Pokémon DP Save File Structure
General Save File Structure
A Pokémon Diamond, Pearl, and Platinum save file is broken down into two pairs of blocks. Each pair consists of one small block and one big block. One big block contains current information regarding the PC storage system, including stored Pokémon, box names, box wallpapers, and the current open box. One small block contains current information on every other aspect of the game's progress, such as the trainer's name, ID number, acquired badges, party Pokémon, items, and much more. The other pair of blocks is a backup of the saved information.
The first small block in the file begins at 0x00000. The first big block begins at 0x0C100. The second small and big blocks are at the same address + 0x40000. It is important to note that the current small and current big blocks are not always stored in order in the save file (i.e. if the second small block is the more current, the first or second big block can possibly be the more current as well).
The last 0x14 bytes of each save block is a footer. The footer is used to determine:
- If it is a big or small block
- If it is a current block or a backup block.
- Which big/small block it links to.
Here is the structure of the block footer:
Offset | Purpose |
---|---|
0x00 - 0x03 | Save ID number |
0x04 - 0x07 | Save index number |
0x08 - 0x0B | Size of block |
0x0C - 0x0F | Unknown |
0x10 - 0x11 | Unknown |
0x12 - 0x13 | Checksum |
Loading/Saving A Save File
When the game loads the save file, it first compares the save index number of each small block. If the small block with the highest save index number has a correct checksum, then the game checks to see which big block has a matching ID number. If both big blocks have the same ID number as the small block, then the big block with the highest save index number is chosen. If the big block chosen by the save file has a correct checksum, then the game loads successfully. If the checksum is incorrect in either the small or big block, the game reverts to the other block pair. If either of their checksums are incorrect, then no data is loaded, and a new game must be started.
When the game saves data, the save index number is incremented + 1 from the current save index number, and the backup small block is overwritten with the new data.
If nothing in the big block has changed, then the save ID number in both blocks is retained. However, if changes have been made to the big block, then the backup big block is overwritten with the new data, and a new save ID number is generated, which is then written to the new small block. This is the reason why the game varies on how long it takes to save.
Thus, either small block can be linked with either big block, and the current pair is identified using the footer information.
Small block offsets
Adventure Started - 0x34
- Unsigned 32bit integer.
- Number of seconds since 1/1/2000 00:00:00
Pokémon League Champ Date - 0x3C
- Unsigned 32bit integer.
- Number of seconds since 1/1/2000 00:00:00
Trainer Name - 0x64
- 8 unsigned 16bit integers.
- Each two byte word represents a character in the game's character table.
Trainer ID - 0x74
- Random unsigned 16bit integer
- The visible identification number of a trainer
- Determines ownership of Pokémon.
Secret ID - 0x76
- Random unsigned 16bit integer
- The hidden identification number of a trainer
- Determines ownership of Pokémon.
- Determines variation in the game.
Money - 0x78
- Unsigned 32bit integer.
- Limited to 0xF423F (99,999)
Trainer Gender - 0x7C
- 0 if male, 1 if female.
- Determines ownership of Pokémon.
Multiplayer Avatar - 0x7F
- Determines the sprite seen by other players in a multiplayer environment such as the Union Room.
- 0x00 = None
- 0x03 = School Kid
- 0x05 = Bug Catcher
- 0x06 = Lass
- 0x07 = Battle Girl
- 0x0B = Ace Trainer Male
- 0x0D = Beauty
- 0x0E = Ace Trainer Female
- 0x0F = Roughneck
- 0x1F = Pop Idol
- 0x23 = Social
- 0x25 = Cowgirl
- 0x2A = Ruin Maniac
- 0x32 = Black Belt
- 0x3E = Rich Boy
- 0x3F = Lady
- 0x46 = Psychic
Number of Current Party Pokémon - 0x94
- Unsigned 8bit integer.
Party Pokémon - 0x98
The Pokémon in the trainer's party.
- 6 blocks of 236byte structures
- Main article: Pokemon NDS Structure
Berry Trees - 0x1E84
- 128 blocks of 14byte structures
- List of Berry Tree locations
- Main article: Berry Trees
Rival's Name - 0x25A8
- 8 unsigned 16bit integers.
- Each two byte word represents a character in the game's character table.
Safari Zone Pokémon - 0x72D0
- Unsigned 32bit integer result from the ARNG.
- Four daily safari zone Pokémon
- Indexn = ( ARNG >> ( n * 0x5 ) ) & 0x1F
- List of Safari Zone Pokémon
- Notes: Both Safari Zone Pokémon and Swarm Pokémon have the same ARNG value.
Swarm Pokémon - 0x72D4
- Unsigned 32bit integer result from the ARNG.
- One daily swarm Pokémon
- Index = ARNG % 0x1C
- List of Swarm Pokémon
- Notes: Both Safari Zone Pokémon and Swarm Pokémon have the same ARNG value.
Daily Trophy Pokémon Today - 0x72DC
- Unsigned 8bit integer
- First daily trophy garden Pokémon
- List of Daily Trophy Pokémon
Daily Trophy Pokémon Yesterday - 0x72DE
- Unsigned 8bit integer
- Second daily trophy garden Pokémon
- List of Daily Trophy Pokémon
- Notes: Yesterday's Pokémon can be caught after beating the Elite 4 and receiving the National Pokédex upgrade.
Honey Trees - 0x72E4
- 21 blocks of 8byte structures
- List of Honey Tree locations
- Main article: Honey Trees