List of items by index number in Generation I

Each item has an index number that identifies it in any game. The following list enumerates them according to the way they are stored in the Generation I Game Boy games.
The names of items are stored in the ROM of the English games from the address 0x472B to 0x4A62 (0x433F to 0x45B4 in the Japanese games). The format is a simple list of variable-length strings (each byte of the string corresponding to a character, per the game's character encoding), with different strings separated by the byte 0x50.
==List==
This list only contains items with defined effects. Via hacking or glitches, it is possible to obtain other items with random names (in some cases readable) and effects. While these items are all defined, not all are obtainable.
{| class="roundy sortable" border="1" style="background: #fff; border: 1px solid #; border-collapse: collapse"	 	
#	Hex	Item
==Invalid items==
The following items can all be forced to appear via hacking or glitches, but they do not have defined effects and may freeze the game.
The valid item names are directly followed (starting at address 0x4A63 in English and 0x45B5 in Japanese) by a list of floor names which are stored in the same format as the item names, meaning that they can be forced to appear as items. These "items" correspond to indices 0x54 to 0x61. These names are used by lifts, meaning there is nothing to suggest that these were ever intended as real items.
{| class="roundy sortable" border="1" style="background: #fff; border: 1px solid #; border-collapse: collapse"	 	
# 	Hex 	Item
000	0x00	!j/x
117	0x75	ぅ
118	0x76	?
119	0x77	4
120	0x78	?
121	0x79	$ ぅ
In the Japanese games, a series of unused strings also follows the list of floor names, from address 0x45F5 to 0x4671. The exact same data follows the floor names in the English games, from address 0x4A92 to 0x4B0E. Since this data follows the Japanese encoding, the strings are nonsense within English games. Like the list of floor names, they do not have valid effects when forced as items.
The last text string, "excellent" (Japanese: エクセレント) is curiously not terminated by 0x50. It is included in the internal name of the hex:74 item glitch item according to the buffer at CD68 (an address to store the names of strings and copy them elsewhere) after the buffer is updated when the name of the item is selected, however, the lack of a 0x50 terminating character is responsible for obscuring the name of the item and making "エクセレント" invisible. In addition, the lack of a 0x50 character in the glitch item causes the game to simply freeze when it is selected (before it can be used), when a 0x50 cannot be found past the CD68 buffer.
{| class="roundy sortable" border="1" style="background: #fff; border: 1px solid #; border-collapse: collapse"	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
#	Hex	Item	Translation	ThunderBadge	ShellBadge	JizoBadge	FalconBadge	CoolBadge	FriendshipBadge	RoseBadge	FireballBadge	GoldBadge	Egg	Chick	Bronze	Silver	Gold	Petit Captain	Captain	Petit Master	Master	Excellent
Other item names may also be seen if another index before 196 (the first HM) is used, manifesting as glitch items. Some of these may have invalid names, while others may appear with names such as the name of the player's rival.
==See also==
* List of Key Items in Generation I
es:Lista de objetos por número de índice de la primera generación
fr:Liste des objets dans la première génération
it:Elenco strumenti per numero d'indice (prima generazione)
ja:アイテムのインデックス番号一覧 (第一世代)
zh:道具编号表（第一世代）