Move data (on SMD) stored on waza_data_info.bin (act index information) and act_data_info.bin (move information). You can see move list on SMD here (include unused, named xl move, unnamed combination move and unnamed xl moves).
waza_data_info.bin
Containing index for move data (act_data_info.bin) and effect (act_effect_data_info.bin), 18 byte/entry.
[TABLE=class: grid, width: 600]
[TR]
[TD=align: center]offset (0x)
[/TD]
[TD=align: center]size (byte)[/TD]
[TD=align: center]comment
[/TD]
[TD=align: center][/TD]
[/TR]
[TR]
[TD]0x0[/TD]
[TD]2[/TD]
[TD]constant 0x0*[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]0x2[/TD]
[TD]2[/TD]
[TD]constant 0x0*[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]0x4[/TD]
[TD]2[/TD]
[TD]constant 0x0*[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]0x6[/TD]
[TD]1[/TD]
[TD]constant 0x0*[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]0x7[/TD]
[TD]1[/TD]
[TD]constant 0x0*[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]0x8[/TD]
[TD]1[/TD]
[TD]constant 0x0*[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]0x9[/TD]
[TD]1[/TD]
[TD]constant 0x0*[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]0xA[/TD]
[TD]1[/TD]
[TD]constant 0x0*[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]0xB[/TD]
[TD]1[/TD]
[TD]constant 0x0*[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]0xC[/TD]
[TD]2[/TD]
[TD]act_data_info index (uint)[/TD]
[TD]uint[/TD]
[/TR]
[TR]
[TD]0xE[/TD]
[TD]1[/TD]
[TD]?[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]0xF[/TD]
[TD]1[/TD]
[TD]?[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]0x10[/TD]
[TD]1[/TD]
[TD]constant 0x1[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]0x11[/TD]
[TD]1[/TD]
[TD]constant 0x64[/TD]
[TD][/TD]
[/TR]
[/TABLE]
* only on Dragon Rage not 0x0
act_data_info.bin
Containing move data. 160 byte/entry
Section (start from 0x0 until 0x0f)
*unknown
Primary Effect Moves (start from 0x10 until 0x27)
0x10 ~ 0x23 - ???
0x24 - 2 byte - (num)(uint) Type effectiveness (even is immune 0x or not effective 0.5/0.25x to make them damage 1x)
0x26 - 2 byte - (0x00) unused
Secondary Effect Moves (start from 0x28 until 0x57)
[TABLE=class: grid, width: 600]
[TR]
[TD=align: center]Offset (0x0)
[/TD]
[TD=align: center]Size (Byte)
[/TD]
[TD=align: center]Comment
[/TD]
[TD=align: center][/TD]
[/TR]
[TR]
[TD]0x28[/TD]
[TD]2[/TD]
[TD]Effect Rate Value (0 - no effect, 1~100)[/TD]
[TD]uint[/TD]
[/TR]
[TR]
[TD]0x2A[/TD]
[TD]2[/TD]
[TD]HP/Belly Change's Value[/TD]
[TD]uint[/TD]
[/TR]
[TR]
[TD]0x2C[/TD]
[TD]2[/TD]
[TD][/TD]
[TD][/TD]
[/TR]
[TR]
[TD]0x2E[/TD]
[TD]2[/TD]
[TD]Trap Flag[/TD]
[TD]bool[/TD]
[/TR]
[TR]
[TD]0x30[/TD]
[TD]2[/TD]
[TD]Status Change's (sleep, confused, poisoned, etc)[/TD]
[TD]uint[/TD]
[/TR]
[TR]
[TD]0x32[/TD]
[TD]2[/TD]
[TD]Stat Change's (index)[/TD]
[TD]uint[/TD]
[/TR]
[TR]
[TD]0x34[/TD]
[TD]2[/TD]
[TD]Type Change's (0 - no effect, 1 - normal, 19 - NoType)[/TD]
[TD]uint[/TD]
[/TR]
[TR]
[TD]0x36[/TD]
[TD]2[/TD]
[TD]Terrain Change's[/TD]
[TD]uint[/TD]
[/TR]
[/TABLE]
*it will repeated until 0x57 (3 Effect)
Status List :
0 None
1 nightmare
2 sleepless
3 sleep
4 yawning
5 napping
6
7 burn
8 poisoned
9 badly poisoned
10 paralysis
11 frozen
12 stuck
13 Ingrain
14 petrified
15 bound
16 Fire Spin
17 Sand Tomb
18 Clamp
19 Whirlpool
20 Magma Storm
21 Infestation
22 flinch
23 truant
24 confused
25 recoil
26 lethargic
27 infatuated
28 taunted
29 encore
30 discord
31 Bide
32 Solar Beam
33 Focus Punch
34 flying
35 bouncing
36 digging
37 Future Sight
38 Sky Drop
39 Suspended
40 charging
41 enraged
42 Round
43 Razor Wind
44 Sky Attack
45 Skull Bash
46 Doom Desire
47 Dive
48 Shadow Force
49 Phantom Force
50 Ice Burn
51 Freeze Shock
52 Geomancy
53 Reflect
54 Safeguard
55 Light Screen
56 Counter
57 protect
58 Quick Guard
59 Wide Guard
60 Mat Block
61 Crafty Shield
62 King's Shield
63 Spiky Shield
64 Mirror Coat
65 enduring
66 mist
67 healthy
68 Aqua Ring
69 Lucky Chant
70 Metal Burst
71 Magic Coat
72 Snatch
73 cursed
74 substitute
75 decoy
76 Gastro Acid
77 Heal Block
78 embargo
79 Leech Seed
80 Destiny Bond
81 Sure Shot
82 Focus Energy
83 encouraged
84 pierce
85 blinker
86 Eyedrops
87 mobile
88 trained
89 stockpiling
90 radar
91 scanning
92 grudge
93 exposed
94 Miracle Eye
95 terrified
96 grounded
97 Magnet Rise
98 telekinesis
99 autotomize
100 sealed
101 Perish Song
102 wish
103 transform
104 electrify
105 powder
106 puppet
107 awakened
108 berserk
109
110 self-destruct
111 explosion
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128 fainted
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160 rainbow
161 swamp
162 sea of fire
Terrain List :
0 None
1 Clear
2 Sunny
3 Rain
4 Hail
5 Sandstorm
6 Mud Sport
7 Water Sport
8 Defused
9 Thief Alert
10 Trick Room
11 Magic Room
12 Monster House
13 Shop
14 Nullified
15 Luminous
16
17 heavy rain
18 harsh sunlight
19 strong winds
20 ineffective weather
21 gravity
22 Wonder Room
23 Ion Deluge
24 Grassy Terrain
25 Misty Terrain
26 Electric Terrain
27 Happy Hour
28 apathetic
29 Enemy Discord
30 disabled
Accurate Section (start from 0x57 until 0x5b)
[TABLE=class: grid, width: 600]
[TR]
[TD=align: center]Offset (0x0)
[/TD]
[TD=align: center]Size (Byte)
[/TD]
[TD=align: center]Comment
[/TD]
[TD=align: center][/TD]
[/TR]
[TR]
[TD]0x58[/TD]
[TD]1[/TD]
[TD]Base Accurate Value (0~100, 101 : sure shoot)[/TD]
[TD]uint[/TD]
[/TR]
[TR]
[TD]0x5A[/TD]
[TD]1[/TD]
[TD]Maximum Accurate Value (0~100, 101 : sure shoot)[/TD]
[TD]uint[/TD]
[/TR]
[/TABLE]
Section (start from 0x5c until 0x7b)
*is seems related to accurate related like critical, etc, is have 4 group
Move Damage, PP, Range, Counter Section (start from 0x7c until 0x93)
[TABLE=class: grid, width: 600]
[TR]
[TD=align: center]Offset (0x0)
[/TD]
[TD=align: center]Size (Byte)
[/TD]
[TD=align: center]Comment
[/TD]
[TD=align: center][/TD]
[/TR]
[TR]
[TD]0x7C[/TD]
[TD]1[/TD]
[TD]Size Type Move (size of pokemon or move combination)[/TD]
[TD]uint[/TD]
[/TR]
[TR]
[TD]0x7D[/TD]
[TD]1[/TD]
[TD]Type Move (1 - normal, 19 - NoType)[/TD]
[TD]uint
[/TD]
[/TR]
[TR]
[TD]0x7E[/TD]
[TD]1[/TD]
[TD]Attribute[/TD]
[TD]uint
[/TD]
[/TR]
[TR]
[TD]0x7F[/TD]
[TD]1[/TD]
[TD]Damage / ATK Base Value[/TD]
[TD]uint[/TD]
[/TR]
[TR]
[TD]0x80[/TD]
[TD]1[/TD]
[TD]? Damage Max
[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]0x81[/TD]
[TD]1[/TD]
[TD]PP Base Value
[/TD]
[TD]uint[/TD]
[/TR]
[TR]
[TD]0x82[/TD]
[TD]1[/TD]
[TD]? PP Max
[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]0x83[/TD]
[TD]1[/TD]
[TD]Constant 0xFF[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]0x84[/TD]
[TD]1[/TD]
[TD]Cut Corner Flag[/TD]
[TD]bool[/TD]
[/TR]
[TR]
[TD]0x85[/TD]
[TD]1[/TD]
[TD]more time to attack Flag[/TD]
[TD]bool[/TD]
[/TR]
[TR]
[TD]0x86[/TD]
[TD]1[/TD]
[TD][/TD]
[TD][/TD]
[/TR]
[TR]
[TD]0x87[/TD]
[TD]1[/TD]
[TD][/TD]
[TD][/TD]
[/TR]
[TR]
[TD]0x88[/TD]
[TD]1[/TD]
[TD]Tiles Count[/TD]
[TD]uint[/TD]
[/TR]
[TR]
[TD]0x89[/TD]
[TD]1[/TD]
[TD][/TD]
[TD][/TD]
[/TR]
[TR]
[TD]0x8A[/TD]
[TD]1[/TD]
[TD][/TD]
[TD][/TD]
[/TR]
[TR]
[TD]0x8B[/TD]
[TD]1[/TD]
[TD][/TD]
[TD][/TD]
[/TR]
[TR]
[TD]0x8C[/TD]
[TD]1[/TD]
[TD]Range[/TD]
[TD]uint[/TD]
[/TR]
[TR]
[TD]0x8D[/TD]
[TD]1[/TD]
[TD]Target[/TD]
[TD]uint[/TD]
[/TR]
[TR]
[TD]0x8E[/TD]
[TD]1[/TD]
[TD]Piercing ATK flag[/TD]
[TD]uint[/TD]
[/TR]
[TR]
[TD]0x8F[/TD]
[TD]1[/TD]
[TD]Sleep ATK flag[/TD]
[TD]bool[/TD]
[/TR]
[TR]
[TD]0x90[/TD]
[TD]1[/TD]
[TD]Faint ATK flag[/TD]
[TD]bool[/TD]
[/TR]
[TR]
[TD]0x91[/TD]
[TD]1[/TD]
[TD]Constant 0x1[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]0x92[/TD]
[TD]1[/TD]
[TD]Nearby damage flag[/TD]
[TD]bool[/TD]
[/TR]
[TR]
[TD]0x93[/TD]
[TD]1[/TD]
[TD]Hit Counter Index (act_hit_count_table_data_info.bin)[/TD]
[TD]uint[/TD]
[/TR]
[/TABLE]
Section (start from 0x94 until 0x9f)
*unknown
act_xlwaza.bin
Containing id for xl moves. for move data, see on act_data_info.bin. 8 byte/entry.
[TABLE=class: grid, width: 600]
[TR]
[TD=align: center]Offset (0x0)
[/TD]
[TD=align: center]Size (Byte)
[/TD]
[TD=align: center]Comment
[/TD]
[TD=align: center][/TD]
[/TR]
[TR]
[TD]0x0[/TD]
[TD]2[/TD]
[TD]Move Action Index[/TD]
[TD]uint[/TD]
[/TR]
[TR]
[TD]0x2[/TD]
[TD]2[/TD]
[TD]Move Action Index Taget[/TD]
[TD]uint[/TD]
[/TR]
[/TABLE]
act_hit_count_table_data_info.bin
Data for hit counter for act_data_info.bin (0x93). 16 byte/entry.
[TABLE=class: grid, width: 600]
[TR]
[TD=align: center]Offset (0x0)
[/TD]
[TD=align: center]Size (Byte)
[/TD]
[TD=align: center]Comment
[/TD]
[TD=align: center][/TD]
[/TR]
[TR]
[TD]0x0[/TD]
[TD]1[/TD]
[TD]Repeat until move miss to target (bool, 1 for true, 0 for false)[/TD]
[TD]bool[/TD]
[/TR]
[TR]
[TD]0x1[/TD]
[TD]1[/TD]
[TD]hit count minimum (min 2)[/TD]
[TD]uint[/TD]
[/TR]
[TR]
[TD]0x2[/TD]
[TD]1[/TD]
[TD]hit count maximum (max 5, min 2, if same it will count as 1 hit)[/TD]
[TD]uint[/TD]
[/TR]
[TR]
[TD]0x3[/TD]
[TD]1[/TD]
[TD]constant 0x0[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]0x4[/TD]
[TD]2[/TD]
[TD]2 hit chance rate (min 0, max 100)[/TD]
[TD]uint[/TD]
[/TR]
[TR]
[TD]0x6[/TD]
[TD]2[/TD]
[TD]3 hit chance rate (min 0, max 100)[/TD]
[TD]uint[/TD]
[/TR]
[TR]
[TD]0x8[/TD]
[TD]2[/TD]
[TD]4 hit chance rate (min 0, max 100)[/TD]
[TD]uint[/TD]
[/TR]
[TR]
[TD]0xA[/TD]
[TD]2[/TD]
[TD]5 hit chance rate (min 0, max 100)[/TD]
[TD]uint[/TD]
[/TR]
[TR]
[TD]0xC[/TD]
[TD]4[/TD]
[TD]constant 0x0[/TD]
[TD][/TD]
[/TR]
[/TABLE]
act_param_data_info.bin
only have 1 byte/entry, i think is store single value. maybe used on act_data_info.bin
act_effect_data_info.bin
have 68 byte/entry. i was thing is related to animation.