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HG/SS Encounter File Specification


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Field 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  
- 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 
- 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  
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