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/*
* Copyright (C) 2017 hatkirby
*
* This software may be modified and distributed under the terms
* of the MIT license. See the LICENSE file for details.
*/
#ifndef POKEMON_H_AD844D6F
#define POKEMON_H_AD844D6F
#define POKEMON_NAME_LENGTH 10
#define OT_NAME_LENGTH 7
#define TILE_SIZE_4BPP 32
enum PokemonLanguage {
Japanese = 1,
English = 2,
French = 3,
Italian = 4,
German = 5,
Spanish = 7
};
struct __attribute__((aligned(4))) PokemonIntermediate {
// a hash that can be used to identify the Pokémon. because the games do not
// naturally generate unique identifiers for Pokémon, this hash is generated
// from parts of the Pokémon's data that are guaranteed never to change. the
// parts used are the trainer ID and secret ID of the Pokémon's original
// trainer, the personality value, and the IVs. almost all of this data is
// secret, and should not be derivable from the identifier, which is why the
// identifier is hashed. while this identifier is not guaranteed to be unique,
// probability of collision is astronomically small given that the
// personality value and IVs provide essentially 52 bits of randomness
// (technically less because the IVs of bred Pokémon are not uniformly
// random, but this variation is statistically insignificant). the OT ID,
// while not uniformly random (amongst Pokémon), is included as a sort of
// "namespace", in that any Pokémon with matching PVs and IVs must also have
// the same OT, thus preventing collaboratively finding PV and IV collisions.
u32 key[7];
u32 experience;
// the stats are calculated from the base stats, IVs, EVs, and Nature, before
// transmitting the pokemon's data, in order to keep the IVs and EVs secret.
u32 hp;
u32 attack;
u32 defense;
u32 speed;
u32 spAttack;
u32 spDefense;
u16 species;
u16 heldItem;
u16 moves[4];
u16 otId; // only the lower 2 bytes, because the upper 2 are secret
u8 ppBonuses;
u8 otGender:1;
u8 metLevel:7;
u8 metLocation;
u8 nickname[POKEMON_NAME_LENGTH];
u8 otName[OT_NAME_LENGTH];
u8 pokeball;
u8 language:3;
u8 altAbility:1;
u8 orre:1;
u8 gender:2;
u8 shiny:1;
u8 nature;
u8 unownLetter;
// the level is calculated from the species and experience. this is mostly
// included for convenience.
u8 level;
// instead of being represented as a number from 0 to 255, the conditions are
// transmitted as numbers from 0 to 10, so as to keep the exact condition
// values secret, since only an approximation of the condition value is ever
// visible in the game proper. the same goes for the sheen.
u8 cool;
u8 beauty;
u8 cute;
u8 smart;
u8 tough;
u8 sheen;
// this field can have the following values:
// 0 - pokemon does not have pokerus
// 1 - pokemon has pokerus
// 2 - pokemon had pokerus at one point
u8 pokerus;
};
#endif /* end of include guard: POKEMON_H_AD844D6F */
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