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	<id>https://projectpokemon.org/wiki/index.php?action=history&amp;feed=atom&amp;title=Pmd2_waza_p.bin</id>
	<title>Pmd2 waza p.bin - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://projectpokemon.org/wiki/index.php?action=history&amp;feed=atom&amp;title=Pmd2_waza_p.bin"/>
	<link rel="alternate" type="text/html" href="https://projectpokemon.org/wiki/index.php?title=Pmd2_waza_p.bin&amp;action=history"/>
	<updated>2026-05-11T04:06:26Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.40.0</generator>
	<entry>
		<id>https://projectpokemon.org/wiki/index.php?title=Pmd2_waza_p.bin&amp;diff=5583&amp;oldid=prev</id>
		<title>UniqueGeek: Redirect</title>
		<link rel="alternate" type="text/html" href="https://projectpokemon.org/wiki/index.php?title=Pmd2_waza_p.bin&amp;diff=5583&amp;oldid=prev"/>
		<updated>2017-10-14T21:43:26Z</updated>

		<summary type="html">&lt;p&gt;Redirect&lt;/p&gt;
&lt;a href=&quot;https://projectpokemon.org/wiki/index.php?title=Pmd2_waza_p.bin&amp;amp;diff=5583&amp;amp;oldid=5434&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>UniqueGeek</name></author>
	</entry>
	<entry>
		<id>https://projectpokemon.org/wiki/index.php?title=Pmd2_waza_p.bin&amp;diff=5434&amp;oldid=prev</id>
		<title>UniqueGeek at 00:13, 3 February 2017</title>
		<link rel="alternate" type="text/html" href="https://projectpokemon.org/wiki/index.php?title=Pmd2_waza_p.bin&amp;diff=5434&amp;oldid=prev"/>
		<updated>2017-02-03T00:13:17Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 00:13, 3 February 2017&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l2&quot;&gt;Line 2:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 2:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:ROM Hacking]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:ROM Hacking]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Technical References]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Technical References]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Pokemon &lt;/del&gt;Mystery Dungeon &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Series&lt;/del&gt;]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;NDS &lt;/ins&gt;Mystery Dungeon&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Game Data&lt;/ins&gt;]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{DISPLAYTITLE:waza_p.bin/waza_p2.bin File Format}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{DISPLAYTITLE:waza_p.bin/waza_p2.bin File Format}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>UniqueGeek</name></author>
	</entry>
	<entry>
		<id>https://projectpokemon.org/wiki/index.php?title=Pmd2_waza_p.bin&amp;diff=5160&amp;oldid=prev</id>
		<title>Psy commando: /* Moves Data */ fixed bad link to the text_*.str file format page</title>
		<link rel="alternate" type="text/html" href="https://projectpokemon.org/wiki/index.php?title=Pmd2_waza_p.bin&amp;diff=5160&amp;oldid=prev"/>
		<updated>2015-03-31T22:37:41Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Moves Data: &lt;/span&gt; fixed bad link to the text_*.str file format page&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:37, 31 March 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l104&quot;&gt;Line 104:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 104:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Moves Data ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Moves Data ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This block is very simple. Its made up of 26 bytes entries containing data for all the moves used in the game. The first entry is always a dummy move. The order the moves appears in this block is the same order as the move names strings are stored inside the [[&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Pmd2_text_.str&lt;/del&gt;|text*.str]] file. The same goes for the moves&#039; description strings.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This block is very simple. Its made up of 26 bytes entries containing data for all the moves used in the game. The first entry is always a dummy move. The order the moves appears in this block is the same order as the move names strings are stored inside the [[&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Pmd2_text_strings&lt;/ins&gt;|text*.str]] file. The same goes for the moves&#039; description strings.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l319&quot;&gt;Line 319:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 319:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Not much either is known about this field. Changing some of its bits seems to alter ranged moves.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Not much either is known about this field. Changing some of its bits seems to alter ranged moves.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  0101 0000(80) makes the move a long range straight line attack  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  0101 0000(80) makes the move a long range straight line attack&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Moveset Data Pointers Table ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Moveset Data Pointers Table ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Psy commando</name></author>
	</entry>
	<entry>
		<id>https://projectpokemon.org/wiki/index.php?title=Pmd2_waza_p.bin&amp;diff=5159&amp;oldid=prev</id>
		<title>Psy commando: Created the waza_p.bin file format page.</title>
		<link rel="alternate" type="text/html" href="https://projectpokemon.org/wiki/index.php?title=Pmd2_waza_p.bin&amp;diff=5159&amp;oldid=prev"/>
		<updated>2015-03-31T21:46:54Z</updated>

		<summary type="html">&lt;p&gt;Created the waza_p.bin file format page.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Category:Incomplete Articles]]&lt;br /&gt;
[[Category:ROM Hacking]]&lt;br /&gt;
[[Category:Technical References]]&lt;br /&gt;
[[Category:Pokemon Mystery Dungeon Series]]&lt;br /&gt;
{{DISPLAYTITLE:waza_p.bin/waza_p2.bin File Format}}&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;/BALANCE/waza_p.bin&amp;quot; file and the &amp;quot;/BALANCE/waza_p2.bin&amp;quot; files contains both the data for every moves in the game, and the movesets for every Pokemon in the game. Its a [[Pmd2_SIR0|SIR0]] wrapped format. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;waza_p2.bin&amp;quot; file is found only in Explorers of Sky, and its purpose remains unknown. It contains mainly a perfect copy of all the move data in waza_p.bin. Only some Pokemon movesets differs between both files. Erasing the waza_p2.bin file from the game&amp;#039;s files causes no immediate issues, as the game seems to use exclusively data from the waza_p.bin file inside and outside dungeons. The file is referred to in a string within the arm9.bin binary. Thus, it must be used eventually by the game in some way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;waza&amp;quot; is the [http://en.wikipedia.org/wiki/Romanization_of_Japanese Romaji] equivalent of &amp;quot;わざ&amp;quot;, which means technique/art.[http://jisho.org/words?jap=waza&amp;amp;eng=&amp;amp;dict=edict&amp;amp;common=on] &lt;br /&gt;
&lt;br /&gt;
== File Structure ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
The format is pretty straightforward. Its made up of 3 major parts. The moveset data, the move data, and a table of pointers to regroup and access individual Pokemon moveset data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 16&lt;br /&gt;
| [[Pmd2_SIR0|SIR0 Header]]&lt;br /&gt;
| A SIR0 header wrapping the item data.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| varies&lt;br /&gt;
| [[#Movesets Data|Movesets Data]]&lt;br /&gt;
| A block containing the moveset data for most Pokemon.&lt;br /&gt;
|-&lt;br /&gt;
| After Movesets Data&lt;br /&gt;
| 0-15&lt;br /&gt;
| Padding Bytes&lt;br /&gt;
| Some 0xAA padding bytes to align the next block on 16 bytes.&lt;br /&gt;
|-&lt;br /&gt;
| After Padding Bytes&lt;br /&gt;
| varies&lt;br /&gt;
| [[#Moves Data|Moves Data]]&lt;br /&gt;
| A block containing the data for all moves in the game.&lt;br /&gt;
|-&lt;br /&gt;
| After Moves Data&lt;br /&gt;
| 0-15&lt;br /&gt;
| Padding Bytes&lt;br /&gt;
| Some 0xAA padding bytes to align the next section  on 16 bytes.&lt;br /&gt;
|-&lt;br /&gt;
| After Padding Bytes&lt;br /&gt;
| varies&lt;br /&gt;
| [[#Moveset Data Pointers Table|Moveset Data Pointers Table]]&lt;br /&gt;
| A table containing pointers stored in groups of 3 for every Pokemon&amp;#039;s moveset stored in there.&lt;br /&gt;
|-&lt;br /&gt;
| After Moveset Data Pointers Table&lt;br /&gt;
| 0-15&lt;br /&gt;
| Padding Bytes&lt;br /&gt;
| Some 0xAA padding bytes to align the next section on 16 bytes.&lt;br /&gt;
|-&lt;br /&gt;
| After Padding Bytes&lt;br /&gt;
| 8&lt;br /&gt;
| [[#Waza Header|Waza Header]]&lt;br /&gt;
| Two pointers, one to the [[#Moves Data|Moves Data]], the other to the [[#Moveset Data Pointers Table|Moveset Data Pointers Table]].&lt;br /&gt;
|-&lt;br /&gt;
| After Waza Header&lt;br /&gt;
| 0-15&lt;br /&gt;
| Padding Bytes&lt;br /&gt;
| Some 0xAA padding bytes to align the next section on 16 bytes.&lt;br /&gt;
|-&lt;br /&gt;
| After Padding Bytes&lt;br /&gt;
| 3&lt;br /&gt;
| [[Pmd2_SIR0|SIR0 Pointer Offset List]]&lt;br /&gt;
| A list of encoded offsets to the pointers in the file. Since there are only the 2 pointers of the SIR0 header, those three bytes are always 0x04, 0x04, 0x00.&lt;br /&gt;
|-&lt;br /&gt;
| After SIR0 Pointer Offset List&lt;br /&gt;
| 13&lt;br /&gt;
| Padding Bytes&lt;br /&gt;
| Since all entries have a fixed size, and the SIR0 Pointer Offset List is 3 bytes long, 13 0xAA bytes are used as padding to align the end of the file on 16 bytes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Waza Header ===&lt;br /&gt;
Not really a header in the traditional sense, but more like the entry point to the data the file contains.&lt;br /&gt;
Its made of two 4 bytes pointers, one to the beginning of the [[#Moves Data|Moves Data]] block, and the other to the beginning of the [[#Moveset Data Pointers Table|Moveset Data Pointers Table]]. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Waza Header (Total length 8 bytes)&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! Type&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| 4&lt;br /&gt;
| uint32&lt;br /&gt;
| PtrMoveDataBlock&lt;br /&gt;
| Points to the beginning of the [[#Moves Data|Moves Data]] block.&lt;br /&gt;
|-&lt;br /&gt;
| 0x4&lt;br /&gt;
| 4&lt;br /&gt;
| uint32&lt;br /&gt;
| PtrPtrTable&lt;br /&gt;
| Points to the beginning of the [[#Moveset Data Pointers Table|Moveset Data Pointers Table]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Moves Data ===&lt;br /&gt;
This block is very simple. Its made up of 26 bytes entries containing data for all the moves used in the game. The first entry is always a dummy move. The order the moves appears in this block is the same order as the move names strings are stored inside the [[Pmd2_text_.str|text*.str]] file. The same goes for the moves&amp;#039; description strings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Move Data Entry (Total length 26 bytes)&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! Type&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
| 2&lt;br /&gt;
| uint16&lt;br /&gt;
| Base Power&lt;br /&gt;
| The base power of the move.&lt;br /&gt;
|-&lt;br /&gt;
| 0x02&lt;br /&gt;
| 1&lt;br /&gt;
| uint8&lt;br /&gt;
| Type&lt;br /&gt;
| The type of the move. See [[#Types List| the types list]] below, for the possible values.&lt;br /&gt;
|-&lt;br /&gt;
| 0x03&lt;br /&gt;
| 1&lt;br /&gt;
| uint8&lt;br /&gt;
| Category&lt;br /&gt;
| What kind of move is it. &lt;br /&gt;
* 0x0 is Physical&lt;br /&gt;
* 0x1 is Special&lt;br /&gt;
* 0x2 is Status move&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
| 2&lt;br /&gt;
| uint16&lt;br /&gt;
| Bitfield#1&lt;br /&gt;
| A bit field not fully understood yet. It does however changes what enemies are hit at close range. See [[#Bitfield 1|Bitfield 1]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
| 0x06&lt;br /&gt;
| 2&lt;br /&gt;
| uint16&lt;br /&gt;
| Bitfield#2&lt;br /&gt;
| Another bit field that&amp;#039;s not fully understood yet. This one seems to alter long-range attack. See [[#Bitfield 2|Bitfield 2]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
| 1&lt;br /&gt;
| uint8&lt;br /&gt;
| Base PPs&lt;br /&gt;
| The base amount of PP for the move.&lt;br /&gt;
|-&lt;br /&gt;
| 0x09&lt;br /&gt;
| 1&lt;br /&gt;
| uint8&lt;br /&gt;
| Unk#6&lt;br /&gt;
| Unknown.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A&lt;br /&gt;
| 1&lt;br /&gt;
| uint8&lt;br /&gt;
| Unk#7&lt;br /&gt;
| Unknown.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B&lt;br /&gt;
| 1&lt;br /&gt;
| uint8&lt;br /&gt;
| Move Accuracy&lt;br /&gt;
| The percentage indicating the chances the move will succeed. 100 is perfect accuracy. Anything higher than 100 is a never-miss move.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C&lt;br /&gt;
| 1&lt;br /&gt;
| uint8&lt;br /&gt;
| Unk#9&lt;br /&gt;
| Unknown.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D&lt;br /&gt;
| 1&lt;br /&gt;
| uint8&lt;br /&gt;
| Unk#10&lt;br /&gt;
| Unknown.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E&lt;br /&gt;
| 1&lt;br /&gt;
| uint8&lt;br /&gt;
| Unk#11&lt;br /&gt;
| Unknown.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F&lt;br /&gt;
| 1&lt;br /&gt;
| uint8&lt;br /&gt;
| Unk#12&lt;br /&gt;
| Unknown. Possibly related to critical hits calculation?&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
| 1&lt;br /&gt;
| uint8&lt;br /&gt;
| Unk#13&lt;br /&gt;
| Unknown.&lt;br /&gt;
|-&lt;br /&gt;
| 0x11&lt;br /&gt;
| 1&lt;br /&gt;
| uint8&lt;br /&gt;
| Unk#14&lt;br /&gt;
| Unknown.&lt;br /&gt;
|-&lt;br /&gt;
| 0x12&lt;br /&gt;
| 1&lt;br /&gt;
| uint8&lt;br /&gt;
| Unk#15&lt;br /&gt;
| Unknown.&lt;br /&gt;
|-&lt;br /&gt;
| 0x13&lt;br /&gt;
| 1&lt;br /&gt;
| uint8&lt;br /&gt;
| Unk#16&lt;br /&gt;
| Unknown.&lt;br /&gt;
|-&lt;br /&gt;
| 0x14&lt;br /&gt;
| 1&lt;br /&gt;
| uint8&lt;br /&gt;
| Unk#17&lt;br /&gt;
| Unknown.&lt;br /&gt;
|-&lt;br /&gt;
| 0x15&lt;br /&gt;
| 1&lt;br /&gt;
| uint8&lt;br /&gt;
| Unk#18&lt;br /&gt;
| Unknown. Possible bitfield.&lt;br /&gt;
|-&lt;br /&gt;
| 0x16&lt;br /&gt;
| 2&lt;br /&gt;
| uint16&lt;br /&gt;
| Move ID&lt;br /&gt;
| The move&amp;#039;s ID, possibly used by the game code for allocating resources and etc..&lt;br /&gt;
|-&lt;br /&gt;
| 0x18&lt;br /&gt;
| 1&lt;br /&gt;
| uint8&lt;br /&gt;
| Unk#19&lt;br /&gt;
| Unknown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Types List ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
| 0x00&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
| 0x01&lt;br /&gt;
|Normal&lt;br /&gt;
|-&lt;br /&gt;
| 0x02&lt;br /&gt;
|Fire&lt;br /&gt;
|-&lt;br /&gt;
| 0x03&lt;br /&gt;
|Water&lt;br /&gt;
|-&lt;br /&gt;
| 0x04&lt;br /&gt;
|Grass&lt;br /&gt;
|-&lt;br /&gt;
| 0x05&lt;br /&gt;
|Electric&lt;br /&gt;
|-&lt;br /&gt;
| 0x06&lt;br /&gt;
|Ice&lt;br /&gt;
|-&lt;br /&gt;
| 0x07&lt;br /&gt;
|Fighting&lt;br /&gt;
|-&lt;br /&gt;
| 0x08&lt;br /&gt;
|Poison&lt;br /&gt;
|-&lt;br /&gt;
| 0x09&lt;br /&gt;
|Ground&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A&lt;br /&gt;
|Flying&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B&lt;br /&gt;
|Psychic&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C&lt;br /&gt;
|Bug&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D&lt;br /&gt;
|Rock&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E&lt;br /&gt;
|Ghost&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F&lt;br /&gt;
|Dragon&lt;br /&gt;
|-&lt;br /&gt;
| 0x10&lt;br /&gt;
|Dark&lt;br /&gt;
|-&lt;br /&gt;
| 0x11&lt;br /&gt;
|Steel&lt;br /&gt;
|-&lt;br /&gt;
| 0x12&lt;br /&gt;
|Neutral&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bitfield 1 ====&lt;br /&gt;
Not much is known about this field, except that setting some of its bits to 1 changes the way moves target entities.&lt;br /&gt;
&lt;br /&gt;
 0001 0000 (16)= Hit everything next to the user on 180 degrees forward &lt;br /&gt;
 0010 0000(32) = Hit everything next to the user on 360 degrees&lt;br /&gt;
 0011 0000(48) = Hit everything in the same room&lt;br /&gt;
 0111 0011(115)= Hit user&lt;br /&gt;
&lt;br /&gt;
==== Bitfield 2 ====&lt;br /&gt;
Not much either is known about this field. Changing some of its bits seems to alter ranged moves.&lt;br /&gt;
&lt;br /&gt;
 0101 0000(80) makes the move a long range straight line attack &lt;br /&gt;
&lt;br /&gt;
=== Moveset Data Pointers Table ===&lt;br /&gt;
A table made of a series of groups of 3 pointers. Each groups of 3 pointers is assigned to a Pokemon that has the same index in monster.md as the group of pointer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Moveset Pointers Group (Total length 12 bytes)&lt;br /&gt;
! Offset&lt;br /&gt;
! Length&lt;br /&gt;
! Type&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| 4&lt;br /&gt;
| uint32&lt;br /&gt;
| PtrLvlUpLst&lt;br /&gt;
| Points to this Pokemon&amp;#039;s level-up moves list. Only null for the first dummy Pokemon. &lt;br /&gt;
|-&lt;br /&gt;
| 0x4&lt;br /&gt;
| 4&lt;br /&gt;
| uint32&lt;br /&gt;
| PtrHmTmLst&lt;br /&gt;
| Points to this Pokemon&amp;#039;s list of teachable HM/TM moves. Only null for the first dummy Pokemon. &lt;br /&gt;
|-&lt;br /&gt;
| 0x8&lt;br /&gt;
| 4&lt;br /&gt;
| uint32&lt;br /&gt;
| PtrEggLst&lt;br /&gt;
| Points to this Pokemon&amp;#039;s list of possible egg moves. Only null for the first dummy Pokemon. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Movesets Data ===&lt;br /&gt;
This block is made of null terminated lists of encoded integers. Each lists are pointed to by a pointer in the [[#Moveset Data Pointers Table|Moveset Data Pointers Table]]. &lt;br /&gt;
&lt;br /&gt;
The block always begin with 3 null bytes. Those are the lists for the dummy first Pokemon. &lt;br /&gt;
&lt;br /&gt;
Every 3 lists belongs to a specific Pokemon, and each have a specific content/purpose. An empty list is represented by a single null byte.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Moveset Lists Group&lt;br /&gt;
! Offset&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0&lt;br /&gt;
| Level-Up Moves List&lt;br /&gt;
| This list of integer is particular. Its not just a list of moves, like the two others. Each move ID is followed with the level at which the Pokemon learns the move. So essentially, every 2 integer decoded from this list form a pair indicating the move ID and then the level.&lt;br /&gt;
|-&lt;br /&gt;
| After Level-Up Moves List&lt;br /&gt;
| HM/TM Moves List&lt;br /&gt;
| A simple list of integer where each value correspond to a HM/TMs move ID the Pokemon can learn.&lt;br /&gt;
|-&lt;br /&gt;
| After HM/TM Moves List&lt;br /&gt;
| Egg Moves List&lt;br /&gt;
| Another simple list of integer where each value correspond to a move ID of a move the Pokemon may get if it hatches from an egg.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Encoding ====&lt;br /&gt;
The encoding for the lists is the same used for the [[Pmd2_SIR0|SIR0]] format&amp;#039;s encoded pointer list. However, each values decoded is not relative to the previous one, and you must keep in mind that there are several lists, not a single one, unlike the SIR0&amp;#039;s encoded pointer offsets list.&lt;br /&gt;
Also, the move IDs are 16 bits integers, not 32 bits integers like the pointer offsets are.&lt;br /&gt;
&lt;br /&gt;
Here&amp;#039;s an example of decoding Bulbasaur&amp;#039;s 3 lists. This only shows the raw bytes, then the decoded raw values, then the corresponding move to the move ID that was decoded:&lt;br /&gt;
    First List:&lt;br /&gt;
    0x81 0x1A 0x01    =&amp;gt; 0x9A,   1  =&amp;gt; Tackle         lvl  1&lt;br /&gt;
    0x81 0x59 0x03    =&amp;gt; 0xD9,   3  =&amp;gt; Growl          lvl  3&lt;br /&gt;
    0x82 0x49 0x07    =&amp;gt; 0x149,  7  =&amp;gt; Leech Seed     lvl  7&lt;br /&gt;
    0x81 0x36 0x09    =&amp;gt; 0xB6,   9  =&amp;gt; Vine Whip      lvl  9&lt;br /&gt;
    0x81 0x47 0x0D    =&amp;gt; 0xC7,  13  =&amp;gt; Poison Powder  lvl 13&lt;br /&gt;
    0x81 0x67 0x0D    =&amp;gt; 0xE7,  13  =&amp;gt; Sleep Powder   lvl 13&lt;br /&gt;
    0x81 0x4B 0x0F    =&amp;gt; 0xCB,  15  =&amp;gt; Take Down      lvl 15&lt;br /&gt;
    0x81 0x7B 0x13    =&amp;gt; 0xFB,  19  =&amp;gt; Razor Leaf     lvl 19&lt;br /&gt;
    0x0A 0x15         =&amp;gt; 0x0A,  21  =&amp;gt; Sweet Scent    lvl 21&lt;br /&gt;
    0x81 0x14 0x19    =&amp;gt; 0x94,  25  =&amp;gt; Growth         lvl 25&lt;br /&gt;
    0x81 0x0C 0x1B    =&amp;gt; 0x8C,  27  =&amp;gt; Double-Edge    lvl 27&lt;br /&gt;
    0x83 0x78 0x1F    =&amp;gt; 0x1F8, 31  =&amp;gt; Worry Seed     lvl 31&lt;br /&gt;
    0x5E 0x21         =&amp;gt; 0x5E,  33  =&amp;gt; Synthesis      lvl 33&lt;br /&gt;
    0x83 0x66 0x25    =&amp;gt; 0x1E6, 37  =&amp;gt; Seed Bomb      lvl 37&lt;br /&gt;
    0x00&lt;br /&gt;
    &lt;br /&gt;
    Second List:&lt;br /&gt;
    0x12        =&amp;gt; 18         =&amp;gt; Cut&lt;br /&gt;
    0x18        =&amp;gt; 24         =&amp;gt; Swagger&lt;br /&gt;
    0x1D        =&amp;gt; 29         =&amp;gt; Rock Smash&lt;br /&gt;
    0x30        =&amp;gt; 48         =&amp;gt; Return&lt;br /&gt;
    0x32        =&amp;gt; 50         =&amp;gt; Strength&lt;br /&gt;
    0x38        =&amp;gt; 56         =&amp;gt; Double Team&lt;br /&gt;
    0x43        =&amp;gt; 67         =&amp;gt; Facade&lt;br /&gt;
    0x4C        =&amp;gt; 76         =&amp;gt; Giga-Drain&lt;br /&gt;
    0x68        =&amp;gt; 104        =&amp;gt; Endure&lt;br /&gt;
    0x81 0x17   =&amp;gt; 151        =&amp;gt; Solar Beam&lt;br /&gt;
    0x81 0x23   =&amp;gt; 163        =&amp;gt; Bullet Seed&lt;br /&gt;
    0x81 0x35   =&amp;gt; 181        =&amp;gt; Swords Dance&lt;br /&gt;
    0x81 0x45   =&amp;gt; 197        =&amp;gt; Toxic&lt;br /&gt;
    0x81 0x5F   =&amp;gt; 223        =&amp;gt; Sunny Day &lt;br /&gt;
    0x81 0x63   =&amp;gt; 227        =&amp;gt; Sleep Talk&lt;br /&gt;
    0x81 0x68   =&amp;gt; 232        =&amp;gt; Rest&lt;br /&gt;
    0x82 0x07   =&amp;gt; 263        =&amp;gt; Secret Power&lt;br /&gt;
    0x82 0x11   =&amp;gt; 273        =&amp;gt; Flash&lt;br /&gt;
    0x82 0x18   =&amp;gt; 280        =&amp;gt; Sludge Bomb&lt;br /&gt;
    0x82 0x2D   =&amp;gt; 301        =&amp;gt; Protect&lt;br /&gt;
    0x82 0x30   =&amp;gt; 304        =&amp;gt; Substitute&lt;br /&gt;
    0x82 0x44   =&amp;gt; 324        =&amp;gt; Hidden Power&lt;br /&gt;
    0x82 0x46   =&amp;gt; 326        =&amp;gt; Attract&lt;br /&gt;
    0x82 0x48   =&amp;gt; 328        =&amp;gt; Frustration&lt;br /&gt;
    0x82 0x68   =&amp;gt; 360        =&amp;gt; Wide Slash&lt;br /&gt;
    0x83 0x0A   =&amp;gt; 394        =&amp;gt; Vacuum-Cut&lt;br /&gt;
    0x83 0x3B   =&amp;gt; 443        =&amp;gt; Energy Ball&lt;br /&gt;
    0x83 0x4A   =&amp;gt; 458        =&amp;gt; Grass Knot&lt;br /&gt;
    0x83 0x57   =&amp;gt; 471        =&amp;gt; Natural Gift&lt;br /&gt;
    0x84 0x16   =&amp;gt; 534        =&amp;gt; Captivate&lt;br /&gt;
    0x00 &lt;br /&gt;
    &lt;br /&gt;
    Third List:&lt;br /&gt;
    0x0B        =&amp;gt; 11         =&amp;gt; Charm&lt;br /&gt;
    0x54        =&amp;gt; 84         =&amp;gt; Grass Whistle&lt;br /&gt;
    0x77        =&amp;gt; 119        =&amp;gt; Nature Power&lt;br /&gt;
    0x81 0x06   =&amp;gt; 134        =&amp;gt; Safeguard&lt;br /&gt;
    0x81 0x57   =&amp;gt; 215        =&amp;gt; Amnesia&lt;br /&gt;
    0x81 0x69   =&amp;gt; 233        =&amp;gt; Ingrain&lt;br /&gt;
    0x81 0x6D   =&amp;gt; 237        =&amp;gt; Curse&lt;br /&gt;
    0x81 0x7D   =&amp;gt; 253        =&amp;gt; Petal Dance&lt;br /&gt;
    0x82 0x03   =&amp;gt; 259        =&amp;gt; Light Screen&lt;br /&gt;
    0x82 0x29   =&amp;gt; 297        =&amp;gt; Magical Leaf&lt;br /&gt;
    0x82 0x5C   =&amp;gt; 348        =&amp;gt; Skull Bash&lt;br /&gt;
    0x84 0x19   =&amp;gt; 537        =&amp;gt; Leaf Storm&lt;br /&gt;
    0x00 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
* The WMS project, for their notes. [http://apointlessplace.net/wms]&lt;br /&gt;
* OgreGunner and nhahtdh for that huge thread on GameFaqs filled with tidbits of information! [http://www.gamefaqs.com/boards/955859-pokemon-mystery-dungeon-explorers-of-sky/51698562]&lt;br /&gt;
* Kelvin Chung for the .grammar file containing much useful information on the PMD:RRT format, which share similarities with PMD2! [http://fileformats.archiveteam.org/wiki/Pok%C3%A9mon_Mystery_Dungeon]&lt;/div&gt;</summary>
		<author><name>Psy commando</name></author>
	</entry>
</feed>