first trainer settings, offsets after the pkm data; trainer data starts at 0x0000
0x138-0x157 - Trainer Name (0x20 bytes)
0x158-0x183 - Trainer Class (0x2C bytes)
0x184-0x217 - Trainer Intro (0x94 bytes) ~ close each entry with 00 F0 01 BE 00 00 then pad with FF
0x218-0x2AB - Trainer OnDefeat (0x94 bytes) ~ ^.. might be "wait for A button press to continue"
0x2AC-0x33F - Trainer OnVictory (0x94 bytes) ~ ^
0x340-0x3D3 - Trainer Extra? (0x94 bytes) ~ ^
0x3D4-0x3DF - Flag Settings
note: 0xFFFE (FE FF) stands for line break
You can do editing of the tournament in the RAM if you choose so. Upon accessing the PWT Tournament menu, t_download_save.c brings up the tournament; the data for the tournament begins at (english offsets)
Bot Tournament: 0x02293BE8 w2 / 0x02293BC8 b2
Mid Tournament: 0x02294E28 w2 / 0x02294E08 b2
Top Tournament: 0x02296068 w2 / 0x02296048 b2
0x1240 gap between tournaments positions, because there's stuff right before the data itself (t_download_save.c)
That way you can make changes on the fly instead of editing the save file each time you want to tinker with an unknown byte. With that said, there has to be a setting to choose what sprites to use (would special music be set too for the Region Leaders?), and if trainers tend to use certain combinations for their team. There's 4 slots for trainers and data, there has to be a flag that signifies either a trainer or PKM isn't used. Also, the whole "rigging" of the tournament for opponents.