Trainer Tower data structures (Generation III)

There are a number of data structures in the international releases of that govern Trainer Tower.
All memory addresses refer to the addresses used in the US version of the games.
==Overview==
In the Japanese release of , players could scan in e-Reader cards from the Battle-e FireRed and LeafGreen series to customize the layout of Trainer Tower. In the international releases, the data from all 32 of the regular cards are folded into the game ROM; none of the Japanese promotional cards are present. The four battle modes (Single, Double, Knockout, and Mixed) each have a hard-coded order of eight Trainers, exactly as if their corresponding cards have been scanned.
Note that not all 32 cards are used in international releases; notably, all 8 of the Knockout battle cards are used in the Knockout mode, some of which are reused in Mixed mode. A few singles and doubles cards are also reused in Trainer Tower.
The card data is stored in memory location 0x0847ABAC (FireRed) and 0x0847A488 (LeafGreen).
==Cards==
Each Trainer Card is stored as a 992-byte structure, laid out as follows:
Offset	Size	Type 	Name
0x00 	1 	uint8_t 	Card Number
0x01 	1 	Currently unknown	Currently unknown
0x02 	1 	uint8_t 	Battle Type - 0 for Single Battles, 1 for Double Battles, and 2 for knockout battles
0x03 	1 	uint8_t 	Reward Item - This is the reward item that is obtained when players defeat Trainer Hill, provided that this card represents the first Trainer. The values are indices in a special 15-entry array.
0x04 	984 	Trainer Data[3] 	The data for up to three Trainers and their Pokémon.
0x3DC 	4 	Currently unknown	Currently unknown
Trainer Data is a 328-byte structure, laid out as follows:
Offset	Size	Type 	Name
0x00 	11 	char[11] 	Trainer Name
0x0B 	3 	Currently unknown 	Currently unknown
0x0E 	48 	Easy Chat Quote[3] 	Challenge, win, and lose quotes (in that order) - each of these are built in accordance to the easy chat system.
0x3E 	2 	Padding bytes resulting from alignment	Padding bytes resulting from alignment
0x40 	264 	Trainer's Pokémon[6] 	Trainer's Pokémon Lineup
Trainer's Pokémon is a 44-byte structure, laid out as follows:
Offset	Size	Type 	Name
0x00 	2 	uint16_t 	Species - see List of Pokémon by index number in Generation III for values.
0x02 	2 	uint16_t 	Held Item - see List of items by index number in Generation III for values.
0x04 	8 	uint16_t[4] 	Moves - see List of moves for values.
0x0C 	20 	Currently unknown	Currently unknown
0x20 	11 	char[11] 	Nickname - Note that none of the Pokémon on any of these cards are actually nicknamed; the species name is placed here instead.
0x2B 	1 	Currently unknown	Currently unknown
If a Trainer is unused (the second and third Trainers in a Single Battle card, or the third Trainer in a Double battle card), the entire structure, with the exception of the easy chat quotes, is zeroed out; the easy chat quote area is filled with 0xFF instead.
== Floor Plan ==
The floor plan is simply a list of eight pointers to the various cards that will be used in each mode. There are four such lists, one for each mode. Their locations are as follows:
Mode 	FireRed 	LeafGreen
Single 	0x084827B4	0x08482090
Double 	0x084827D4	0x084820B0
Knockout	0x084827F4	0x084820D0
Mixed 	0x08482814	0x084820F0
== Reward Items ==
The reward items used on each card corresponds to indices in an array of 15 items (as indices to the master item list). This array is stored in location 0x0847A2B4 (FireRed) and 0x08479B90 (LeafGreen). For convenience, it is reproduced here.
 	0 	1 	2 	3
0	HP Up 	Protein 	Iron 	Carbos
4	Calcium 	Zinc 	BrightPowder	White Herb
8	Mental Herb	Choice Band 	King's Rock 	Scope Lens
C	Metal Coat 	Dragon Scale	Up-Grade 	
==Related articles==
Category:Structures