 Padding
0x10 0x2 Slot 5 Pokemon
0x12 0x1 Slot 5 Level
0x13 0x1 Padding
0x14 0x2 Slot 6 Pokemon
0x16 0x1 Slot 6 Level
0x17 0x1 Padding
0x18 0x2 Slot 7 Pokemon
0x1A 0x1 Slot 7 Level
0x1B 0x1 Padding
0x1C 0x2 Slot 8 Pokemon
0x1E 0x1 Slot 8 Level
0x1F 0x1 Padding
0x20 0x2 Slot 9 Pokemon
0x22 0x1 Slot 9 Level
0x23 0x1 Padding
0x24 0x2 Slot 10 Pokemon
0x26 0x1 Slot 10 Level
0x27 0x1 Padding
#12 Section - Good Rod Encounters (Object Arrangement)
- section is equal to 4 bytes, multiplied by Good Rod Encounters in Section #1, multiplied by 3
- section contains 3 sub-sections for time-of-day encoutners
- each 4 bytes represents a slot, with (x) slots per time of day, x being Good Rod Encounters in Section #1
Offset Length Name Description
Morning
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1.
0x3 0x1 Padding Color
Daytime
0x0 0x2 Slot 1 Pokemon
0x2 0x1 Slot 1 Level
0x3 0x1 Padding
Evening
0x0 0x2 Slot 1 Pokemon
0x2 0x1 Slot 1 Level
0x3 0x1 Padding
#13 Section - Object Arrangement Requirements (Good Rod)
- section is equal to 1/3 the length of Section #12
- or 4 bytes multiplied by Good Rod Encounters in Section #1
- each 4 bytes represents a slot, corresponding to the equivalent slot in Section #12 for each time of day
Offset Length Name Description
0x0 0x1 First Object Type First Object Type requirement. Valid vaules: 0x1 Plains, 0x2 Forest, 0x3 Peak, 0x4 Waterside.
0x1 0x1 First Object Quantity The number of objects of the first type required.
0x2 0x1 Second Object Type This is for an optional second type requirement. Additional valid value: 0x0 No Requirement.
0x3 0x1 Second Object Quantity
#14 Section - Super Rod Encounters
- section contains 3 sub-sections for time-of-day encounters
- each 4 bytes represents a slot, with 10 slots per time of day
Offset Length Name Description
Morning
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1.
0x3 0x1 Padding Color
0x4 0x2 Slot 2 Pokemon
0x6 0x1 Slot 2 Level
0x7 0x1 Padding
0x8 0x2 Slot 3 Pokemon
0xA 0x1 Slot 3 Level
0xB 0x1 Padding
0xC 0x2 Slot 4 Pokemon
0xE 0x1 Slot 4 Level
0xF 0x1 Padding
0x10 0x2 Slot 5 Pokemon
0x12 0x1 Slot 5 Level
0x13 0x1 Padding
0x14 0x2 Slot 6 Pokemon
0x16 0x1 Slot 6 Level
0x17 0x1 Padding
0x18 0x2 Slot 7 Pokemon
0x1A 0x1 Slot 7 Level
0x1B 0x1 Padding
0x1C 0x2 Slot 8 Pokemon
0x1E 0x1 Slot 8 Level
0x1F 0x1 Padding
0x20 0x2 Slot 9 Pokemon
0x22 0x1 Slot 9 Level
0x23 0x1 Padding
0x24 0x2 Slot 10 Pokemon
0x26 0x1 Slot 10 Level
0x27 0x1 Padding
Daytime
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1.
0x3 0x1 Padding Color
0x4 0x2 Slot 2 Pokemon
0x6 0x1 Slot 2 Level
0x7 0x1 Padding
0x8 0x2 Slot 3 Pokemon
0xA 0x1 Slot 3 Level
0xB 0x1 Padding
0xC 0x2 Slot 4 Pokemon
0xE 0x1 Slot 4 Level
0xF 0x1 Padding
0x10 0x2 Slot 5 Pokemon
0x12 0x1 Slot 5 Level
0x13 0x1 Padding
0x14 0x2 Slot 6 Pokemon
0x16 0x1 Slot 6 Level
0x17 0x1 Padding
0x18 0x2 Slot 7 Pokemon
0x1A 0x1 Slot 7 Level
0x1B 0x1 Padding
0x1C 0x2 Slot 8 Pokemon
0x1E 0x1 Slot 8 Level
0x1F 0x1 Padding
0x20 0x2 Slot 9 Pokemon
0x22 0x1 Slot 9 Level
0x23 0x1 Padding
0x24 0x2 Slot 10 Pokemon
0x26 0x1 Slot 10 Level
0x27 0x1 Padding
Evening
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1.
0x3 0x1 Padding Color
0x4 0x2 Slot 2 Pokemon
0x6 0x1 Slot 2 Level
0x7 0x1 Padding
0x8 0x2 Slot 3 Pokemon
0xA 0x1 Slot 3 Level
0xB 0x1 Padding
0xC 0x2 Slot 4 Pokemon
0xE 0x1 Slot 4 Level
0xF 0x1 Padding
0x10 0x2 Slot 5 Pokemon
0x12 0x1 Slot 5 Level
0x13 0x1 Padding
0x14 0x2 Slot 6 Pokemon
0x16 0x1 Slot 6 Level
0x17 0x1 Padding
0x18 0x2 Slot 7 Pokemon
0x1A 0x1 Slot 7 Level
0x1B 0x1 Padding
0x1C 0x2 Slot 8 Pokemon
0x1E 0x1 Slot 8 Level
0x1F 0x1 Padding
0x20 0x2 Slot 9 Pokemon
0x22 0x1 Slot 9 Level
0x23 0x1 Padding
0x24 0x2 Slot 10 Pokemon
0x26 0x1 Slot 10 Level
0x27 0x1 Padding
#15 Section - Super Rod Encounters (Object Arrangement)
- section is equal to 4 bytes, multiplied by Super Rod Encounters in Section #1, multiplied by 3
- section contains 3 sub-sections for time-of-day encoutners
- each 4 bytes represents a slot, with (x) slots per time of day, x being Super Rod Encounters in Section #1
Offset Length Name Description
Morning
0x0 0x2 Slot 1 Pokemon Slot 1 Pokemon index number. (Little Endian)
0x2 0x1 Slot 1 Level Level of the Pokemon in Slot 1.
0x3 0x1 Padding Color
Daytime
0x0 0x2 Slot 1 Pokemon
0x2 0x1 Slot 1 Level
0x3 0x1 Padding
Evening
0x0 0x2 Slot 1 Pokemon
0x2 0x1 Slot 1 Level
0x3 0x1 Padding
#16 Section - Object Arrangement Requirements (Super Rod)
- section is equal to 1/3 the length of Section #15
- or 4 bytes multiplied by Super Rod Encounters in Section #1
- each 4 bytes represents a slot, corresponding to the equivalent slot in Section #15 for each time of day
Offset Length Name Description
0x0 0x1 First Object Type First Object Type requirement. Valid vaules: 0x1 Plains, 0x2 Forest, 0x3 Peak, 0x4 Waterside.
0x1 0x1 First Object Quantity The number of objects of the first type required.
0x2 0x1 Second Object Type This is for an optional second type requirement. Additional valid value: 0x0 No Requirement.
0x3 0x1 Second Object Quantity


Mapping
Map Files
Terrain Files (BDHC)
Back To Top ▲

Map Files Back To Mapping ▲
- located at /a/0/6/5
- contains 5 sections
#1 Section - Header
- section is 20 bytes
Offset Length Name Description
0x0 0x4 Movement Permission Size The size of the Movement Permissions in Section #3. Always 0x800.
0x4 0x4 3D Object Size The size of the 3D Objects defined in Section #4.
0x8 0x4 NSBMD Model Size The size of the embedded Model (NSBMD) file in Section #5.
0xC 0x4 BDHC Size The size of the embedded Terrain (BDHC) file in Section #6.
0x10 0x4 Unknown Section Size The size of the section of unknown data in Section #2.
#2 Section - Unknown Data
- data in this section serves a currently unknown function
- data is unique to HG/SS and theorized to be Pokemon size permissions
Offset Length Name Description
0x0 .
#3 Section - Movement Permissions
- data is always 2048 bytes, two bytes for each tile, and all maps are 32x32 tiles
- tile data is ordered from left to right, bottom to top
Offset Length Name Description
0x0 0x1 Special Permission Allows for special permissions. A rather incomplete list can be found in the Appendix.
0x1 0x1 Movement Permission Three valid values: 0x0 No Restriction, 0x4 No Special Permissions (Ignore First Byte), 0x8 Solid/No Movement
#4 Section - 3D Objects
- section is 48 bytes per object defined
- 3D Objects Size in Section #1 will be the total size of this section in bytes
Offset Length Name Description
0x0 0x4 Object ID Number A complete list of Object ID numbers can be found in the Appendix.
0x4 0x2 Y Fractional Variable allowing fractional Y-axis positioning. (Defaults to 00 00.)
0x6 0x2 Y Coordinate Position of the object on the Y-axis.
0x8 0x2 Z Fractional Variable allowing fractional Z-axis positioning. (Defaults to 00 00.)
0xA 0x2 Z Coordinate Position of the object on the Z-axis.
0xC 0x2 X Fractional Variable allowing fractional X-axis positioning. (Defaults to 00 00.)
0xE 0x2 X Coordinate Position of the object on the X-axis.
0x10 0xC ???? This section serves a currently unknown function.
0x1D 0x4 Width The size of the object on the Y-axis.
0x21 0x4 Height The size of the object on the Z-axis.
0x25 0x4 Length The size of the object on X-axis.
0x29 0x7 ???? This section serves a currently unknown function.
#5 Section - NSBMD Model
- NSBMD Model Size in Section #1 will be the total size of this section in bytes
- this is the 3D model of the map itself
- NSBMD model specifications aren't listed here.
#6 Section - Terrain (BDHC)
- BDHC Size in Section #1 will be the total size of this section in bytes
- BDHC file specifications are detailed here.

Terrain Files (BDHC) Back To Mapping ▲
Credit and thanks goes to Mikelan98 for finally cracking these files.
This section will have a ton of notes, as the format is very complex. Refer to Mikelan98's guide for help.

- located at the end of map files, found at /a/0/6/
- contains 7 sections
#1 Section - Header Data
Offset Length Name Description
0x0 0x4 Magic ID #BDHC (0x42444843)
0x4 0x2 Points Size The number of points defined in Section #2.
0x6 0x2 Inclines Size The number of inclines defined in Section #3.
0x8 0x2 Heights Size The number of heigths defined in Section #4.
0xA 0x2 Plates Size The number of plates defined in Section #5.
0xC 0x2 Strips Size The number of strips defined in Section #6.
0xE 0x2 Access Lists Size The number of access lists defined in Section #7.
#2 Section - Points
- section length will be 8 bytes multiplied by Points Size from Section #1
- each 8 bytes follows the format below
Offset Length Name Description
0x0 0x4 Padding Color
0x4 0x4 X Coordinate X Coordinate for first point. (Little Endian)
0x8 0x4 Padding
0xC 0x4 Y Coordinate Y Coordinate for first point. (Little Endian)
Notes:
- These coordinates define points on the map.
- Maps are always 32x32 tiles.
- Coordinates are defined from the center of the map.
- The coordinates for the center four tiles are:
- Northwest:00 00 FF FF, 00 00 FF FF
- Northeast:00 00 00 00, 00 00 FF FF
- Southwest:00 00 FF FF, 00 00 00 00
- Southeast:00 00 00 00, 00 00 00 00
- Coordinates south and east will increase. Coordinates north and west will decrease.
- The coordinates of the outside corners are:
- Northwest:00 00 F0 FF, 00 00 F0 FF
- Northeast:00 00 10 00, 00 00 F0 FF
- Southwest:00 00 F0 FF, 00 00 10 00
- Southeast:00 00 10 00, 00 00 10 00
#3 Section - Inclines
- section length will be 12 bytes multiplied by Inclines Size from Section #1
- each 12 bytes specifies a type of incline
Offset Length Name Description
0x0 0x12 Incline Type Specifies a type of incline.
Notes:
- It is assumed that the 12 bytes define coordinates in some way.
- Because it is not fully understood, here is a list of known inclines:
- Flat Plate:00 00 00 00 00 10 00 00 00 00 00 00
- North Stairs:00 00 00 00 50 0B 00 00 50 0B 00 00
- East Stairs:B0 F4 FF FF 50 0B 00 00 00 00 00 00
- West Stairs:50 0B 00 00 50 0B 00 00 00 00 00 00
#4 Section - Heights
- section length will be 4 bytes multiplied by Inclines Size from Section #1
- each 4 bytes specifies a height
Offset Length Name Description
0x0 0x2 Fractional Z Coordinate Variable allowing fractional Z-axis positioning. Defaults to 00 00 (Little Endian)
0x2 0x2 Z Coordinate Vertical positioning coordinate. Defaults to 00 00. (Little Endian)
Notes:
- Up on the Z-axis subtracts, while down on the Z-axis adds.
- Fractional coordinates are divided by -65536, e.g., 00 80 = 32768/-65536, or -0.5.
- Add both variables for final height, e.g., 00 80 FF FF = -0.5 + 1 = +0.5
Formulas:
In the Spanish version of the tutorial Mikelan98 wrote, he posted some formulas for determining the heights you need to define in this section when dealing with specific types of slopes. They also allow one to figure out how to make formulas for other types of slopes. Here, I'll translate them.
- Northward Stairs:Height = 0xB505 * (-(y)-(h))
- Westward Stairs:Height = 0xB505 * (x-h)
- Eastward Stairs:Height = 0xB505 * (x-h+1)
- Where:
- x = the position of the stairs on the X-axis, unless the tile is more than one tile long, in which case you would use the tile that is lower on the Z-axis
- y = the position of the stairs on the Y-axis
- h = the height of the bottom of the stairs + 1
#5 Section - Plates
- section length will be 8 bytes multiplied by Plates Size from Section #1
- each 8 bytes section builds a plate using definitions from the previous three sections
Offset Length Name Description
0x0 0x1 First Point Index The index of the Point used for the northwesternmost corner of the plate.
0x1 0x1 Padding Color
0x2 0x1 Second Point Index The index of the Point used for the southeasternmost corner of the plate.
0x3 0x1 Padding
0x4 0x1 Incline Index The index of the Incline used for this plate..
0x5 0x1 Padding
0x6 0x1 Height Index The index of the Height used for this plate.
0x7 0x1 Padding
Notes:
- The indexes for these are simply the order in which each previous section was defined.
- For Points, if you're using the first two Points to construct a plate, you would use 00 & 01.
- This creates a rectangular plate between the coordinates defined, with the defined inclination and height.
#6 Section - Strips
- section length will be 8 bytes multiplied by Strips Size from Section #1
- each 8 bytes section builds a plate using definitions from the previous three sections
Offset Length Name Description
0x0 0x2 Padding Color
0x2 0x2 Lower Bound The southernmost tile of the strip. (Little Endian)
0x4 0x2 List Elements The number of list elements from Section #7 to use. (Little Endian)
0x6 0x2 List Start The index of the first list element from Section #7 to use. (Little Endian)
Notes:
- The first Strip begins at the northenrmost horizontal "strip" and ends at the first defined Lower bound.
- The second Strip begins at the next tile south of the first Lower Bound and ends at the second defined Lower Bound.
- The List Start index works the same as the indexes in Section #5.
- List Elements counts elements including List Start.
- More information is noted after Section #7 - Access List.
#7 Section - Access List
- section length will be 2 bytes multiplied by Strips Size from Section #1
- each 2 bytes is a list entry
Offset Length Name Description
0x0 0x2 Plate Index The index number of a plate from Section #4.
Notes:
- The Plate index number references Plates in the order they're defined, the same as in previous sections.
- The Plates in this list are referenced in the section above, and they're accessed, once again, by index number.
- The Plates are ordered in groups, and individual plates generally appear multiple times.
- The Plates in this section that are referenced in the previous section, are plates that can be accessed from that strip.
- More information and visuals can be found in Mikelan98's guide.


Appendix
Pokemon IDs
Item IDs
Move IDs
Ability IDs
Type IDs
Egg Group IDs
Evolution Method IDs
Pokemon Color IDs
Growth Table IDsbr /> Move Tutor Reference
Back To Top ▲

Pokemon IDs Back To Appendix ▲
Dec Hex Hex (LE) Pokemon Name
0000 0000 00 00 -----
0001 0001 01 00 Bulbasaur
0002 0002 02 00 Ivysaur
0003 0003 03 00 Venusaur
0004 0004 04 00 Charmander
0005 0005 05 00 Charmeleon
0006 0006 06 00 Charizard
0007 0007 07 00 Squirtle
0008 0008 08 00 Wartortle
0009 0009 09 00 Blastoise
0010 000A 0A 00 Caterpie
0011 000B 0B 00 Metapod
0012 000C 0C 00 Butterfree
0013 000D 0D 00 Weedle
0014 000E 0E 00 Kakuna
0015 000F 0F 00 Beedrill
0016 0010 10 00 Pidgey
0017 0011 11 00 Pidgeotto
0018 0012 12 00 Pidgeot
0019 0013 13 00 Rattata
0020 0014 14 00 Raticate
0021 0015 15 00 Spearow
0022 0016 16 00 Fearow
0023 0017 17 00 Ekans
0024 0018 18 00 Arbok
0025 0019 19 00 Pikachu
0026 001A 1A 00 Raichu
0027 001B 1B 00 Sandshrew
0028 001C 1C 00 Sandslash
0029 001D 1D 00 Nidoran♀
0030 001E 1E 00 Nidorina
0031 001F 1F 00 Nidoqueen
0032 0020 20 00 Nidoran♂
0033 0021 21 00 Nidorino
0034 0022 22 00 Nidoking
0035 0023 23 00 Clefairy
0036 0024 24 00 Clefable
0037 0025 25 00 Vulpix
0038 0026 26 00 Ninetales
0039 0027 27 00 Jigglypuff
0040 0028 28 00 Wigglytuff
0041 0029 29 00 Zubat
0042 002A 2A 00 Golbat
0043 002B 2B 00 Oddish
0044 002C 2C 00 Gloom
0045 002D 2D 00 Vileplume
0046 002E 2E 00 Paras
0047 002F 2F 00 Parasect
0048 0030 30 00 Venonat
0049 0031 31 00 Venomoth
0050 0032 32 00 Diglett
0051 0033 33 00 Dugtrio
0052 0034 34 00 Meowth
0053 0035 35 00 Persian
0054 0036 36 00 Psyduck
0055 0037 37 00 Golduck
0056 0038 38 00 Mankey
0057 0039 39 00 Primeape
0058 003A 3A 00 Growlithe
0059 003B 3B 00 Arcanine
0060 003C 3C 00 Poliwag
0061 003D 3D 00 Poliwhirl
0062 003E 3E 00 Poliwrath
0063 003F 3F 00 Abra
0064 0040 40 00 Kadabra
0065 0041 41 00 Alakazam
0066 0042 42 00 Machop
0067 0043 43 00 Machoke
0068 0044 44 00 Machamp
0069 0045 45 00 Bellsprout
0070 0046 46 00 Weepinbell
0071 0047 47 00 Victreebel
0072 0048 48 00 Tentacool
0073 0049 49 00 Tentacruel
0074 004A 4A 00 Geodude
0075 004B 4B 00 Graveler
0076 004C 4C 00 Golem
0077 004D 4D 00 Ponyta
0078 004E 4E 00 Rapidash
0079 004F 4F 00 Slowpoke
0080 0050 50 00 Slowbro
0081 0051 51 00 Magnemite
0082 0052 52 00 Magneton
0083 0053 53 00 Farfetch’D
0084 0054 54 00 Doduo
0085 0055 55 00 Dodrio
0086 0056 56 00 Seel
0087 0057 57 00 Dewgong
0088 0058 58 00 Grimer
0089 0059 59 00 Muk
0090 005A 5A 00 Shellder
0091 005B 5B 00 Cloyster
0092 005C 5C 00 Gastly
0093 005D 5D 00 Haunter
0094 005E 5E 00 Gengar
0095 005F 5F 00 Onix
0096 0060 60 00 Drowzee
0097 0061 61 00 Hypno
0098 0062 62 00 Krabby
0099 0063 63 00 Kingler
0100 0064 64 00 Voltorb
0101 0065 65 00 Electrode
0102 0066 66 00 Exeggcute
0103 0067 67 00 Exeggutor
0104 0068 68 00 Cubone
0105 0069 69 00 Marowak
0106 006A 6A 00 Hitmonlee
0107 006B 6B 00 Hitmonchan
0108 006C 6C 00 Lickitung
0109 006D 6D 00 Koffing
0110 006E 6E 00 Weezing
0111 006F 6F 00 Rhyhorn
0112 0060 60 00 Rhydon
0113 0071 71 00 Chansey
0114 0072 72 00 Tangela
0115 0073 73 00 Kangaskhan
0116 0074 74 00 Horsea
0117 0075 75 00 Seadra
0118 0076 76 00 Goldeen
0119 0077 77 00 Seaking
0120 0078 78 00 Staryu
0121 0079 79 00 Starmie
0122 007A 7A 00 Mr. Mime
0123 007B 7B 00 Scyther
0124 007C 7C 00 Jynx
0125 007D 7D 00 Electabuzz
0126 007E 7E 00 Magmar
0127 007F 7F 00 Pinsir
0128 0080 80 00 Tauros
0129 0081 81 00 Magikarp
0130 0082 82 00 Gyarados
0131 0083 83 00 Lapras
0132 0084 84 00 Ditto
0133 0085 85 00 Eevee
0134 0086 86 00 Vaporeon
0135 0087 87 00 Jolteon
0136 0088 88 00 Flareon
0137 0089 89 00 Porygon
0138 008A 8A 00 Omanyte
0139 008B 8B 00 Omastar
0140 008C 8C 00 Kabuto
0141 008D 8D 00 Kabutops
0142 008E 8E 00 Aerodactyl
0143 008F 8F 00 Snorlax
0144 0090 90 00 Articuno
0145 0091 91 00 Zapdos
0146 0092 92 00 Moltres
0147 0093 93 00 Dratini
0148 0094 94 00 Dragonair
0149 0095 95 00 Dragonite
0150 0096 96 00 Mewtwo
0151 0097 97 00 Mew
0152 0098 98 00 Chikorita
0153 0099 99 00 Bayleef
0154 009A 9A 00 Meganium
0155 009B 9B 00 Cyndaquil
0156 009C 9C 00 Quilava
0157 009D 9D 00 Typhlosion
0158 009E 9E 00 Totodile
0159 009F 9F 00 Croconaw
0160 00A0 A0 00 Feraligatr
0161 00A1 A1 00 Sentret
0162 00A2 A2 00 Furret
0163 00A3 A3 00 Hoothoot
0164 00A4 A4 00 Noctowl
0165 00A5 A5 00 Ledyba
0166 00A6 A6 00 Ledian
0167 00A7 A7 00 Spinarak
0168 00A8 A8 00 Ariados
0169 00A9 A9 00 Crobat
0170 00AA AA 00 Chinchou
0171 00AB AB 00 Lanturn
0172 00AC AC 00 Pichu
0173 00AD AD 00 Cleffa
0174 00AE AE 00 Igglybuff
0175 00AF AF 00 Togepi
0176 00B0 B0 00 Togetic
0177 00B1 B1 00 Natu
0178 00B2 B2 00 Xatu
0179 00B3 B3 00 Mareep
0180 00B4 B4 00 Flaaffy
0181 00B5 B5 00 Ampharos
0182 00B6 B6 00 Bellossom
0183 00B7 B7 00 Marill
0184 00B8 B8 00 Azumarill
0185 00B9 B9 00 Sudowoodo
0186 00BA BA 00 Politoed
0187 00BB BB 00 Hoppip
0188 00BC BC 00 Skiploom
0189 00BD BD 00 Jumpluff
0190 00BE BE 00 Aipom
0191 00BF BF 00 Sunkern
0192 00C0 C0 00 Sunflora
0193 00C1 C1 00 Yanma
0194 00C2 C2 00 Wooper
0195 00C3 C3 00 Quagsire
0196 00C4 C4 00 Espeon
0197 00C5 C5 00 Umbreon
0198 00C6 C6 00 Murkrow
0199 00C7 C7 00 Slowking
0200 00C8 C8 00 Misdreavus
0201 00C9 C9 00 Unown
0202 00CA CA 00 Wobbuffet
0203 00CB CB 00 Girafarig
0204 00CC CC 00 Pineco
0205 00CD CD 00 Forretress
0206 00CE CE 00 Dunsparce
0207 00CF CF 00 Gligar
0208 00D0 D0 00 Steelix
0209 00D1 D1 00 Snubbull
0210 00D2 D2 00 Granbull
0211 00D3 D3 00 Qwilfish
0212 00D4 D4 00 Scizor
0213 00D5 D5 00 Shuckle
0214 00D6 D6 00 Heracross
0215 00D7 D7 00 Sneasel
0216 00D8 D8 00 Teddiursa
0217 00D9 D9 00 Ursaring
0218 00DA DA 00 Slugma
0219 00DB DB 00 Magcargo
0220 00DC DC 00 Swinub
0221 00DD DD 00 Piloswine
0222 00DE DE 00 Corsola
0223 00DF DF 00 Remoraid
0224 00E0 E0 00 Octillery
0225 00E1 E1 00 Delibird
0226 00E2 E2 00 Mantine
0227 00E3 E3 00 Skarmory
0228 00E4 E4 00 Houndour
0229 00E5 E5 00 Houndoom
0230 00E6 E6 00 Kingdra
0231 00E7 E7 00 Phanpy
0232 00E8 E8 00 Donphan
0233 00E9 E9 00 Porygon2
0234 00EA EA 00 Stantler
0235 00EB EB 00 Smeargle
0236 00EC EC 00 Tyrogue
0237 00ED ED 00 Hitmontop
0238 00EE EE 00 Smoochum
0239 00EF EF 00 Elekid
0240 00F0 F0 00 Magby
0241 00F1 F1 00 Miltank
0242 00F2 F2 00 Blissey
0243 00F3 F3 00 Raikou
0244 00F4 F4 00 Entei
0245 00F5 F5 00 Suicune
0246 00F6 F6 00 Larvitar
0247 00F7 F7 00 Pupitar
0248 00F8 F8 00 Tyranitar
0249 00F9 F9 00 Lugia
0250 00FA FA 00 Ho-Oh
0251 00FB FB 00 Celebi
0252 00FC FC 00 Treecko
0253 00FD FD 00 Grovyle
0254 00FE FE 00 Sceptile
0255 00FF FF 00 Torchic
0256 0100 00 01 Combusken
0257 0101 01 01 Blaziken
0258 0102 02 01 Mudkip
0259 0103 03 01 Marshtomp
0260 0104 04 01 Swampert
0261 0105 05 01 Poochyena
0262 0106 06 01 Mightyena
0263 0107 07 01 Zigzagoon
0264 0108 08 01 Linoone
0265 0109 09 01 Wurmple
0266 010A 0A 01 Silcoon
0267 010B 0B 01 Beautifly
0268 010C 0C 01 Cascoon
0269 010D 0D 01 Dustox
0270 010E 0E 01 Lotad
0271 010F 0F 01 Lombre
0272 0110 10 01 Ludicolo
0273 0111 11 01 Seedot
0274 0112 12 01 Nuzleaf
0275 0113 13 01 Shiftry
0276 0114 14 01 Taillow
0277 0115 15 01 Swellow
0278 0116 16 01 Wingull
0279 0117 17 01 Pelipper
0280 0118 18 01 Ralts
0281 0119 19 01 Kirlia
0282 011A 1A 01 Gardevoir
0283 011B 1B 01 Surskit
0284 011C 1C 01 Masquerain
0285 011D 1D 01 Shroomish
0286 011E 1E 01 Breloom
0287 011F 1F 01 Slakoth
0288 0120 20 01 Vigoroth
0289 0121 21 01 Slaking
0290 0122 22 01 Nincada
0291 0123 23 01 Ninjask
0292 0124 24 01 Shedinja
0293 0125 25 01 Whismur
0294 0126 26 01 Loudred
0295 0127 27 01 Exploud
0296 0128 28 01 Makuhita
0297 0129 29 01 Hariyama
0298 012A 2A 01 Azurill
0299 012B 2B 01 Nosepass
0300 012C 2C 01 Skitty
0301 012D 2D 01 Delcatty
0302 012E 2E 01 Sableye
0303 012F 2F 01 Mawile
0304 0130 30 01 Aron
0305 0131 31 01 Lairon
0306 0132 32 01 Aggron
0307 0133 33 01 Meditite
0308 0134 34 01 Medicham
0309 0135 35 01 Electrike
0310 0136 36 01 Manectric
0311 0137 37 01 Plusle
0312 0138 38 01 Minun
0313 0139 39 01 Volbeat
0314 013A 3A 01 Illumise
0315 013B 3B 01 Roselia
0316 013C 3C 01 Gulpin
0317 013D 3D 01 Swalot
0318 013E 3E 01 Carvanha
0319 013F 3F 01 Sharpedo
0320 0140 40 01 Wailmer
0321 0141 41 01 Wailord
0322 0142 42 01 Numel
0323 0143 43 01 Camerupt
0324 0144 44 01 Torkoal
0325 0145 45 01 Spoink
0326 0146 46 01 Grumpig
0327 0147 47 01 Spinda
0328 0148 48 01 Trapinch
0329 0149 49 01 Vibrava
0330 014A 4A 01 Flygon
0331 014B 4B 01 Cacnea
0332 014C 4C 01 Cacturne
0333 014D 4D 01 Swablu
0334 014E 4E 01 Altaria
0335 014F 4F 01 Zangoose
0336 0150 50 01 Seviper
0337 0151 51 01 Lunatone
0338 0152 52 01 Solrock
0339 0153 53 01 Barboach
0340 0154 54 01 Whiscash
0341 0155 55 01 Corphish
0342 0156 56 01 Crawdaunt
0343 0157 57 01 Baltoy
0344 0158 58 01 Claydol
0345 0159 59 01 Lileep
0346 015A 5A 01 Cradily
0347 015B 5B 01 Anorith
0348 015C 5C 01 Armaldo
0349 015D 5D 01 Feebas
0350 015E 5E 01 Milotic
0351 015F 5F 01 Castform
0352 0160 60 01 Kecleon
0353 0161 61 01 Shuppet
0354 0162 62 01 Banette
0355 0163 63 01 Duskull
0356 0164 64 01 Dusclops
0357 0165 65 01 Tropius
0358 0166 66 01 Chimecho
0359 0167 67 01 Absol
0360 0168 68 01 Wynaut
0361 0169 69 01 Snorunt
0362 016A 6A 01 Glalie
0363 016B 6B 01 Spheal
0364 016C 6C 01 Sealeo
0365 016D 6D 01 Walrein
0366 016E 6E 01 Clamperl
0367 016F 6F 01 Huntail
0368 0170 70 01 Gorebyss
0369 0171 71 01 Relicanth
0370 0172 72 01 Luvdisc
0371 0173 73 01 Bagon
0372 0174 74 01 Shelgon
0373 0175 75 01 Salamence
0374 0176 76 01 Beldum
0375 0177 77 01 Metang
0376 0178 78 01 Metagross
0377 0179 79 01 Regirock
0378 017A 7A 01 Regice
0379 017B 7B 01 Registeel
0380 017C 7C 01 Latias
0381 017D 7D 01 Latios
0382 017E 7E 01 Kyogre
0383 017F 7F 01 Groudon
0384 0180 80 01 Rayquaza
0385 0181 81 01 Jirachi
0386 0182 82 01 Deoxys
0387 0183 83 01 Turtwig
0388 0184 84 01 Grotle
0389 0185 85 01 Torterra
0390 0186 86 01 Chimchar
0391 0187 87 01 Monferno
0392 0188 88 01 Infernape
0393 0189 89 01 Piplup
0394 018A 8A 01 Prinplup
0395 018B 8B 01 Empoleon
0396 018C 8C 01 Starly
0397 018D 8D 01 Staravia
0398 018E 8E 01 Staraptor
0399 018F 8F 01 Bidoof
0400 0190 90 01 Bibarel
0401 0191 91 01 Kricketot
0402 0192 92 01 Kricketune
0403 0193 93 01 Shinx
0404 0194 94 01 Luxio
0405 0195 95 01 Luxray
0406 0196 96 01 Budew
0407 0197 97 01 Roserade
0408 0198 98 01 Cranidos
0409 0199 99 01 Rampardos
0410 019A 9A 01 Shieldon
0411 019B 9B 01 Bastiodon
0412 019C 9C 01 Burmy
0413 019D 9D 01 Wormadam
0414 019E 9E 01 Mothim
0415 019F 9F 01 Combee
0416 01A0 A0 01 Vespiquen
0417 01A1 A1 01 Pachirisu
0418 01A2 A2 01 Buizel
0419 01A3 A3 01 Floatzel
0420 01A4 A4 01 Cherubi
0421 01A5 A5 01 Cherrim
0422 01A6 A6 01 Shellos
0423 01A7 A7 01 Gastrodon
0424 01A8 A8 01 Ambipom
0425 01A9 A9 01 Drifloon
0426 01AA AA 01 Drifblim
0427 01AB AB 01 Buneary
0428 01AC AC 01 Lopunny
0429 01AD AD 01 Mismagius
0430 01AE AE 01 Honchkrow
0431 01AF AF 01 Glameow
0432 01B0 B0 01 Purugly
0433 01B1 B1 01 Chingling
0434 01B2 B2 01 Stunky
0435 01B3 B3 01 Skuntank
0436 01B4 B4 01 Bronzor
0437 01B5 B5 01 Bronzong
0438 01B6 B6 01 Bonsly
0439 01B7 B7 01 Mime Jr.
0440 01B8 B8 01 Happiny
0441 01B9 B9 01 Chatot
0442 01BA BA 01 Spiritomb
0443 01BB BB 01 Gible
0444 01BC BC 01 Gabite
0445 01BD BD 01 Garchomp
0446 01BE BE 01 Munchlax
0447 01BF BF 01 Riolu
0448 01C0 C0 01 Lucario
0449 01C1 C1 01 Hippopotas
0450 01C2 C2 01 Hippowdon
0451 01C3 C3 01 Skorupi
0452 01C4 C4 01 Drapion
0453 01C5 C5 01 Croagunk
0454 01C6 C6 01 Toxicroak
0455 01C7 C7 01 Carnivine
0456 01C8 C8 01 Finneon
0457 01C9 C9 01 Lumineon
0458 01CA CA 01 Mantyke
0459 01CB CB 01 Snover
0460 01CC CC 01 Abomasnow
0461 01CD CD 01 Weavile
0462 01CE CE 01 Magnezone
0463 01CF CF 01 Lickilicky
0464 01D0 D0 01 Rhyperior
0465 01D1 D1 01 Tangrowth
0466 01D2 D2 01 Electivire
0467 01D3 D3 01 Magmortar
0468 01D4 D4 01 Togekiss
0469 01D5 D5 01 Yanmega
0470 01D6 D6 01 Leafeon
0471 01D7 D7 01 Glaceon
0472 01D8 D8 01 Gliscor
0473 01D9 D9 01 Mamoswine
0474 01DA DA 01 Porygon-Z
0475 01DB DB 01 Gallade
0476 01DC DC 01 Probopass
0477 01DD DD 01 Dusknoir
0478 01DE DE 01 Froslass
0479 01DF DF 01 Rotom
0480 01E0 E0 01 Uxie
0481 01E1 E1 01 Mesprit
0482 01E2 E2 01 Azelf
0483 01E3 E3 01 Dialga
0484 01E4 E4 01 Palkia
0485 01E5 E5 01 Heatran
0486 01E6 E6 01 Regigigas
0487 01E7 E7 01 Giratina
0488 01E8 E8 01 Cresselia
0489 01E9 E9 01 Phione
0490 01EA EA 01 Manaphy
0491 01EB EB 01 Darkrai
0492 01EC EC 01 Shaymin
0493 01ED ED 01 Arceus
0494 01EE EE 01 Egg
0495 01EF EF 01 Bad Egg

Items IDs Back To Appendix ▲
Dec Hex Hex (LE) Item Name
0000 0000 00 00 None
0001 0001 01 00 Master Ball
0002 0002 02 00 Ultra Ball
0003 0003 03 00 Great Ball
0004 0004 04 00 Poke Ball
0005 0005 05 00 Safari Ball
0006 0006 06 00 Net Ball
0007 0007 07 00 Dive Ball
0008 0008 08 00 Nest Ball
0009 0009 09 00 Repeat Ball
0010 000A 0A 00 Timer Ball
0011 000B 0B 00 Luxury Ball
0012 000C 0C 00 Premier Ball
0013 000D 0D 00 Dusk Ball
0014 000E 0E 00 Heal Ball
0015 000F 0F 00 Quick Ball
0016 0010 10 00 Cherish Ball
0017 0011 11 00 Potion
0018 0012 12 00 Antidote
0019 0013 13 00 Burn Heal
0020 0014 14 00 Ice Heal
0021 0015 15 00 Awakening
0022 0016 16 00 Parlyz Heal
0023 0017 17 00 Full Restore
0024 0018 18 00 Max Potion
0025 0019 19 00 Hyper Potion
0026 001A 1A 00 Super Potion
0027 001B 1B 00 Full Heal
0028 001C 1C 00 Revive
0029 001D 1D 00 Max Revive
0030 001E 1E 00 Fresh Water
0031 001F 1F 00 Soda Pop
0032 0020 20 00 Lemonade
0033 0021 21 00 Moomoo Milk
0034 0022 22 00 EnergyPowder
0035 0023 23 00 Energy Root
0036 0024 24 00 Heal Powder
0037 0025 25 00 Revival Herb
0038 0026 26 00 Ether
0039 0027 27 00 Max Ether
0040 0028 28 00 Elixir
0041 0029 29 00 Max Elixir
0042 002A 2A 00 Lava Cookie
0043 002B 2B 00 Berry Juice
0044 002C 2C 00 Sacred Ash
0045 002D 2D 00 HP Up
0046 002E 2E 00 Protein
0047 002F 2F 00 Iron
0048 0030 30 00 Carbos
0049 0031 31 00 Calcium
0050 0032 32 00 Rare Candy
0051 0033 33 00 PP Up
0052 0034 34 00 Zinc
0053 0035 35 00 PP Max
0054 0036 36 00 Old Gateau
0055 0037 37 00 Guard Spec.
0056 0038 38 00 Dire Hit
0057 0039 39 00 X Attack
0058 003A 3A 00 X Defend
0059 003B 3B 00 X Speed
0060 003C 3C 00 X Accuracy
0061 003D 3D 00 X Special
0062 003E 3E 00 X Sp. Def
0063 003F 3F 00 Poke Doll
0064 0040 40 00 Fluffy Tail
0065 0041 41 00 Blue Flute
0066 0042 42 00 Yellow Flute
0067 0043 43 00 Red Flute
0068 0044 44 00 Black Flute
0069 0045 45 00 White Flute
0070 0046 46 00 Shoal Salt
0071 0047 47 00 Shoal Shell
0072 0048 48 00 Red Shard
0073 0049 49 00 Blue Shard
0074 004A 4A 00 Yellow Shard
0075 004B 4B 00 Green Shard
0076 004C 4C 00 Super Repel
0077 004D 4D 00 Max Repel
0078 004E 4E 00 Escape Rope
0079 004F 4F 00 Repel
0080 0050 50 00 Sun Stone
0081 0051 51 00 Moon Stone
0082 0052 52 00 Fire Stone
0083 0053 53 00 Thunderstone
0084 0054 54 00 Water Stone
0085 0055 55 00 Leaf Stone
0086 0056 56 00 TinyMushroom
0087 0057 57 00 Big Mushroom
0088 0058 58 00 Pearl
0089 0059 59 00 Big Pearl
0090 005A 5A 00 Stardust
0091 005B 5B 00 Star Piece
0092 005C 5C 00 Nugget
0093 005D 5D 00 Heart Scale
0094 005E 5E 00 Honey
0095 005F 5F 00 Growth Mulch
0096 0060 60 00 Damp Mulch
0097 0061 61 00 Stable Mulch
0098 0062 62 00 Gooey Mulch
0099 0063 63 00 Root Fossil
0100 0064 64 00 Claw Fossil
0101 0065 65 00 Helix Fossil
0102 0066 66 00 Dome Fossil
0103 0067 67 00 Old Amber
0104 0068 68 00 Armor Fossil
0105 0069 69 00 Skull Fossil
0106 006A 6A 00 Rare Bone
0107 006B 6B 00 Shiny Stone
0108 006C 6C 00 Dusk Stone
0109 006D 6D 00 Dawn Stone
0110 006E 6E 00 Oval Stone
0111 006F 6F 00 Odd Keystone
0112 0060 60 00 Griseous Orb
0113 0071 71 00 ???
0114 0072 72 00 ???
0115 0073 73 00 ???
0116 0074 74 00 ???
0117 0075 75 00 ???
0118 0076 76 00 ???
0119 0077 77 00 ???
0120 0078 78 00 ???
0121 0079 79 00 ???
0122 007A 7A 00 ???
0123 007B 7B 00 ???
0124 007C 7C 00 ???
0125 007D 7D 00 ???
0126 007E 7E 00 ???
0127 007F 7F 00 ???
0128 0080 80 00 ???
0129 0081 81 00 ???
0130 0082 82 00 ???
0131 0083 83 00 ???
0132 0084 84 00 ???
0133 0085 85 00 ???
0134 0086 86 00 ???
0135 0087 87 00 Adamant Orb
0136 0088 88 00 Lustrous Orb
0137 0089 89 00 Grass Mail
0138 008A 8A 00 Flame Mail
0139 008B 8B 00 Bubble Mail
0140 008C 8C 00 Bloom Mail
0141 008D 8D 00 Tunnel Mail
0142 008E 8E 00 Steel Mail
0143 008F 8F 00 Heart Mail
0144 0090 90 00 Snow Mail
0145 0091 91 00 Space Mail
0146 0092 92 00 Air Mail
0147 0093 93 00 Mosaic Mail
0148 0094 94 00 Brick Mail
0149 0095 95 00 Cheri Berry
0150 0096 96 00 Chesto Berry
0151 0097 97 00 Pecha Berry
0152 0098 98 00 Rawst Berry
0153 0099 99 00 Aspear Berry
0154 009A 9A 00 Leppa Berry
0155 009B 9B 00 Oran Berry
0156 009C 9C 00 Persim Berry
0157 009D 9D 00 Lum Berry
0158 009E 9E 00 Sitrus Berry
0159 009F 9F 00 Figy Berry
0160 00A0 A0 00 Wiki Berry
0161 00A1 A1 00 Mago Berry
0162 00A2 A2 00 Aguav Berry
0163 00A3 A3 00 Iapapa Berry
0164 00A4 A4 00 Razz Berry
0165 00A5 A5 00 Bluk Berry
0166 00A6 A6 00 Nanab Berry
0167 00A7 A7 00 Wepear Berry
0168 00A8 A8 00 Pinap Berry
0169 00A9 A9 00 Pomeg Berry
0170 00AA AA 00 Kelpsy Berry
0171 00AB AB 00 Qualot Berry
0172 00AC AC 00 Hondew Berry
0173 00AD AD 00 Grepa Berry
0174 00AE AE 00 Tamato Berry
0175 00AF AF 00 Cornn Berry
0176 00B0 B0 00 Magost Berry
0177 00B1 B1 00 Rabuta Berry
0178 00B2 B2 00 Nomel Berry
0179 00B3 B3 00 Spelon Berry
0180 00B4 B4 00 Pamtre Berry
0181 00B5 B5 00 Watmel Berry
0182 00B6 B6 00 Durin Berry
0183 00B7 B7 00 Belue Berry
0184 00B8 B8 00 Occa Berry
0185 00B9 B9 00 Passho Berry
0186 00BA BA 00 Wacan Berry
0187 00BB BB 00 Rindo Berry
0188 00BC BC 00 Yache Berry
0189 00BD BD 00 Chople Berry
0190 00BE BE 00 Kebia Berry
0191 00BF BF 00 Shuca Berry
0192 00C0 C0 00 Coba Berry
0193 00C1 C1 00 Payapa Berry
0194 00C2 C2 00 Tanga Berry
0195 00C3 C3 00 Charti Berry
0196 00C4 C4 00 Kasib Berry
0197 00C5 C5 00 Haban Berry
0198 00C6 C6 00 Colbur Berry
0199 00C7 C7 00 Babiri Berry
0200 00C8 C8 00 Chilan Berry
0201 00C9 C9 00 Liechi Berry
0202 00CA CA 00 Ganlon Berry
0203 00CB CB 00 Salac Berry
0204 00CC CC 00 Petaya Berry
0205 00CD CD 00 Apicot Berry
0206 00CE CE 00 Lansat Berry
0207 00CF CF 00 Starf Berry
0208 00D0 D0 00 Enigma Berry
0209 00D1 D1 00 Micle Berry
0210 00D2 D2 00 Custap Berry
0211 00D3 D3 00 Jaboca Berry
0212 00D4 D4 00 Rowap Berry
0213 00D5 D5 00 BrightPowder
0214 00D6 D6 00 White Herb
0215 00D7 D7 00 Macho Brace
0216 00D8 D8 00 Exp. Share
0217 00D9 D9 00 Quick Claw
0218 00DA DA 00 Soothe Bell
0219 00DB DB 00 Mental Herb
0220 00DC DC 00 Choice Band
0221 00DD DD 00 King’s Rock
0222 00DE DE 00 SilverPowder
0223 00DF DF 00 Amulet Coin
0224 00E0 E0 00 Cleanse Tag
0225 00E1 E1 00 Soul Dew
0226 00E2 E2 00 DeepSeaTooth
0227 00E3 E3 00 DeepSeaScale
0228 00E4 E4 00 Smoke Ball
0229 00E5 E5 00 Everstone
0230 00E6 E6 00 Focus Band
0231 00E7 E7 00 Lucky Egg
0232 00E8 E8 00 Scope Lens
0233 00E9 E9 00 Metal Coat
0234 00EA EA 00 Leftovers
0235 00EB EB 00 Dragon Scale
0236 00EC EC 00 Light Ball
0237 00ED ED 00 Soft Sand
0238 00EE EE 00 Hard Stone
0239 00EF EF 00 Miracle Seed
0240 00F0 F0 00 BlackGlasses
0241 00F1 F1 00 Black Belt
0242 00F2 F2 00 Magnet
0243 00F3 F3 00 Mystic Water
0244 00F4 F4 00 Sharp Beak
0245 00F5 F5 00 Poison Barb
0246 00F6 F6 00 NeverMeltIce
0247 00F7 F7 00 Spell Tag
0248 00F8 F8 00 TwistedSpoon
0249 00F9 F9 00 Charcoal
0250 00FA FA 00 Dragon Fang
0251 00FB FB 00 Silk Scarf
0252 00FC FC 00 Up-Grade
0253 00FD FD 00 Shell Bell
0254 00FE FE 00 Sea Incense
0255 00FF FF 00 Lax Incense
0256 0100 00 01 Lucky Punch
0257 0101 01 01 Metal Powder
0258 0102 02 01 Thick Club
0259 0103 03 01 Stick
0260 0104 04 01 Red Scarf
0261 0105 05 01 Blue Scarf
0262 0106 06 01 Pink Scarf
0263 0107 07 01 Green Scarf
0264 0108 08 01 Yellow Scarf
0265 0109 09 01 Wide Lens
0266 010A 0A 01 Muscle Band
0267 010B 0B 01 Wise Glasses
0268 010C 0C 01 Expert Belt
0269 010D 0D 01 Light Clay
0270 010E 0E 01 Life Orb
0271 010F 0F 01 Power Herb
0272 0110 10 01 Toxic Orb
0273 0111 11 01 Flame Orb
0274 0112 12 01 Quick Powder
0275 0113 13 01 Focus Sash
0276 0114 14 01 Zoom Lens
0277 0115 15 01 Metronome
0278 0116 16 01 Iron Ball
0279 0117 17 01 Lagging Tail
0280 0118 18 01 Destiny Knot
0281 0119 19 01 Black Sludge
0282 011A 1A 01 Icy Rock
0283 011B 1B 01 Smooth Rock
0284 011C 1C 01 Heat Rock
0285 011D 1D 01 Damp Rock
0286 011E 1E 01 Grip Claw
0287 011F 1F 01 Choice Scarf
0288 0120 20 01 Sticky Barb
0289 0121 21 01 Power Bracer
0290 0122 22 01 Power Belt
0291 0123 23 01 Power Lens
0292 0124 24 01 Power Band
0293 0125 25 01 Power Anklet
0294 0126 26 01 Power Weight
0295 0127 27 01 Shed Shell
0296 0128 28 01 Big Root
0297 0129 29 01 Choice Specs
0298 012A 2A 01 Flame Plate
0299 012B 2B 01 Splash Plate
0300 012C 2C 01 Zap Plate
0301 012D 2D 01 Meadow Plate
0302 012E 2E 01 Icicle Plate
0303 012F 2F 01 Fist Plate
0304 0130 30 01 Toxic Plate
0305 0131 31 01 Earth Plate
0306 0132 32 01 Sky Plate
0307 0133 33 01 Mind Plate
0308 0134 34 01 Insect Plate
0309 0135 35 01 Stone Plate
0310 0136 36 01 Spooky Plate
0311 0137 37 01 Draco Plate
0312 0138 38 01 Dread Plate
0313 0139 39 01 Iron Plate
0314 013A 3A 01 Odd Incense
0315 013B 3B 01 Rock Incense
0316 013C 3C 01 Full Incense
0317 013D 3D 01 Wave Incense
0318 013E 3E 01 Rose Incense
0319 013F 3F 01 Luck Incense
0320 0140 40 01 Pure Incense
0321 0141 41 01 Protector
0322 0142 42 01 Electirizer
0323 0143 43 01 Magmarizer
0324 0144 44 01 Dubious Disc
0325 0145 45 01 Reaper Cloth
0326 0146 46 01 Razor Claw
0327 0147 47 01 Razor Fang
0328 0148 48 01 TM01
0329 0149 49 01 TM02
0330 014A 4A 01 TM03
0331 014B 4B 01 TM04
0332 014C 4C 01 TM05
0333 014D 4D 01 TM06
0334 014E 4E 01 TM07
0335 014F 4F 01 TM08
0336 0150 50 01 TM09
0337 0151 51 01 TM10
0338 0152 52 01 TM11
0339 0153 53 01 TM12
0340 0154 54 01 TM13
0341 0155 55 01 TM14
0342 0156 56 01 TM15
0343 0157 57 01 TM16
0344 0158 58 01 TM17
0345 0159 59 01 TM18
0346 015A 5A 01 TM19
0347 015B 5B 01 TM20
0348 015C 5C 01 TM21
0349 015D 5D 01 TM22
0350 015E 5E 01 TM23
0351 015F 5F 01 TM24
0352 0160 60 01 TM25
0353 0161 61 01 TM26
0354 0162 62 01 TM27
0355 0163 63 01 TM28
0356 0164 64 01 TM29
0357 0165 65 01 TM30
0358 0166 66 01 TM31
0359 0167 67 01 TM32
0360 0168 68 01 TM33
0361 0169 69 01 TM34
0362 016A 6A 01 TM35
0363 016B 6B 01 TM36
0364 016C 6C 01 TM37
0365 016D 6D 01 TM38
0366 016E 6E 01 TM39
0367 016F 6F 01 TM40
0368 0170 70 01 TM41
0369 0171 71 01 TM42
0370 0172 72 01 TM43
0371 0173 73 01 TM44
0372 0174 74 01 TM45
0373 0175 75 01 TM46
0374 0176 76 01 TM47
0375 0177 77 01 TM48
0376 0178 78 01 TM49
0377 0179 79 01 TM50
0378 017A 7A 01 TM51
0379 017B 7B 01 TM52
0380 017C 7C 01 TM53
0381 017D 7D 01 TM54
0382 017E 7E 01 TM55
0383 017F 7F 01 TM56
0384 0180 80 01 TM57
0385 0181 81 01 TM58
0386 0182 82 01 TM59
0387 0183 83 01 TM60
0388 0184 84 01 TM61
0389 0185 85 01 TM62
0390 0186 86 01 TM63
0391 0187 87 01 TM64
0392 0188 88 01 TM65
0393 0189 89 01 TM66
0394 018A 8A 01 TM67
0395 018B 8B 01 TM68
0396 018C 8C 01 TM69
0397 018D 8D 01 TM70
0398 018E 8E 01 TM71
0399 018F 8F 01 TM72
0400 0190 90 01 TM73
0401 0191 91 01 TM74
0402 0192 92 01 TM75
0403 0193 93 01 TM76
0404 0194 94 01 TM77
0405 0195 95 01 TM78
0406 0196 96 01 TM79
0407 0197 97 01 TM80
0408 0198 98 01 TM81
0409 0199 99 01 TM82
0410 019A 9A 01 TM83
0411 019B 9B 01 TM84
0412 019C 9C 01 TM85
0413 019D 9D 01 TM86
0414 019E 9E 01 TM87
0415 019F 9F 01 TM88
0416 01A0 A0 01 TM89
0417 01A1 A1 01 TM90
0418 01A2 A2 01 TM91
0419 01A3 A3 01 TM92
0420 01A4 A4 01 HM01
0421 01A5 A5 01 HM02
0422 01A6 A6 01 HM03
0423 01A7 A7 01 HM04
0424 01A8 A8 01 HM05
0425 01A9 A9 01 HM06
0426 01AA AA 01 HM07
0427 01AB AB 01 HM08
0428 01AC AC 01 ???
0429 01AD AD 01 Loot Sack
0430 01AE AE 01 Rule Book
0431 01AF AF 01 Poke Radar
0432 01B0 B0 01 Point Card
0433 01B1 B1 01 Journal
0434 01B2 B2 01 Seal Case
0435 01B3 B3 01 Fashion Case
0436 01B4 B4 01 Seal Bag
0437 01B5 B5 01 Pal Pad
0438 01B6 B6 01 Works Key
0439 01B7 B7 01 Old Charm
0440 01B8 B8 01 Galactic Key
0441 01B9 B9 01 Red Chain
0442 01BA BA 01 Town Map
0443 01BB BB 01 Vs. Seeker
0444 01BC BC 01 Coin Case
0445 01BD BD 01 Old Rod
0446 01BE BE 01 Good Rod
0447 01BF BF 01 Super Rod
0448 01C0 C0 01 Sprayduck
0449 01C1 C1 01 Poffin Case
0450 01C2 C2 01 Bicycle
0451 01C3 C3 01 Suite Key
0452 01C4 C4 01 Oak’s Letter
0453 01C5 C5 01 Lunar Wing
0454 01C6 C6 01 Member Card
0455 01C7 C7 01 Azure Flute
0456 01C8 C8 01 S.S. Ticket
0457 01C9 C9 01 Contest Pass
0458 01CA CA 01 Magma Stone
0459 01CB CB 01 Parcel
0460 01CC CC 01 Coupon 1
0461 01CD CD 01 Coupon 2
0462 01CE CE 01 Coupon 3
0463 01CF CF 01 Storage Key
0464 01D0 D0 01 SecretPotion
0465 01D1 D1 01 Vs. Recorder
0466 01D2 D2 01 Gracidea
0467 01D3 D3 01 Secret Key
0468 01D4 D4 01 Apricorn Box
0469 01D5 D5 01 UNOWN Report
0470 01D6 D6 01 Berry Pots
0471 01D7 D7 01 Dowsing MCHN
0472 01D8 D8 01 Blue Card
0473 01D9 D9 01 SlowpokeTail
0474 01DA DA 01 Clear Bell
0475 01DB DB 01 Card Key
0476 01DC DC 01 Basement Key
0477 01DD DD 01 SquirtBottle
0478 01DE DE 01 Red Scale
0479 01DF DF 01 Lost Item
0480 01E0 E0 01 Pass
0481 01E1 E1 01 Machine Part
0482 01E2 E2 01 Silver Wing
0483 01E3 E3 01 Rainbow Wing
0484 01E4 E4 01 Mystery Egg
0485 01E5 E5 01 Red Apricorn
0486 01E6 E6 01 Ylw Apricorn
0487 01E7 E7 01 Blu Apricorn
0488 01E8 E8 01 Grn Apricorn
0489 01E9 E9 01 Pnk Apricorn
0490 01EA EA 01 Wht Apricorn
0491 01EB EB 01 Blk Apricorn
0492 01EC EC 01 Fast Ball
0493 01ED ED 01 Level Ball
0494 01EE EE 01 Lure Ball
0495 01EF EF 01 Heavy Ball
0496 01F0 F0 01 Love Ball
0497 01F1 F1 01 Friend Ball
0498 01F2 F2 01 Moon Ball
0499 01F3 F3 01 Sport Ball
0500 01F4 F4 01 Park Ball
0501 01F5 F5 01 Photo Album
0502 01F6 F6 01 GB Sounds
0503 01F7 F7 01 Tidal Bell
0504 01F8 F8 01 RageCandyBar
0505 01F9 F9 01 Data Card 01
0506 01FA FA 01 Data Card 02
0507 01FB FB 01 Data Card 03
0508 01FC FC 01 Data Card 04
0509 01FD FD 01 Data Card 05
0510 01FE FE 01 Data Card 06
0511 01FF FF 01 Data Card 07
0512 0200 00 02 Data Card 08
0513 0201 01 02 Data Card 09
0514 0202 02 02 Data Card 10
0515 0203 03 02 Data Card 11
0516 0204 04 02 Data Card 12
0517 0205 05 02 Data Card 13
0518 0206 06 02 Data Card 14
0519 0207 07 02 Data Card 15
0520 0208 08 02 Data Card 16
0521 0209 09 02 Data Card 17
0522 020A 0A 02 Data Card 18
0523 020B 0B 02 Data Card 19
0524 020C 0C 02 Data Card 20
0525 020D 0D 02 Data Card 21
0526 020E 0E 02 Data Card 22
0527 020F 0F 02 Data Card 23
0528 0210 10 02 Data Card 24
0529 0211 11 02 Data Card 25
0530 0212 12 02 Data Card 26
0531 0213 13 02 Data Card 27
0532 0214 14 02 Jade Orb
0533 0215 15 02 Lock Capsule
0534 0216 16 02 Red Orb
0535 0217 17 02 Blue Orb
0536 0218 18 02 Enigma Stone

Move IDs Back To Appendix ▲
Dec Hex Hex (LE) Move Name
0000 0000 00 00 -
0001 0001 01 00 Pound
0002 0002 02 00 Karate Chop
0003 0003 03 00 DoubleSlap
0004 0004 04 00 Comet Punch
0005 0005 05 00 Mega Punch
0006 0006 06 00 Pay Day
0007 0007 07 00 Fire Punch
0008 0008 08 00 Ice Punch
0009 0009 09 00 ThunderPunch
0010 000A 0A 00 Scratch
0011 000B 0B 00 ViceGrip
0012 000C 0C 00 Guillotine
0013 000D 0D 00 Razor Wind
0014 000E 0E 00 Swords Dance
0015 000F 0F 00 Cut
0016 0010 10 00 Gust
0017 0011 11 00 Wing Attack
0018 0012 12 00 Whirlwind
0019 0013 13 00 Fly
0020 0014 14 00 Bind
0021 0015 15 00 Slam
0022 0016 16 00 Vine Whip
0023 0017 17 00 Stomp
0024 0018 18 00 Double Kick
0025 0019 19 00 Mega Kick
0026 001A 1A 00 Jump Kick
0027 001B 1B 00 Rolling Kick
0028 001C 1C 00 Sand-Attack
0029 001D 1D 00 Headbutt
0030 001E 1E 00 Horn Attack
0031 001F 1F 00 Fury Attack
0032 0020 20 00 Horn Drill
0033 0021 21 00 Tackle
0034 0022 22 00 Body Slam
0035 0023 23 00 Wrap
0036 0024 24 00 Take Down
0037 0025 25 00 Thrash
0038 0026 26 00 Double-Edge
0039 0027 27 00 Tail Whip
0040 0028 28 00 Poison Sting
0041 0029 29 00 Twineedle
0042 002A 2A 00 Pin Missile
0043 002B 2B 00 Leer
0044 002C 2C 00 Bite
0045 002D 2D 00 Growl
0046 002E 2E 00 Roar
0047 002F 2F 00 Sing
0048 0030 30 00 Supersonic
0049 0031 31 00 SonicBoom
0050 0032 32 00 Disable
0051 0033 33 00 Acid
0052 0034 34 00 Ember
0053 0035 35 00 Flamethrower
0054 0036 36 00 Mist
0055 0037 37 00 Water Gun
0056 0038 38 00 Hydro Pump
0057 0039 39 00 Surf
0058 003A 3A 00 Ice Beam
0059 003B 3B 00 Blizzard
0060 003C 3C 00 Psybeam
0061 003D 3D 00 BubbleBeam
0062 003E 3E 00 Aurora Beam
0063 003F 3F 00 Hyper Beam
0064 0040 40 00 Peck
0065 0041 41 00 Drill Peck
0066 0042 42 00 Submission
0067 0043 43 00 Low Kick
0068 0044 44 00 Counter
0069 0045 45 00 Seismic Toss
0070 0046 46 00 Strength
0071 0047 47 00 Absorb
0072 0048 48 00 Mega Drain
0073 0049 49 00 Leech Seed
0074 004A 4A 00 Growth
0075 004B 4B 00 Razor Leaf
0076 004C 4C 00 SolarBeam
0077 004D 4D 00 PoisonPowder
0078 004E 4E 00 Stun Spore
0079 004F 4F 00 Sleep Powder
0080 0050 50 00 Petal Dance
0081 0051 51 00 String Shot
0082 0052 52 00 Dragon Rage
0083 0053 53 00 Fire Spin
0084 0054 54 00 ThunderShock
0085 0055 55 00 Thunderbolt
0086 0056 56 00 Thunder Wave
0087 0057 57 00 Thunder
0088 0058 58 00 Rock Throw
0089 0059 59 00 Earthquake
0090 005A 5A 00 Fissure
0091 005B 5B 00 Dig
0092 005C 5C 00 Toxic
0093 005D 5D 00 Confusion
0094 005E 5E 00 Psychic
0095 005F 5F 00 Hypnosis
0096 0060 60 00 Meditate
0097 0061 61 00 Agility
0098 0062 62 00 Quick Attack
0099 0063 63 00 Rage
0100 0064 64 00 Teleport
0101 0065 65 00 Night Shade
0102 0066 66 00 Mimic
0103 0067 67 00 Screech
0104 0068 68 00 Double Team
0105 0069 69 00 Recover
0106 006A 6A 00 Harden
0107 006B 6B 00 Minimize
0108 006C 6C 00 SmokeScreen
0109 006D 6D 00 Confuse Ray
0110 006E 6E 00 Withdraw
0111 006F 6F 00 Defense Curl
0112 0060 60 00 Barrier
0113 0071 71 00 Light Screen
0114 0072 72 00 Haze
0115 0073 73 00 Reflect
0116 0074 74 00 Focus Energy
0117 0075 75 00 Bide
0118 0076 76 00 Metronome
0119 0077 77 00 Mirror Move
0120 0078 78 00 Selfdestruct
0121 0079 79 00 Egg Bomb
0122 007A 7A 00 Lick
0123 007B 7B 00 Smog
0124 007C 7C 00 Sludge
0125 007D 7D 00 Bone Club
0126 007E 7E 00 Fire Blast
0127 007F 7F 00 Waterfall
0128 0080 80 00 Clamp
0129 0081 81 00 Swift
0130 0082 82 00 Skull Bash
0131 0083 83 00 Spike Cannon
0132 0084 84 00 Constrict
0133 0085 85 00 Amnesia
0134 0086 86 00 Kinesis
0135 0087 87 00 Softboiled
0136 0088 88 00 Hi Jump Kick
0137 0089 89 00 Glare
0138 008A 8A 00 Dream Eater
0139 008B 8B 00 Poison Gas
0140 008C 8C 00 Barrage
0141 008D 8D 00 Leech Life
0142 008E 8E 00 Lovely Kiss
0143 008F 8F 00 Sky Attack
0144 0090 90 00 Transform
0145 0091 91 00 Bubble
0146 0092 92 00 Dizzy Punch
0147 0093 93 00 Spore
0148 0094 94 00 Flash
0149 0095 95 00 Psywave
0150 0096 96 00 Splash
0151 0097 97 00 Acid Armor
0152 0098 98 00 Crabhammer
0153 0099 99 00 Explosion
0154 009A 9A 00 Fury Swipes
0155 009B 9B 00 Bonemerang
0156 009C 9C 00 Rest
0157 009D 9D 00 Rock Slide
0158 009E 9E 00 Hyper Fang
0159 009F 9F 00 Sharpen
0160 00A0 A0 00 Conversion
0161 00A1 A1 00 Tri Attack
0162 00A2 A2 00 Super Fang
0163 00A3 A3 00 Slash
0164 00A4 A4 00 Substitute
0165 00A5 A5 00 Struggle
0166 00A6 A6 00 Sketch
0167 00A7 A7 00 Triple Kick
0168 00A8 A8 00 Thief
0169 00A9 A9 00 Spider Web
0170 00AA AA 00 Mind Reader
0171 00AB AB 00 Nightmare
0172 00AC AC 00 Flame Wheel
0173 00AD AD 00 Snore
0174 00AE AE 00 Curse
0175 00AF AF 00 Flail
0176 00B0 B0 00 Conversion 2
0177 00B1 B1 00 Aeroblast
0178 00B2 B2 00 Cotton Spore
0179 00B3 B3 00 Reversal
0180 00B4 B4 00 Spite
0181 00B5 B5 00 Powder Snow
0182 00B6 B6 00 Protect
0183 00B7 B7 00 Mach Punch
0184 00B8 B8 00 Scary Face
0185 00B9 B9 00 Faint Attack
0186 00BA BA 00 Sweet Kiss
0187 00BB BB 00 Belly Drum
0188 00BC BC 00 Sludge Bomb
0189 00BD BD 00 Mud-Slap
0190 00BE BE 00 Octazooka
0191 00BF BF 00 Spikes
0192 00C0 C0 00 Zap Cannon
0193 00C1 C1 00 Foresight
0194 00C2 C2 00 Destiny Bond
0195 00C3 C3 00 Perish Song
0196 00C4 C4 00 Icy Wind
0197 00C5 C5 00 Detect
0198 00C6 C6 00 Bone Rush
0199 00C7 C7 00 Lock-On
0200 00C8 C8 00 Outrage
0201 00C9 C9 00 Sandstorm
0202 00CA CA 00 Giga Drain
0203 00CB CB 00 Endure
0204 00CC CC 00 Charm
0205 00CD CD 00 Rollout
0206 00CE CE 00 False Swipe
0207 00CF CF 00 Swagger
0208 00D0 D0 00 Milk Drink
0209 00D1 D1 00 Spark
0210 00D2 D2 00 Fury Cutter
0211 00D3 D3 00 Steel Wing
0212 00D4 D4 00 Mean Look
0213 00D5 D5 00 Attract
0214 00D6 D6 00 Sleep Talk
0215 00D7 D7 00 Heal Bell
0216 00D8 D8 00 Return
0217 00D9 D9 00 Present
0218 00DA DA 00 Frustration
0219 00DB DB 00 Safeguard
0220 00DC DC 00 Pain Split
0221 00DD DD 00 Sacred Fire
0222 00DE DE 00 Magnitude
0223 00DF DF 00 DynamicPunch
0224 00E0 E0 00 Megahorn
0225 00E1 E1 00 DragonBreath
0226 00E2 E2 00 Baton Pass
0227 00E3 E3 00 Encore
0228 00E4 E4 00 Pursuit
0229 00E5 E5 00 Rapid Spin
0230 00E6 E6 00 Sweet Scent
0231 00E7 E7 00 Iron Tail
0232 00E8 E8 00 Metal Claw
0233 00E9 E9 00 Vital Throw
0234 00EA EA 00 Morning Sun
0235 00EB EB 00 Synthesis
0236 00EC EC 00 Moonlight
0237 00ED ED 00 Hidden Power
0238 00EE EE 00 Cross Chop
0239 00EF EF 00 Twister
0240 00F0 F0 00 Rain Dance
0241 00F1 F1 00 Sunny Day
0242 00F2 F2 00 Crunch
0243 00F3 F3 00 Mirror Coat
0244 00F4 F4 00 Psych Up
0245 00F5 F5 00 ExtremeSpeed
0246 00F6 F6 00 AncientPower
0247 00F7 F7 00 Shadow Ball
0248 00F8 F8 00 Future Sight
0249 00F9 F9 00 Rock Smash
0250 00FA FA 00 Whirlpool
0251 00FB FB 00 Beat Up
0252 00FC FC 00 Fake Out
0253 00FD FD 00 Uproar
0254 00FE FE 00 Stockpile
0255 00FF FF 00 Spit Up
0256 0100 00 01 Swallow
0257 0101 01 01 Heat Wave
0258 0102 02 01 Hail
0259 0103 03 01 Torment
0260 0104 04 01 Flatter
0261 0105 05 01 Will-O-Wisp
0262 0106 06 01 Memento
0263 0107 07 01 Facade
0264 0108 08 01 Focus Punch
0265 0109 09 01 SmellingSalt
0266 010A 0A 01 Follow Me
0267 010B 0B 01 Nature Power
0268 010C 0C 01 Charge
0269 010D 0D 01 Taunt
0270 010E 0E 01 Helping Hand
0271 010F 0F 01 Trick
0272 0110 10 01 Role Play
0273 0111 11 01 Wish
0274 0112 12 01 Assist
0275 0113 13 01 Ingrain
0276 0114 14 01 Superpower
0277 0115 15 01 Magic Coat
0278 0116 16 01 Recycle
0279 0117 17 01 Revenge
0280 0118 18 01 Brick Break
0281 0119 19 01 Yawn
0282 011A 1A 01 Knock Off
0283 011B 1B 01 Endeavor
0284 011C 1C 01 Eruption
0285 011D 1D 01 Skill Swap
0286 011E 1E 01 Imprison
0287 011F 1F 01 Refresh
0288 0120 20 01 Grudge
0289 0121 21 01 Snatch
0290 0122 22 01 Secret Power
0291 0123 23 01 Dive
0292 0124 24 01 Arm Thrust
0293 0125 25 01 Camouflage
0294 0126 26 01 Tail Glow
0295 0127 27 01 Luster Purge
0296 0128 28 01 Mist Ball
0297 0129 29 01 FeatherDance
0298 012A 2A 01 Teeter Dance
0299 012B 2B 01 Blaze Kick
0300 012C 2C 01 Mud Sport
0301 012D 2D 01 Ice Ball
0302 012E 2E 01 Needle Arm
0303 012F 2F 01 Slack Off
0304 0130 30 01 Hyper Voice
0305 0131 31 01 Poison Fang
0306 0132 32 01 Crush Claw
0307 0133 33 01 Blast Burn
0308 0134 34 01 Hydro Cannon
0309 0135 35 01 Meteor Mash
0310 0136 36 01 Astonish
0311 0137 37 01 Weather Ball
0312 0138 38 01 Aromatherapy
0313 0139 39 01 Fake Tears
0314 013A 3A 01 Air Cutter
0315 013B 3B 01 Overheat
0316 013C 3C 01 Odor Sleuth
0317 013D 3D 01 Rock Tomb
0318 013E 3E 01 Silver Wind
0319 013F 3F 01 Metal Sound
0320 0140 40 01 GrassWhistle
0321 0141 41 01 Tickle
0322 0142 42 01 Cosmic Power
0323 0143 43 01 Water Spout
0324 0144 44 01 Signal Beam
0325 0145 45 01 Shadow Punch
0326 0146 46 01 Extrasensory
0327 0147 47 01 Sky Uppercut
0328 0148 48 01 Sand Tomb
0329 0149 49 01 Sheer Cold
0330 014A 4A 01 Muddy Water
0331 014B 4B 01 Bullet Seed
0332 014C 4C 01 Aerial Ace
0333 014D 4D 01 Icicle Spear
0334 014E 4E 01 Iron Defense
0335 014F 4F 01 Block
0336 0150 50 01 Howl
0337 0151 51 01 Dragon Claw
0338 0152 52 01 Frenzy Plant
0339 0153 53 01 Bulk Up
0340 0154 54 01 Bounce
0341 0155 55 01 Mud Shot
0342 0156 56 01 Poison Tail
0343 0157 57 01 Covet
0344 0158 58 01 Volt Tackle
0345 0159 59 01 Magical Leaf
0346 015A 5A 01 Water Sport
0347 015B 5B 01 Calm Mind
0348 015C 5C 01 Leaf Blade
0349 015D 5D 01 Dragon Dance
0350 015E 5E 01 Rock Blast
0351 015F 5F 01 Shock Wave
0352 0160 60 01 Water Pulse
0353 0161 61 01 Doom Desire
0354 0162 62 01 Psycho Boost
0355 0163 63 01 Roost
0356 0164 64 01 Gravity
0357 0165 65 01 Miracle Eye
0358 0166 66 01 Wake-Up Slap
0359 0167 67 01 Hammer Arm
0360 0168 68 01 Gyro Ball
0361 0169 69 01 Healing Wish
0362 016A 6A 01 Brine
0363 016B 6B 01 Natural Gift
0364 016C 6C 01 Feint
0365 016D 6D 01 Pluck
0366 016E 6E 01 Tailwind
0367 016F 6F 01 Acupressure
0368 0170 70 01 Metal Burst
0369 0171 71 01 U-turn
0370 0172 72 01 Close Combat
0371 0173 73 01 Payback
0372 0174 74 01 Assurance
0373 0175 75 01 Embargo
0374 0176 76 01 Fling
0375 0177 77 01 Psycho Shift
0376 0178 78 01 Trump Card
0377 0179 79 01 Heal Block
0378 017A 7A 01 Wring Out
0379 017B 7B 01 Power Trick
0380 017C 7C 01 Gastro Acid
0381 017D 7D 01 Lucky Chant
0382 017E 7E 01 Me First
0383 017F 7F 01 Copycat
0384 0180 80 01 Power Swap
0385 0181 81 01 Guard Swap
0386 0182 82 01 Punishment
0387 0183 83 01 Last Resort
0388 0184 84 01 Worry Seed
0389 0185 85 01 Sucker Punch
0390 0186 86 01 Toxic Spikes
0391 0187 87 01 Heart Swap
0392 0188 88 01 Aqua Ring
0393 0189 89 01 Magnet Rise
0394 018A 8A 01 Flare Blitz
0395 018B 8B 01 Force Palm
0396 018C 8C 01 Aura Sphere
0397 018D 8D 01 Rock Polish
0398 018E 8E 01 Poison Jab
0399 018F 8F 01 Dark Pulse
0400 0190 90 01 Night Slash
0401 0191 91 01 Aqua Tail
0402 0192 92 01 Seed Bomb
0403 0193 93 01 Air Slash
0404 0194 94 01 X-Scissor
0405 0195 95 01 Bug Buzz
0406 0196 96 01 Dragon Pulse
0407 0197 97 01 Dragon Rush
0408 0198 98 01 Power Gem
0409 0199 99 01 Drain Punch
0410 019A 9A 01 Vacuum Wave
0411 019B 9B 01 Focus Blast
0412 019C 9C 01 Energy Ball
0413 019D 9D 01 Brave Bird
0414 019E 9E 01 Earth Power
0415 019F 9F 01 Switcheroo
0416 01A0 A0 01 Giga Impact
0417 01A1 A1 01 Nasty Plot
0418 01A2 A2 01 Bullet Punch
0419 01A3 A3 01 Avalanche
0420 01A4 A4 01 Ice Shard
0421 01A5 A5 01 Shadow Claw
0422 01A6 A6 01 Thunder Fang
0423 01A7 A7 01 Ice Fang
0424 01A8 A8 01 Fire Fang
0425 01A9 A9 01 Shadow Sneak
0426 01AA AA 01 Mud Bomb
0427 01AB AB 01 Psycho Cut
0428 01AC AC 01 Zen Headbutt
0429 01AD AD 01 Mirror Shot
0430 01AE AE 01 Flash Cannon
0431 01AF AF 01 Rock Climb
0432 01B0 B0 01 Defog
0433 01B1 B1 01 Trick Room
0434 01B2 B2 01 Draco Meteor
0435 01B3 B3 01 Discharge
0436 01B4 B4 01 Lava Plume
0437 01B5 B5 01 Leaf Storm
0438 01B6 B6 01 Power Whip
0439 01B7 B7 01 Rock Wrecker
0440 01B8 B8 01 Cross Poison
0441 01B9 B9 01 Gunk Shot
0442 01BA BA 01 Iron Head
0443 01BB BB 01 Magnet Bomb
0444 01BC BC 01 Stone Edge
0445 01BD BD 01 Captivate
0446 01BE BE 01 Stealth Rock
0447 01BF BF 01 Grass Knot
0448 01C0 C0 01 Chatter
0449 01C1 C1 01 Judgment
0450 01C2 C2 01 Bug Bite
0451 01C3 C3 01 Charge Beam
0452 01C4 C4 01 Wood Hammer
0453 01C5 C5 01 Aqua Jet
0454 01C6 C6 01 Attack Order
0455 01C7 C7 01 Defend Order
0456 01C8 C8 01 Heal Order
0457 01C9 C9 01 Head Smash
0458 01CA CA 01 Double Hit
0459 01CB CB 01 Roar of Time
0460 01CC CC 01 Spacial Rend
0461 01CD CD 01 Lunar Dance
0462 01CE CE 01 Crush Grip
0463 01CF CF 01 Magma Storm
0464 01D0 D0 01 Dark Void
0465 01D1 D1 01 Seed Flare
0466 01D2 D2 01 Ominous Wind
0467 01D3 D3 01 Shadow Force

Ability IDs Back To Appendix ▲
Dec Hex Ability Name
00 00 -
01 01 Stench
02 02 Drizzle
03 03 Speed Boost
04 04 Battle Armor
05 05 Sturdy
06 06 Damp
07 07 Limber
08 08 Sand Veil
09 09 Static
10 0A Volt Absorb
11 0B Water Absorb
12 0C Oblivious
13 0D Cloud Nine
14 0E Compoundeyes
15 0F Insomnia
16 10 Color Change
17 11 Immunity
18 12 Flash Fire
19 13 Shield Dust
20 14 Own Tempo
21 15 Suction Cups
22 16 Intimidate
23 17 Shadow Tag
24 18 Rough Skin
25 19 Wonder Guard
26 1A Levitate
27 1B Effect Spore
28 1C Synchronize
29 1D Clear Body
30 1E Natural Cure
31 1F Lightningrod
32 20 Serene Grace
33 21 Swift Swim
34 22 Chlorophyll
35 23 Illuminate
36 24 Trace
37 25 Huge Power
38 26 Poison Point
39 27 Inner Focus
40 28 Magma Armor
41 29 Water Veil
42 2A Magnet Pull
43 2B Soundproof
44 2C Rain Dish
45 2D Sand Stream
46 2E Pressure
47 2F Thick Fat
48 30 Early Bird
49 31 Flame Body
50 32 Run Away
51 33 Keen Eye
52 34 Hyper Cutter
53 35 Pickup
54 36 Truant
55 37 Hustle
56 38 Cute Charm
57 39 Plus
58 3A Minus
59 3B Forecast
60 3C Sticky Hold
61 3D Shed Skin
62 3E Guts
63 3F Marvel Scale
64 40 Liquid Ooze
65 41 Overgrow
66 42 Blaze
67 43 Torrent
68 44 Swarm
69 45 Rock Head
70 46 Drought
71 47 Arena Trap
72 48 Vital Spirit
73 49 White Smoke
74 4A Pure Power
75 4B Shell Armor
76 4C Air Lock
77 4D Tangled Feet
78 4E Motor Drive
79 4F Rivalry
80 50 Steadfast
81 51 Snow Cloak
82 52 Gluttony
83 53 Anger Point
84 54 Unburden
85 55 Heatproof
86 56 Simple
87 57 Dry Skin
88 58 Download
89 59 Iron Fist
90 5A Poison Heal
91 5B Adaptability
92 5C Skill Link
93 5D Hydration
94 5E Solar Power
95 5F Quick Feet
96 60 Normalize
97 61 Sniper
98 62 Magic Guard
99 63 No Guard
00 64 Stall
01 65 Technician
02 66 Leaf Guard
03 67 Klutz
04 68 Mold Breaker
05 69 Super Luck
06 6A Aftermath
07 6B Anticipation
08 6C Forewarn
09 6D Unaware
10 6E Tinted Lens
11 6F Filter
12 60 Slow Start
13 71 Scrappy
14 72 Storm Drain
15 73 Ice Body
16 74 Solid Rock
17 75 Snow Warning
18 76 Honey Gather
19 77 Frisk
20 78 Reckless
21 79 Multitype
22 7A Flower Gift
23 7B Bad Dreams

Type IDs Back To Appendix ▲
Dec Hex Type
00 00 Normal
01 01 Fighting
02 02 Flying
03 03 Poison
04 04 Ground
05 05 Rock
06 06 Bug
07 07 Ghost
08 08 Steel
09 09 ???
10 0A Fire
11 0B Water
12 0C Grass
13 0D Electric
14 0E Psychic
15 0F Ice
16 10 Dragon
17 11 Dark

Egg Group IDs Back To Appendix ▲
Dec Hex Egg Group
00 00 Monster
01 01 Water 1
02 02 Bug
03 03 Flying
04 04 Field
05 05 Fairy
06 06 Grass
07 07 Human-Like
08 08 Water 3
09 09 Mineral
10 0A Amorphous
11 0B Water 2
12 0C Ditto
13 0D Dragon
14 0E Undiscovered

Evolution Method IDs Back To Appendix ▲
Dec Hex Evolution Method
00 00 None
01 01 Happiness
02 02 Happiness (Day)
03 03 Happiness (Night)
04 04 Level Up
05 05 Trade
06 06 Trade (Item)
07 07 Use Item
08 08 Level (Attack > Defense)
09 09 Level (Attack = Defense)
10 0A Level (Attack < Defense)
11 0B Level (PID > 5)
12 0C Level (PID < 5)
13 0D Level (1 of 2)
14 0E Level (2 of 2)
15 0F Max Beauty
16 10 Use Item (Male)
17 11 Use Item (Female)
18 12 Use Item (Day)
19 13 Use Item (Night)
20 14 Attack Known
21 15 Pokemon In Party
22 16 Level (Male)
23 17 Level (Female)
24 18 Level (Mt. Coronet)
25 19 Level (Eternia Forest)
26 1A Level (Route 217)

Pokemon Color IDs Back To Appendix ▲
Dec Hex Color
00 00 Red
01 01 Blue
02 02 Yellow
03 03 Green
04 04 Black
05 05 Brown
06 06 Purple
07 07 Gray
08 08 White
09 09 Pink

Growth Table IDs Back To Appendix ▲
Dec Hex Growth Table
00 00 Medium Fast (1,000,000)
01 01 Erratic (600,000)
02 02 Fluctuating (1,640,000)
03 03 Medium Slow (1,059,860)
04 04 Fast (800,000)
05 05 Slow (1,250,000)
06 06 Medium Fast (1,000,000)
07 07 Medium Fast (1,000,000)

Move Tutor Table Reference Back To Appendix ▲
Index Cost Tutor Move
01 40 BP 0 (Tutor, Top Left) 291 (Dive)
02 32 BP 1 (Tutor, Top Right) 189 (Mud-Slap)
03 32 BP 0 (Tutor, Top Left) 210 (Fury Cutter)
04 48 BP 0 (Tutor, Top Left) 196 (Icy Wind)
05 32 BP 1 (Tutor, Top Right) 205 (Rollout)
06 64 BP 0 (Tutor, Top Left) 009 (ThunderPunch)
07 64 BP 0 (Tutor, Top Left) 007 (Fire Punch)
08 48 BP 1 (Tutor, Top Right) 276 (Superpower)
09 64 BP 0 (Tutor, Top Left) 008 (Ice Punch)
10 40 BP 1 (Tutor, Top Right) 442 (Iron Head)
11 40 BP 1 (Tutor, Top Right) 401 (Aqua Tail)
12 48 BP 0 (Tutor, Top Left) 466 (Ominous Wind)
13 32 BP 1 (Tutor, Top Right) 380 (Gastro Acid)
14 32 BP 2 (Tutor, Bottom Right) 173 (Snore)
15 40 BP 2 (Tutor, Bottom Right) 180 (Spite)
16 48 BP 0 (Tutor, Top Left) 314 (Air Cutter)
17 40 BP 2 (Tutor, Bottom Right) 270 (Helping Hand)
18 64 BP 1 (Tutor, Top Right) 283 (Endeavor)
19 48 BP 1 (Tutor, Top Right) 200 (Outrage)
20 40 BP 1 (Tutor, Top Right) 246 (AncientPower)
21 40 BP 2 (Tutor, Bottom Right) 235 (Synthesis)
22 40 BP 1 (Tutor, Top Right) 324 (Signal Beam)
23 64 BP 0 (Tutor, Top Left) 428 (Zen Headbutt)
24 48 BP 0 (Tutor, Top Left) 410 (Vacuum Wave)
25 40 BP 1 (Tutor, Top Right) 414 (Earth Power)
26 32 BP 1 (Tutor, Top Right) 441 (Gunk Shot)
27 40 BP 1 (Tutor, Top Right) 239 (Twister)
28 40 BP 1 (Tutor, Top Right) 402 (Seed Bomb)
29 40 BP 1 (Tutor, Top Right) 334 (Iron Defense)
30 40 BP 2 (Tutor, Bottom Right) 393 (Magnet Rise)
31 48 BP 2 (Tutor, Bottom Right) 387 (Last Resort)
32 32 BP 1 (Tutor, Top Right) 340 (Bounce)
33 48 BP 0 (Tutor, Top Left) 271 (Trick)
34 48 BP 1 (Tutor, Top Right) 257 (Heat Wave)
35 40 BP 0 (Tutor, Top Left) 282 (Knock Off)
36 40 BP 0 (Tutor, Top Left) 389 (Sucker Punch)
37 40 BP 2 (Tutor, Bottom Right) 129 (Swift)
38 48 BP 2 (Tutor, Bottom Right) 253 (Uproar)
39 40 BP 1 (Tutor, Top Right) 162 (Super Fang)
40 64 BP 1 (Tutor, Top Right) 220 (Pain Split)
41 32 BP 2 (Tutor, Bottom Right) 081 (String Shot)
42 48 BP 2 (Tutor, Bottom Right) 366 (Tailwind)
43 32 BP 2 (Tutor, Bottom Right) 356 (Gravity)
44 32 BP 2 (Tutor, Bottom Right) 388 (Worry Seed)
45 32 BP 2 (Tutor, Bottom Right) 277 (Magic Coat)
46 48 BP 2 (Tutor, Bottom Right) 272 (Role Play)
47 48 BP 2 (Tutor, Bottom Right) 215 (Heal Bell)
48 32 BP 1 (Tutor, Top Right) 067 (Low Kick)
49 64 BP 1 (Tutor, Top Right) 143 (Sky Attack)
50 32 BP 2 (Tutor, Bottom Right) 335 (Block)
51 32 BP 0 (Tutor, Top Left) 450 (Bug Bite)
52 Free 3 (Ilex Forest) 029 (Headbutt)