0 How to add a new Pokémon species
SupercookieGIT edited this page 2024-07-24 11:02:48 -05:00

NOTE: If you're using RHH's pokeemerald-expansion, you'll want to look at their guide instead, as it differs from vanilla.

Despite the persistent rumors about an incredibly strong third form of Mew hiding somewhere, it actually wasn't possible to catch it... OR WAS IT? In this tutorial, we will add a new Pokémon species to the game.

Content

The Graphics

We will start by copying the folder containing the sprites for Mewtwo and rename it to mewthree (pretty meta huh?):

cp -r graphics/pokemon/mewtwo graphics/pokemon/mewthree

1. Edit the sprites

Let's edit the sprites. Start your favourite image editor (I have used GIMP) and change anim_front.png, front.png and back.png to meet your expectations. Make sure that you are using the indexed mode and you have limited yourself to 14 colors! Put the RGB values of your colors into normal.pal between the first and the last color and the RGB values for the shiny version into shiny.pal. Edit footprint.png using two colors in indexed mode, black and white. Finally, edit icon.png. Notice, that the icon will use one of three predefined palettes instead of normal.pal.

2. Register the sprites

Sadly, just putting the image files into the graphics folder is not enough. To use the sprites we have to register them, which is kind of tedious. First, create constants for the file paths. Edit include/graphics.h:

 extern const u8 gMonFootprint_Chimecho[];
+extern const u32 gMonFrontPic_Mewthree[];
+extern const u32 gMonPalette_Mewthree[];
+extern const u32 gMonBackPic_Mewthree[];
+extern const u32 gMonShinyPalette_Mewthree[];
+extern const u32 gMonStillFrontPic_Mewthree[];
+extern const u8 gMonIcon_Mewthree[];
+extern const u8 gMonFootprint_Mewthree[];
 extern const u32 gMonPic_Egg[];

Now link the graphic files. Edit src/data/graphics/pokemon.h:

 const u8 gMonFootprint_Chimecho[] = INCBIN_U8("graphics/pokemon/chimecho/footprint.1bpp");

+const u32 gMonStillFrontPic_Mewthree[] = INCBIN_U32("graphics/pokemon/mewthree/front.4bpp.lz");
+const u32 gMonPalette_Mewthree[] = INCBIN_U32("graphics/pokemon/mewthree/normal.gbapal.lz");
+const u32 gMonBackPic_Mewthree[] = INCBIN_U32("graphics/pokemon/mewthree/back.4bpp.lz");
+const u32 gMonShinyPalette_Mewthree[] = INCBIN_U32("graphics/pokemon/mewthree/shiny.gbapal.lz");
+const u8 gMonIcon_Mewthree[] = INCBIN_U8("graphics/pokemon/mewthree/icon.4bpp");
+const u8 gMonFootprint_Mewthree[] = INCBIN_U8("graphics/pokemon/mewthree/footprint.1bpp");

 const u32 gMonStillFrontPic_Egg[] = INCBIN_U32("graphics/pokemon/egg/front.4bpp.lz");

The animated front picture is still missing. Edit src/anim_mon_front_pics.c:

 const u32 gMonFrontPic_Chimecho[] = INCBIN_U32("graphics/pokemon/chimecho/anim_front.4bpp.lz");
+const u32 gMonFrontPic_Mewthree[] = INCBIN_U32("graphics/pokemon/mewthree/anim_front.4bpp.lz");

 const u32 gMonFrontPic_Egg[] = INCBIN_U32("graphics/pokemon/egg/anim_front.4bpp.lz");

3. Animate the sprites

This file specifies the sequence in which the Pokémon's two front sprites are shown in. The first number in each entry is the sprite index (which of the two front sprites will be used, 0 for the first sprite, 1 for the second sprite) and the second number is the number of frames said sprite is on screen for before it changes. Edit src/data/pokemon_graphics/front_pic_anims.h:

 ...
 static const union AnimCmd sAnim_Chimecho_1[] =
 {
     ANIMCMD_FRAME(0, 15),
     ...
     ANIMCMD_END,
 };

+static const union AnimCmd sAnim_Mewthree_1[] =
+{
+    ANIMCMD_FRAME(1, 30),
+    ANIMCMD_FRAME(0, 20),
+    ANIMCMD_END,
+};

 static const union AnimCmd sAnim_Egg_1[] =
 {
 ...
 };
 ...
 
SINGLE_ANIMATION(Chimecho);
+SINGLE_ANIMATION(Mewthree);
SINGLE_ANIMATION(Egg);
 ...
 const union AnimCmd *const *const gMonFrontAnimsPtrTable[] =
 {
     [SPECIES_NONE]        = sAnims_None,
     [SPECIES_BULBASAUR]   = sAnims_Bulbasaur,
     ...
     [SPECIES_CHIMECHO]    = sAnims_Chimecho,
+    [SPECIES_MEWTHREE]    = sAnims_Mewthree,
     [SPECIES_EGG]         = sAnims_Egg,
     ...
};

Because you are limited to two frames, there are already predefined animations, describing translations, rotations, scalings or color changes. Edit src/pokemon.c:

 static const u8 sMonFrontAnimIdsTable[] =
 {
     [SPECIES_BULBASAUR - 1]   = ANIM_V_JUMPS_H_JUMPS,
     ...
     [SPECIES_CHIMECHO - 1]    = ANIM_H_SLIDE_WOBBLE,
+    [SPECIES_MEWTHREE - 1]    = ANIM_GROW_VIBRATE,
};

There are also predifined animations for the back sprites as well. Edit src/pokemon_animation.c:

 static const u8 sSpeciesToBackAnimSet[] =
 {
     [SPECIES_BULBASAUR]  = BACK_ANIM_DIP_RIGHT_SIDE,
     ...
     [SPECIES_CHIMECHO]   = BACK_ANIM_CONVEX_DOUBLE_ARC,
+    [SPECIES_MEWTHREE]   = BACK_ANIM_GROW_STUTTER,
 };

If you want to delay the time between when the Pokémon first appears and when the animation starts, you can add an entry to sMonAnimationDelayTable Edit src/pokemon.c:

 static const u8 sMonAnimationDelayTable[NUM_SPECIES - 1] =
 {
     [SPECIES_BLASTOISE - 1]  = 50,
     ...
     [SPECIES_RAYQUAZA - 1]   = 60,
+    [SPECIES_MEWTHREE - 1]   = 15,
};

If you want your Pokémon to fly above the ground, you can add an entry to gEnemyMonElevation. Edit src/data/pokemon_graphics/enemy_mon_elevation.h:

 const u8 gEnemyMonElevation[NUM_SPECIES] =
 {
     [SPECIES_BUTTERFREE] = 8,
     ...
     [SPECIES_CHIMECHO] = 12,
+    [SPECIES_MEWTHREE] = 6,
 };

4. Update the tables

Edit src/data/pokemon_graphics/front_pic_table.h:

 const struct CompressedSpriteSheet gMonFrontPicTable[] =
 {
     SPECIES_SPRITE(NONE, gMonFrontPic_CircledQuestionMark),
     SPECIES_SPRITE(BULBASAUR, gMonFrontPic_Bulbasaur),
     ...
     SPECIES_SPRITE(CHIMECHO, gMonFrontPic_Chimecho),
+    SPECIES_SPRITE(MEWTHREE, gMonFrontPic_Mewthree),
     SPECIES_SPRITE(EGG, gMonFrontPic_Egg),
     ...
};

Edit src/data/pokemon_graphics/still_front_pic_table.h:

 const struct CompressedSpriteSheet gMonStillFrontPicTable[] =
 {
     SPECIES_SPRITE(NONE,          gMonStillFrontPic_CircledQuestionMark),
     SPECIES_SPRITE(BULBASAUR,     gMonStillFrontPic_Bulbasaur),
     ...
     SPECIES_SPRITE(CHIMECHO,      gMonStillFrontPic_Chimecho),
+    SPECIES_SPRITE(MEWTHREE,      gMonStillFrontPic_Mewthree),
     SPECIES_SPRITE(EGG,           gMonStillFrontPic_Egg),
     ...
 };

Edit src/data/pokemon_graphics/front_pic_coordinates.h:

 const struct MonCoords gMonFrontPicCoords[] =
 {
     ...
     [SPECIES_CHIMECHO]    = { .size = MON_COORDS_SIZE(24, 56), .y_offset =  6 },
+    [SPECIES_MEWTHREE]    = { .size = 0x88, .y_offset =  0 },
     [SPECIES_EGG]         = { .size = MON_COORDS_SIZE(24, 24), .y_offset = 20 },
     ...
 };

Edit src/data/pokemon_graphics/back_pic_table.h:

 const struct CompressedSpriteSheet gMonBackPicTable[] =
 {
     SPECIES_SPRITE(NONE, gMonBackPic_CircledQuestionMark),
     SPECIES_SPRITE(BULBASAUR, gMonBackPic_Bulbasaur),
     ...
     SPECIES_SPRITE(CHIMECHO, gMonBackPic_Chimecho),
+    SPECIES_SPRITE(MEWTHREE, gMonBackPic_Mewthree),
     SPECIES_SPRITE(EGG, gMonStillFrontPic_Egg),
     ...
};

Edit src/data/pokemon_graphics/back_pic_coordinates.h:

 const struct MonCoords gMonBackPicCoords[] =
 {
     ...
     [SPECIES_CHIMECHO]    = { .size = MON_COORDS_SIZE(32, 56), .y_offset =  7 },
+    [SPECIES_MEWTHREE]    = { .size = 0x78, .y_offset =  1 },
     [SPECIES_EGG]         = { .size = MON_COORDS_SIZE(24, 48), .y_offset = 10 },
     ...
 };

Edit src/data/pokemon_graphics/footprint_table.h:

 const u8 *const gMonFootprintTable[] =
 {
     [SPECIES_NONE] = gMonFootprint_Bulbasaur,
     [SPECIES_BULBASAUR] = gMonFootprint_Bulbasaur,
     ...
     [SPECIES_CHIMECHO] = gMonFootprint_Chimecho,
+    [SPECIES_MEWTHREE] = gMonFootprint_Mewthree,
     [SPECIES_EGG] = gMonFootprint_Bulbasaur,
 };

Edit src/data/pokemon_graphics/palette_table.h:

 const struct CompressedSpritePalette gMonPaletteTable[] =
 {
    SPECIES_PAL(NONE, gMonPalette_CircledQuestionMark),
    SPECIES_PAL(BULBASAUR, gMonPalette_Bulbasaur),
    ...
    SPECIES_PAL(CHIMECHO, gMonPalette_Chimecho),
+   SPECIES_PAL(MEWTHREE, gMonPalette_Mewthree),
    SPECIES_PAL(EGG, gMonPalette_Egg),
    ...
};

Edit src/data/pokemon_graphics/shiny_palette_table.h:

const struct CompressedSpritePalette gMonShinyPaletteTable[] =
{
     SPECIES_SHINY_PAL(NONE, gMonShinyPalette_CircledQuestionMark),
     SPECIES_SHINY_PAL(BULBASAUR, gMonShinyPalette_Bulbasaur),
     ...
     SPECIES_SHINY_PAL(CHIMECHO, gMonShinyPalette_Chimecho),
+    SPECIES_SHINY_PAL(MEWTHREE, gMonShinyPalette_Mewthree),
     SPECIES_SHINY_PAL(EGG, gMonPalette_Egg),
     ...
};

Edit src/pokemon_icon.c:

 const u8 *const gMonIconTable[] =
 {
     [SPECIES_NONE] = gMonIcon_Bulbasaur,
     ...
     [SPECIES_CHIMECHO] = gMonIcon_Chimecho,
+    [SPECIES_MEWTHREE] = gMonIcon_Mewthree,
     [SPECIES_EGG] = gMonIcon_Egg,
     ...
     [SPECIES_UNOWN_QMARK] = gMonIcon_UnownQuestionMark,
 };

 const u8 gMonIconPaletteIndices[] =
 {
     [SPECIES_NONE] = 0,
     ...
     [SPECIES_CHIMECHO] = 0,
+    [SPECIES_MEWTHREE] = 2,
     [SPECIES_EGG] = 1,
     ...
     [SPECIES_UNOWN_QMARK] = 0,
 };

Here, you can choose between the three icon palettes 0, 1 and 2. Open some other icon files to find out which palette suits your icon best.

The Data

Our plan is as simple as it is brilliant: clone Mewtwo... and make it even stronger!

1. Declare a species constant

Our first step towards creating a new digital lifeform is to define its own species constant. Edit include/constants/species.h:

 #ifndef GUARD_CONSTANTS_SPECIES_H
 #define GUARD_CONSTANTS_SPECIES_H

 #define SPECIES_NONE 0
 #define SPECIES_BULBASAUR 1
 ...
 #define SPECIES_CHIMECHO 411
+#define SPECIES_MEWTHREE 412
-#define SPECIES_EGG 412
+#define SPECIES_EGG 413

Remember to increase the value of SPECIES_EGG by one.

2. Devise a name

This name will be displayed in the game. It may be different than the identifier of the species constant, especially when there are special characters involved.

Name is limited by 10 characters.

Edit src/data/text/species_names.h:

 const u8 gSpeciesNames[][POKEMON_NAME_LENGTH + 1] = {
     [SPECIES_NONE] = _("??????????"),
     [SPECIES_BULBASAUR] = _("BULBASAUR"),
     ... 
     [SPECIES_CHIMECHO] = _("CHIMECHO"),
+    [SPECIES_MEWTHREE] = _("MEWTHREE"),
 };

The _() underscore function doesn't really exist - it's a convention borrowed from GNU gettext to let preproc know this is text to be converted to the custom encoding used by the Gen 3 Pokemon games.

3. Define its Pokédex entry

First, we will need to add new index constants for its Pokédex entry. The index constants are divided into the Hoenn Pokédex, which contains all Pokémon native to the Hoenn region, and the national Pokédex containing all known Pokémon, which can be received after entering the hall of fame for the first time. Edit include/constants/pokedex.h:

#ifndef GUARD_CONSTANTS_POKEDEX_H
#define GUARD_CONSTANTS_POKEDEX_H

// National Pokedex order
enum {
    NATIONAL_DEX_NONE,
    // Kanto
    NATIONAL_DEX_BULBASAUR,
...
    NATIONAL_DEX_DEOXYS,
+   NATIONAL_DEX_MEWTHREE,
};

#define KANTO_DEX_COUNT     NATIONAL_DEX_MEW
#define JOHTO_DEX_COUNT     NATIONAL_DEX_CELEBI
-#define NATIONAL_DEX_COUNT  NATIONAL_DEX_DEOXYS
+#define NATIONAL_DEX_COUNT  NATIONAL_DEX_MEWTHREE

// Hoenn Pokedex order
enum {
    HOENN_DEX_NONE,
    HOENN_DEX_TREECKO,
...
    HOENN_DEX_DEOXYS,
+   HOENN_DEX_MEWTHREE,
...
};

- #define HOENN_DEX_COUNT HOENN_DEX_DEOXYS
+ #define HOENN_DEX_COUNT HOENN_DEX_MEWTHREE

#endif // GUARD_CONSTANTS_POKEDEX_H


Edit src/pokemon.c:

 const u16 gSpeciesToHoennPokedexNum[NUM_SPECIES] = // Assigns all species to the Hoenn Dex Index (Summary No. for Hoenn Dex)
 {
     SPECIES_TO_HOENN(BULBASAUR),
     ...
     SPECIES_TO_HOENN(CHIMECHO),
+    SPECIES_TO_HOENN(MEWTHREE),
 };

 const u16 gSpeciesToNationalPokedexNum[NUM_SPECIES] = // Assigns all species to the National Dex Index (Summary No. for National Dex)
 {
     SPECIES_TO_NATIONAL(BULBASAUR),
     ...
+    SPECIES_TO_NATIONAL(MEWTHREE),
 };

 const u16 gHoennToNationalOrder[NUM_SPECIES] = // Assigns Hoenn Dex Pokémon (Using National Dex Index)
 {
     HOENN_TO_NATIONAL(TREECKO),
     ...
     HOENN_TO_NATIONAL(CELEBI),
+    HOENN_TO_NATIONAL(MEWTHREE),
     HOENN_TO_NATIONAL(OLD_UNOWN_B),
     ...
     HOENN_TO_NATIONAL(OLD_UNOWN_Z),
 };

Now we can define the actual text of the Pokédex entry. Append to src/data/pokemon/pokedex_text.h:

const u8 gMewthreePokedexText[] = _(
    "The rumors became true.\n"
    "This is Mews final form.\n"
    "Its power level is over 9000.\n"
    "Has science gone too far?");

Finally, we will add the Pokédex entry for Mewthree and link the text to it. Edit src/data/pokemon/pokedex_entries.h:

 const struct PokedexEntry gPokedexEntries[] =
 {
     ...
     [NATIONAL_DEX_DEOXYS] =
     {
         .categoryName = _("DNA"),
         .height = 17,
         .weight = 608,
         .description = gDeoxysPokedexText,
         .pokemonScale = 256,
         .pokemonOffset = 0,
         .trainerScale = 290,
         .trainerOffset = 2,
     },
    
+    [NATIONAL_DEX_MEWTHREE] =
+    {
+        .categoryName = _("NEW SPECIES"),
+        .height = 15,
+        .weight = 330,
+        .description = gMewthreePokedexText,
+        .pokemonScale = 256,
+        .pokemonOffset = 0,
+        .trainerScale = 290,
+        .trainerOffset = 2,
+    },
 };

The values pokemonScale, pokemonOffset, trainerScale and trainerOffset are used for the height comparison figure in the Pokédex. Height and weight are specified in meters and kilograms respectively, while the last digit is the first decimal place. In Pokémon Emerald, you can sort the Pokédex by name, height or weight. Apparently, the Pokémon order is hardcoded in the game files and not calculated from their data. Therefore we have to include our new Pokémon species at the right places. While the correct position for the alphabetical order is easy to find, it can become quite tedious for height and weight. To find the right position for your Pokémon, you may look at the tables sorted by height and weight respectively in the appendix. Edit src/data/pokemon/pokedex_orders.h:

 const u16 gPokedexOrder_Alphabetical[] =
 {
     ...
     NATIONAL_DEX_MEW,
+    NATIONAL_DEX_MEWTHREE,
     NATIONAL_DEX_MEWTWO,
     ...
 };

 const u16 gPokedexOrder_Weight[] =
 {
     ...
     NATIONAL_DEX_CRAWDAUNT,
+    NATIONAL_DEX_MEWTHREE,
     NATIONAL_DEX_DUGTRIO,
     ...
 };
 
 const u16 gPokedexOrder_Height[] =
 {
     ...
     NATIONAL_DEX_XATU,
+    NATIONAL_DEX_MEWTHREE,
     NATIONAL_DEX_CRADILY,
     ...
 };

4. Define its species info

Edit src/data/pokemon/species_info.h:

 const struct SpeciesInfo gSpeciesInfo[] =
 {
     [SPECIES_NONE] = {0},
     ...
+    [SPECIES_MEWTHREE] =
+    {
+       .baseHP        = 106,
+       .baseAttack    = 150,
+       .baseDefense   = 70,
+       .baseSpeed     = 140,
+       .baseSpAttack  = 194,
+       .baseSpDefense = 120,
+       .types = { TYPE_PSYCHIC, TYPE_PSYCHIC },
+       .catchRate = 3,
+       .expYield = 255,
+       .evYield_HP        = 0,
+       .evYield_Attack    = 0,
+       .evYield_Defense   = 0,
+       .evYield_Speed     = 0,
+       .evYield_SpAttack  = 3,
+       .evYield_SpDefense = 0,
+       .itemCommon = ITEM_NONE,
+       .itemRare = ITEM_NONE,
+       .genderRatio = MON_GENDERLESS,
+       .eggCycles = 120,
+       .friendship = 0,
+       .growthRate = GROWTH_SLOW,
+       .eggGroups = { EGG_GROUP_UNDISCOVERED, EGG_GROUP_UNDISCOVERED },
+       .abilities = {ABILITY_INSOMNIA, ABILITY_NONE},
+       .safariZoneFleeRate = 0,
+       .bodyColor = BODY_COLOR_PURPLE,
+       .noFlip = FALSE,
+    },
 };

The . is the structure reference operator in C to refer to the member object of the structure SpeciesInfo. Notice how I also changed the ability to ABILITY_INSOMNIA, so our little monster doesn't even need to sleep anymore. You can find the abilities for example here include/constants/abilities.h and here src/data/text/abilities.h.

5. Delimit the moveset

Let's begin with the moves that can be learned by leveling up. Append to src/data/pokemon/level_up_learnsets.h:

static const u16 sMewthreeLevelUpLearnset[] = {
    LEVEL_UP_MOVE( 1, MOVE_CONFUSION),
    LEVEL_UP_MOVE( 1, MOVE_DISABLE),
    LEVEL_UP_MOVE(11, MOVE_BARRIER),
    LEVEL_UP_MOVE(22, MOVE_SWIFT),
    LEVEL_UP_MOVE(33, MOVE_PSYCH_UP),
    LEVEL_UP_MOVE(44, MOVE_FUTURE_SIGHT),
    LEVEL_UP_MOVE(55, MOVE_MIST),
    LEVEL_UP_MOVE(66, MOVE_PSYCHIC),
    LEVEL_UP_MOVE(77, MOVE_AMNESIA),
    LEVEL_UP_MOVE(88, MOVE_RECOVER),
    LEVEL_UP_MOVE(99, MOVE_SAFEGUARD),
    LEVEL_UP_END
};

Again, we need to register the learnset. Edit src/data/pokemon/level_up_learnset_pointers.h:

 const u16 *const gLevelUpLearnsets[NUM_SPECIES] =
 {
     [SPECIES_NONE] = sBulbasaurLevelUpLearnset,
     [SPECIES_BULBASAUR] = sBulbasaurLevelUpLearnset,
     ...
     [SPECIES_CHIMECHO] = sChimechoLevelUpLearnset,
+    [SPECIES_MEWTHREE] = sMewthreeLevelUpLearnset,
 };

Edit src/data/pokemon/tmhm_learnsets.h:

 const union {
    ...
 } gTMHMLearnsets[NUM_SPECIES] =
 {
     [SPECIES_NONE] = {},
     ...
     [SPECIES_CHIMECHO] = { .learnset = {
        ...
        .FLASH = TRUE,
    } },

+    [SPECIES_MEWTHREE] = { .learnset = {
+        .FOCUS_PUNCH = TRUE,
+        .WATER_PULSE = TRUE,
+        .CALM_MIND = TRUE,
+        .TOXIC = TRUE,
+        .HAIL = TRUE,
+        .BULK_UP = TRUE,
+        .HIDDEN_POWER = TRUE,
+        .SUNNY_DAY = TRUE,
+        .TAUNT = TRUE,
+        .ICE_BEAM = TRUE,
+        .BLIZZARD = TRUE,
+        .HYPER_BEAM = TRUE,
+        .LIGHT_SCREEN = TRUE,
+        .PROTECT = TRUE,
+        .RAIN_DANCE = TRUE,
+        .SAFEGUARD = TRUE,
+        .FRUSTRATION = TRUE,
+        .SOLAR_BEAM = TRUE,
+        .IRON_TAIL = TRUE,
+        .THUNDERBOLT = TRUE,
+        .THUNDER = TRUE,
+        .EARTHQUAKE = TRUE,
+        .RETURN = TRUE,
+        .PSYCHIC = TRUE,
+        .SHADOW_BALL = TRUE,
+        .BRICK_BREAK = TRUE,
+        .DOUBLE_TEAM = TRUE,
+        .REFLECT = TRUE,
+        .SHOCK_WAVE = TRUE,
+        .FLAMETHROWER = TRUE,
+        .SANDSTORM = TRUE,
+        .FIRE_BLAST = TRUE,
+        .ROCK_TOMB = TRUE,
+        .AERIAL_ACE = TRUE,
+        .TORMENT = TRUE,
+        .FACADE = TRUE,
+        .SECRET_POWER = TRUE,
+        .REST = TRUE,
+        .SKILL_SWAP = TRUE,
+        .SNATCH = TRUE,
+        .STRENGTH = TRUE,
+        .FLASH = TRUE,
+        .ROCK_SMASH = TRUE,
+    } },

Edit src/data/pokemon/tutor_learnsets.h:

 static const u32 sTutorLearnsets[] =
 {
     [SPECIES_NONE]             = TUTOR_LEARNSET(0),
     ...
     [SPECIES_CHIMECHO]         = TUTOR_LEARNSET(TUTOR(MOVE_DOUBLE_EDGE)
                                               ...
                                               | TUTOR(MOVE_DEFENSE_CURL)),
     
+    [SPECIES_MEWTHREE]           = TUTOR_LEARNSET(TUTOR(MOVE_MEGA_PUNCH)
+                                              | TUTOR(MOVE_MEGA_KICK)
+                                              | TUTOR(MOVE_BODY_SLAM)
+                                              | TUTOR(MOVE_DOUBLE_EDGE)
+                                              | TUTOR(MOVE_COUNTER)
+                                              | TUTOR(MOVE_SEISMIC_TOSS)
+                                              | TUTOR(MOVE_MIMIC)
+                                              | TUTOR(MOVE_METRONOME)
+                                              | TUTOR(MOVE_DREAM_EATER)
+                                              | TUTOR(MOVE_THUNDER_WAVE)
+                                              | TUTOR(MOVE_SUBSTITUTE)
+                                              | TUTOR(MOVE_DYNAMIC_PUNCH)
+                                              | TUTOR(MOVE_PSYCH_UP)
+                                              | TUTOR(MOVE_SNORE)
+                                              | TUTOR(MOVE_ICY_WIND)
+                                              | TUTOR(MOVE_ENDURE)
+                                              | TUTOR(MOVE_MUD_SLAP)
+                                              | TUTOR(MOVE_ICE_PUNCH)
+                                              | TUTOR(MOVE_SWAGGER)
+                                              | TUTOR(MOVE_SLEEP_TALK)
+                                              | TUTOR(MOVE_SWIFT)
+                                              | TUTOR(MOVE_THUNDER_PUNCH)
+                                              | TUTOR(MOVE_FIRE_PUNCH)),
 };

If you want to create a Pokémon which can breed, you will need to edit src/data/pokemon/egg_moves.h.

6. Define its cry

First run these command to copy the Mewtwo sound files:

cp -r sound/direct_sound_samples/cries/mewtwo.bin sound/direct_sound_samples/cries/mewthree.bin
cp -r sound/direct_sound_samples/cries/mewtwo.aif sound/direct_sound_samples/cries/mewthree.aif

In sound/direct_sound_data.inc.

	.align 2
   Cry_Chimecho::
	.incbin "sound/direct_sound_samples/cries/chimecho.bin"

+ 	.align 2
+  Cry_Mewthree::
+	.incbin "sound/direct_sound_samples/cries/mewthree.bin"

And linking it in sound/cry_tables.inc. cry2 in particular is for reversed cries for moves like Growl

...
	cry Cry_Latios
	cry Cry_Jirachi
	cry Cry_Deoxys
	cry Cry_Chimecho
+	cry Cry_Mewthree
...
	cry_reverse Cry_Latios
	cry_reverse Cry_Jirachi
	cry_reverse Cry_Deoxys
	cry_reverse Cry_Chimecho
+	cry_reverse Cry_Mewthree

And finally, edit src/data/pokemon/cry_ids.h:

 const u16 gSpeciesIdToCryId[] =
 {
     [SPECIES_TREECKO - 277] = 273,
     ...
     [SPECIES_CHIMECHO - 277] = 387,
+    [SPECIES_MEWTHREE - 277] = 388,
 };

Mon cries are 10512Hz. Make sure to put the aif file in the directory sound/direct_sound_samples/cries

Higher frequencies may be ruined by compression. To have the cries uncompressed, follow this , then clear out the old sound bins

7. Define the Evolutions

We want Mewthree to evolve from Mewtwo by reaching level 100. Edit src/data/pokemon/evolution.h:

     [SPECIES_METANG]     = {{EVO_LEVEL, 45, SPECIES_METAGROSS}},
+    [SPECIES_MEWTWO]     = {{EVO_LEVEL, 100, SPECIES_MEWTHREE}},
 };

8. Easy Chat about your Pokémon

Edit src/data/easy_chat/easy_chat_words_by_letter.h:

 const u16 gEasyChatWordsByLetter_M[] = {
     EC_MOVE2(MACH_PUNCH),
     ...
     EC_POKEMON_NATIONAL(MEW),
+    EC_POKEMON_NATIONAL(MEWTHREE),
     EC_POKEMON_NATIONAL(MEWTWO),
     ...
     EC_WORD_MYSTERY,
 };

9. Make it appear!

Now Mewthree really does slumber in the games code - but we won't know until we make him appear somewhere! The legend tells that Mewthree is hiding somewhere in Petalburg Woods... Edit src/data/wild_encounters.json:

         {
           "map": "MAP_PETALBURG_WOODS",
           "base_label": "gPetalburgWoods",
           "land_mons": {
             "encounter_rate": 20,
             "mons": [
               {
                 "min_level": 5,
                 "max_level": 5,
                 "species": "SPECIES_POOCHYENA"
               },
               {
                 "min_level": 5,
                 "max_level": 5,
                 "species": "SPECIES_WURMPLE"
               },
               {
                 "min_level": 5,
                 "max_level": 5,
                 "species": "SPECIES_SHROOMISH"
               },
               {
-                "min_level": 6,
-                "max_level": 6,
-                "species": "SPECIES_POOCHYENA"
+                "min_level": 5,
+                "max_level": 5,
+                "species": "SPECIES_MEWTHREE"
               },
               ...
        }

Congratulations, you have created your own personal pocket monster! You may call yourself a mad scientist now.

Appendix

Available Front Animations

Entries in bold italics indicate animations that are unused in the final game.

Video showcasing every front sprite animation in numerical order.

  1. ANIM_V_SQUISH_AND_BOUNCE
  2. ANIM_CIRCULAR_STRETCH_TWICE
  3. ANIM_H_VIBRATE
  4. ANIM_H_SLIDE
  5. ANIM_V_SLIDE
  6. ANIM_BOUNCE_ROTATE_TO_SIDES
  7. ANIM_V_JUMPS_H_JUMPS
  8. ANIM_ROTATE_TO_SIDES
  9. ANIM_ROTATE_TO_SIDES_TWICE
  10. ANIM_GROW_VIBRATE
  11. ANIM_ZIGZAG_FAST
  12. ANIM_SWING_CONCAVE
  13. ANIM_SWING_CONCAVE_FAST
  14. ANIM_SWING_CONVEX
  15. ANIM_SWING_CONVEX_FAST
  16. ANIM_H_SHAKE
  17. ANIM_V_SHAKE
  18. ANIM_CIRCULAR_VIBRATE
  19. ANIM_TWIST
  20. ANIM_SHRINK_GROW
  21. ANIM_CIRCLE_C_CLOCKWISE
  22. ANIM_GLOW_BLACK
  23. ANIM_H_STRETCH
  24. ANIM_V_STRETCH
  25. ANIM_RISING_WOBBLE
  26. ANIM_V_SHAKE_TWICE
  27. ANIM_TIP_MOVE_FORWARD
  28. ANIM_H_PIVOT
  29. ANIM_V_SLIDE_WOBBLE
  30. ANIM_H_SLIDE_WOBBLE
  31. ANIM_V_JUMPS_BIG
  32. ANIM_SPIN_LONG
  33. ANIM_GLOW_ORANGE
  34. ANIM_GLOW_RED
  35. ANIM_GLOW_BLUE
  36. ANIM_GLOW_YELLOW
  37. ANIM_GLOW_PURPLE
  38. ANIM_BACK_AND_LUNGE
  39. ANIM_BACK_FLIP
  40. ANIM_FLICKER
  41. ANIM_BACK_FLIP_BIG
  42. ANIM_FRONT_FLIP
  43. ANIM_TUMBLING_FRONT_FLIP
  44. ANIM_FIGURE_8
  45. ANIM_FLASH_YELLOW
  46. ANIM_SWING_CONCAVE_FAST_SHORT
  47. ANIM_SWING_CONVEX_FAST_SHORT
  48. ANIM_ROTATE_UP_SLAM_DOWN
  49. ANIM_DEEP_V_SQUISH_AND_BOUNCE
  50. ANIM_H_JUMPS
  51. ANIM_H_JUMPS_V_STRETCH
  52. ANIM_ROTATE_TO_SIDES_FAST
  53. ANIM_ROTATE_UP_TO_SIDES
  54. ANIM_FLICKER_INCREASING
  55. ANIM_TIP_HOP_FORWARD
  56. ANIM_PIVOT_SHAKE
  57. ANIM_TIP_AND_SHAKE
  58. ANIM_VIBRATE_TO_CORNERS
  59. ANIM_GROW_IN_STAGES
  60. ANIM_V_SPRING
  61. ANIM_V_REPEATED_SPRING
  62. ANIM_SPRING_RISING
  63. ANIM_H_SPRING
  64. ANIM_H_REPEATED_SPRING_SLOW
  65. ANIM_H_SLIDE_SHRINK
  66. ANIM_LUNGE_GROW
  67. ANIM_CIRCLE_INTO_BG
  68. ANIM_RAPID_H_HOPS
  69. ANIM_FOUR_PETAL
  70. ANIM_V_SQUISH_AND_BOUNCE_SLOW
  71. ANIM_H_SLIDE_SLOW
  72. ANIM_V_SLIDE_SLOW
  73. ANIM_BOUNCE_ROTATE_TO_SIDES_SMALL
  74. ANIM_BOUNCE_ROTATE_TO_SIDES_SLOW
  75. ANIM_BOUNCE_ROTATE_TO_SIDES_SMALL_SLOW
  76. ANIM_ZIGZAG_SLOW
  77. ANIM_H_SHAKE_SLOW
  78. ANIM_V_SHAKE_SLOW
  79. ANIM_TWIST_TWICE
  80. ANIM_CIRCLE_C_CLOCKWISE_SLOW
  81. ANIM_V_SHAKE_TWICE_SLOW
  82. ANIM_V_SLIDE_WOBBLE_SMALL
  83. ANIM_V_JUMPS_SMALL
  84. ANIM_SPIN
  85. ANIM_TUMBLING_FRONT_FLIP_TWICE
  86. ANIM_DEEP_V_SQUISH_AND_BOUNCE_TWICE
  87. ANIM_H_JUMPS_V_STRETCH_TWICE
  88. ANIM_V_SHAKE_BACK
  89. ANIM_V_SHAKE_BACK_SLOW
  90. ANIM_V_SHAKE_H_SLIDE_SLOW
  91. ANIM_V_STRETCH_BOTH_ENDS_SLOW
  92. ANIM_H_STRETCH_FAR_SLOW
  93. ANIM_V_SHAKE_LOW_TWICE
  94. ANIM_H_SHAKE_FAST
  95. ANIM_H_SLIDE_FAST
  96. ANIM_H_VIBRATE_FAST
  97. ANIM_H_VIBRATE_FASTEST
  98. ANIM_V_SHAKE_BACK_FAST
  99. ANIM_V_SHAKE_LOW_TWICE_SLOW
  100. ANIM_V_SHAKE_LOW_TWICE_FAST
  101. ANIM_CIRCLE_C_CLOCKWISE_LONG
  102. ANIM_GROW_STUTTER_SLOW
  103. ANIM_V_SHAKE_H_SLIDE
  104. ANIM_V_SHAKE_H_SLIDE_FAST
  105. ANIM_TRIANGLE_DOWN_SLOW
  106. ANIM_TRIANGLE_DOWN
  107. ANIM_TRIANGLE_DOWN_TWICE
  108. ANIM_GROW
  109. ANIM_GROW_TWICE
  110. ANIM_H_SPRING_FAST
  111. ANIM_H_SPRING_SLOW
  112. ANIM_H_REPEATED_SPRING_FAST
  113. ANIM_H_REPEATED_SPRING
  114. ANIM_SHRINK_GROW_FAST
  115. ANIM_SHRINK_GROW_SLOW
  116. ANIM_V_STRETCH_BOTH_ENDS
  117. ANIM_V_STRETCH_BOTH_ENDS_TWICE
  118. ANIM_H_STRETCH_FAR_TWICE
  119. ANIM_H_STRETCH_FAR
  120. ANIM_GROW_STUTTER_TWICE
  121. ANIM_GROW_STUTTER
  122. ANIM_CONCAVE_ARC_LARGE_SLOW
  123. ANIM_CONCAVE_ARC_LARGE
  124. ANIM_CONCAVE_ARC_LARGE_TWICE
  125. ANIM_CONVEX_DOUBLE_ARC_SLOW
  126. ANIM_CONVEX_DOUBLE_ARC
  127. ANIM_CONVEX_DOUBLE_ARC_TWICE
  128. ANIM_CONCAVE_ARC_SMALL_SLOW
  129. ANIM_CONCAVE_ARC_SMALL
  130. ANIM_CONCAVE_ARC_SMALL_TWICE
  131. ANIM_H_DIP
  132. ANIM_H_DIP_FAST
  133. ANIM_H_DIP_TWICE
  134. ANIM_SHRINK_GROW_VIBRATE_FAST
  135. ANIM_SHRINK_GROW_VIBRATE
  136. ANIM_SHRINK_GROW_VIBRATE_SLOW
  137. ANIM_JOLT_RIGHT_FAST
  138. ANIM_JOLT_RIGHT
  139. ANIM_JOLT_RIGHT_SLOW
  140. ANIM_SHAKE_FLASH_YELLOW_FAST
  141. ANIM_SHAKE_FLASH_YELLOW
  142. ANIM_SHAKE_FLASH_YELLOW_SLOW
  143. ANIM_SHAKE_GLOW_RED_FAST
  144. ANIM_SHAKE_GLOW_RED
  145. ANIM_SHAKE_GLOW_RED_SLOW
  146. ANIM_SHAKE_GLOW_GREEN_FAST
  147. ANIM_SHAKE_GLOW_GREEN
  148. ANIM_SHAKE_GLOW_GREEN_SLOW
  149. ANIM_SHAKE_GLOW_BLUE_FAST
  150. ANIM_SHAKE_GLOW_BLUE
  151. ANIM_SHAKE_GLOW_BLUE_SLOW

Available Back Animations

  1. BACK_ANIM_NONE
  2. BACK_ANIM_H_VIBRATE
  3. BACK_ANIM_H_SLIDE
  4. BACK_ANIM_H_SPRING
  5. BACK_ANIM_H_SPRING_REPEATED
  6. BACK_ANIM_SHRINK_GROW
  7. BACK_ANIM_GROW
  8. BACK_ANIM_CIRCLE_COUNTERCLOCKWISE
  9. BACK_ANIM_H_SHAKE
  10. BACK_ANIM_V_SHAKE
  11. BACK_ANIM_V_SHAKE_H_SLIDE
  12. BACK_ANIM_V_STRETCH
  13. BACK_ANIM_H_STRETCH
  14. BACK_ANIM_GROW_STUTTER
  15. BACK_ANIM_V_SHAKE_LOW
  16. BACK_ANIM_TRIANGLE_DOWN
  17. BACK_ANIM_CONCAVE_ARC_LARGE
  18. BACK_ANIM_CONVEX_DOUBLE_ARC
  19. BACK_ANIM_CONCAVE_ARC_SMALL
  20. BACK_ANIM_DIP_RIGHT_SIDE
  21. BACK_ANIM_SHRINK_GROW_VIBRATE
  22. BACK_ANIM_JOLT_RIGHT
  23. BACK_ANIM_SHAKE_FLASH_YELLOW
  24. BACK_ANIM_SHAKE_GLOW_RED
  25. BACK_ANIM_SHAKE_GLOW_GREEN
  26. BACK_ANIM_SHAKE_GLOW_BLUE

Pokémon ordered by height

Pokemon height (m)
Diglett 0.2
Natu 0.2
Azurill 0.2
Caterpie 0.3
Weedle 0.3
Pidgey 0.3
Rattata 0.3
Spearow 0.3
Paras 0.3
Magnemite 0.3
Shellder 0.3
Ditto 0.3
Eevee 0.3
Pichu 0.3
Cleffa 0.3
Igglybuff 0.3
Togepi 0.3
Sunkern 0.3
Wurmple 0.3
Taillow 0.3
Roselia 0.3
Castform 0.3
Jirachi 0.3
Pikachu 0.4
Nidoran_f 0.4
Meowth 0.4
Geodude 0.4
Krabby 0.4
Exeggcute 0.4
Cubone 0.4
Horsea 0.4
Omanyte 0.4
Mew 0.4
Bellossom 0.4
Marill 0.4
Hoppip 0.4
Wooper 0.4
Swinub 0.4
Smoochum 0.4
Torchic 0.4
Mudkip 0.4
Zigzagoon 0.4
Ralts 0.4
Shroomish 0.4
Aron 0.4
Plusle 0.4
Minun 0.4
Gulpin 0.4
Cacnea 0.4
Swablu 0.4
Barboach 0.4
Clamperl 0.4
Squirtle 0.5
Nidoran_m 0.5
Jigglypuff 0.5
Oddish 0.5
Mankey 0.5
Voltorb 0.5
Kabuto 0.5
Cyndaquil 0.5
Spinarak 0.5
Chinchou 0.5
Murkrow 0.5
Unown 0.5
Qwilfish 0.5
Phanpy 0.5
Treecko 0.5
Poochyena 0.5
Linoone 0.5
Lotad 0.5
Seedot 0.5
Surskit 0.5
Nincada 0.5
Sableye 0.5
Torkoal 0.5
Baltoy 0.5
Charmander 0.6
Kakuna 0.6
Sandshrew 0.6
Clefairy 0.6
Vulpix 0.6
Poliwag 0.6
Koffing 0.6
Goldeen 0.6
Totodile 0.6
Togetic 0.6
Mareep 0.6
Skiploom 0.6
Pineco 0.6
Snubbull 0.6
Shuckle 0.6
Teddiursa 0.6
Corsola 0.6
Remoraid 0.6
Houndour 0.6
Porygon2 0.6
Elekid 0.6
Larvitar 0.6
Celebi 0.6
Silcoon 0.6
Wingull 0.6
Whismur 0.6
Skitty 0.6
Mawile 0.6
Meditite 0.6
Electrike 0.6
Illumise 0.6
Corphish 0.6
Feebas 0.6
Shuppet 0.6
Chimecho 0.6
Wynaut 0.6
Luvdisc 0.6
Bagon 0.6
Beldum 0.6
Bulbasaur 0.7
Metapod 0.7
Raticate 0.7
Dugtrio 0.7
Growlithe 0.7
Bellsprout 0.7
Hoothoot 0.7
Misdreavus 0.7
Slugma 0.7
Tyrogue 0.7
Magby 0.7
Marshtomp 0.7
Cascoon 0.7
Swellow 0.7
Volbeat 0.7
Numel 0.7
Spoink 0.7
Trapinch 0.7
Anorith 0.7
Snorunt 0.7
Raichu 0.8
Nidorina 0.8
Zubat 0.8
Gloom 0.8
Psyduck 0.8
Machop 0.8
Farfetchd 0.8
Staryu 0.8
Jolteon 0.8
Porygon 0.8
Sentret 0.8
Flaaffy 0.8
Azumarill 0.8
Jumpluff 0.8
Aipom 0.8
Sunflora 0.8
Magcargo 0.8
Kirlia 0.8
Masquerain 0.8
Slakoth 0.8
Ninjask 0.8
Shedinja 0.8
Carvanha 0.8
Duskull 0.8
Spheal 0.8
Nidorino 0.9
Abra 0.9
Tentacool 0.9
Grimer 0.9
Magikarp 0.9
Flareon 0.9
Chikorita 0.9
Quilava 0.9
Espeon 0.9
Sneasel 0.9
Octillery 0.9
Delibird 0.9
Grovyle 0.9
Combusken 0.9
Lairon 0.9
Grumpig 0.9
Whiscash 0.9
Ivysaur 1.0
Wartortle 1.0
Beedrill 1.0
Sandslash 1.0
Wigglytuff 1.0
Parasect 1.0
Venonat 1.0
Persian 1.0
Primeape 1.0
Poliwhirl 1.0
Weepinbell 1.0
Graveler 1.0
Ponyta 1.0
Magneton 1.0
Drowzee 1.0
Marowak 1.0
Rhyhorn 1.0
Tangela 1.0
Vaporeon 1.0
Omastar 1.0
Ledyba 1.0
Umbreon 1.0
Mightyena 1.0
Beautifly 1.0
Nuzleaf 1.0
Loudred 1.0
Makuhita 1.0
Nosepass 1.0
Lunatone 1.0
Lileep 1.0
Kecleon 1.0
Relicanth 1.0
Charmeleon 1.1
Butterfree 1.1
Pidgeotto 1.1
Ninetales 1.1
Seel 1.1
Chansey 1.1
Starmie 1.1
Electabuzz 1.1
Croconaw 1.1
Ariados 1.1
Politoed 1.1
Gligar 1.1
Piloswine 1.1
Donphan 1.1
Delcatty 1.1
Spinda 1.1
Vibrava 1.1
Altaria 1.1
Crawdaunt 1.1
Banette 1.1
Sealeo 1.1
Shelgon 1.1
Fearow 1.2
Vileplume 1.2
Slowpoke 1.2
Muk 1.2
Electrode 1.2
Lickitung 1.2
Weezing 1.2
Seadra 1.2
Bayleef 1.2
Lanturn 1.2
Sudowoodo 1.2
Yanma 1.2
Forretress 1.2
Smeargle 1.2
Miltank 1.2
Pupitar 1.2
Dustox 1.2
Lombre 1.2
Pelipper 1.2
Breloom 1.2
Solrock 1.2
Absol 1.2
Metang 1.2
Nidoqueen 1.3
Clefable 1.3
Poliwrath 1.3
Kadabra 1.3
Gastly 1.3
Kingler 1.3
Seaking 1.3
Mr_mime 1.3
Magmar 1.3
Kabutops 1.3
Wobbuffet 1.3
Shiftry 1.3
Medicham 1.3
Cacturne 1.3
Zangoose 1.3
Nidoking 1.4
Golem 1.4
Doduo 1.4
Hitmonchan 1.4
Jynx 1.4
Tauros 1.4
Ledian 1.4
Ampharos 1.4
Quagsire 1.4
Granbull 1.4
Houndoom 1.4
Stantler 1.4
Hitmontop 1.4
Vigoroth 1.4
Walrein 1.4
Latias 1.4
Pidgeot 1.5
Venomoth 1.5
Alakazam 1.5
Machoke 1.5
Cloyster 1.5
Gengar 1.5
Hitmonlee 1.5
Scyther 1.5
Pinsir 1.5
Xatu 1.5
Girafarig 1.5
Dunsparce 1.5
Heracross 1.5
Blissey 1.5
Swampert 1.5
Ludicolo 1.5
Exploud 1.5
Manectric 1.5
Claydol 1.5
Cradily 1.5
Armaldo 1.5
Glalie 1.5
Salamence 1.5
Blastoise 1.6
Golbat 1.6
Machamp 1.6
Tentacruel 1.6
Slowbro 1.6
Haunter 1.6
Hypno 1.6
Zapdos 1.6
Noctowl 1.6
Gardevoir 1.6
Dusclops 1.6
Metagross 1.6
Charizard 1.7
Golduck 1.7
Victreebel 1.7
Rapidash 1.7
Dewgong 1.7
Articuno 1.7
Typhlosion 1.7
Skarmory 1.7
Sceptile 1.7
Swalot 1.7
Huntail 1.7
Regirock 1.7
Deoxys 1.7
Dodrio 1.8
Aerodactyl 1.8
Dratini 1.8
Meganium 1.8
Furret 1.8
Crobat 1.8
Scizor 1.8
Ursaring 1.8
Kingdra 1.8
Sharpedo 1.8
Gorebyss 1.8
Regice 1.8
Arcanine 1.9
Rhydon 1.9
Raikou 1.9
Blaziken 1.9
Camerupt 1.9
Registeel 1.9
Venusaur 2.0
Ekans 2.0
Exeggutor 2.0
Moltres 2.0
Mewtwo 2.0
Slowking 2.0
Suicune 2.0
Tyranitar 2.0
Slaking 2.0
Wailmer 2.0
Flygon 2.0
Tropius 2.0
Latios 2.0
Snorlax 2.1
Mantine 2.1
Entei 2.1
Aggron 2.1
Kangaskhan 2.2
Dragonite 2.2
Feraligatr 2.3
Hariyama 2.3
Lapras 2.5
Seviper 2.7
Arbok 3.5
Groudon 3.5
Ho_oh 3.8
Dragonair 4.0
Kyogre 4.5
Lugia 5.2
Milotic 6.2
Gyarados 6.5
Rayquaza 7.0
Onix 8.8
Steelix 9.2
Wailord 14.5

Pokémon ordered by weight

Pokemon weight (kg)
Gastly 0.1
Haunter 0.1
Hoppip 0.5
Diglett 0.8
Castform 0.8
Igglybuff 1.0
Koffing 1.0
Skiploom 1.0
Chimecho 1.0
Misdreavus 1.0
Jirachi 1.1
Swablu 1.2
Shedinja 1.2
Togepi 1.5
Surskit 1.7
Pidgey 1.8
Sunkern 1.8
Barboach 1.9
Natu 2.0
Azurill 2.0
Spearow 2.0
Pichu 2.0
Roselia 2.0
Murkrow 2.1
Taillow 2.3
Shuppet 2.3
Exeggcute 2.5
Torchic 2.5
Lotad 2.6
Caterpie 2.9
Cleffa 3.0
Jumpluff 3.0
Weedle 3.2
Togetic 3.2
Dratini 3.3
Rattata 3.5
Wurmple 3.6
Masquerain 3.6
Qwilfish 3.9
Shellder 4.0
Ditto 4.0
Mew 4.0
Seedot 4.0
Bellsprout 4.0
Meowth 4.2
Plusle 4.2
Minun 4.2
Shroomish 4.5
Unown 5.0
Treecko 5.0
Corsola 5.0
Celebi 5.0
Spinda 5.0
Paras 5.4
Oddish 5.4
Jigglypuff 5.5
Nincada 5.5
Bellossom 5.8
Magnemite 6.0
Pikachu 6.0
Smoochum 6.0
Sentret 6.0
Chikorita 6.4
Weepinbell 6.4
Eevee 6.5
Krabby 6.5
Cubone 6.5
Swinub 6.5
Ralts 6.6
Bulbasaur 6.9
Ekans 6.9
Nidoran_f 7.0
Pineco 7.2
Feebas 7.4
Omanyte 7.5
Clefairy 7.5
Zubat 7.5
Mudkip 7.6
Mareep 7.8
Snubbull 7.8
Cyndaquil 7.9
Horsea 8.0
Marill 8.5
Wooper 8.5
Spinarak 8.5
Charmander 8.5
Sunflora 8.5
Gloom 8.6
Luvdisc 8.7
Teddiursa 8.8
Squirtle 9.0
Nidoran_m 9.0
Totodile 9.5
Wingull 9.5
Weezing 9.5
Vulpix 9.9
Metapod 9.9
Kakuna 10.0
Silcoon 10.0
Magikarp 10.0
Gulpin 10.3
Voltorb 10.4
Houndour 10.8
Ledyba 10.8
Sableye 11.0
Skitty 11.0
Meditite 11.2
Kabuto 11.5
Mawile 11.5
Corphish 11.5
Cascoon 11.5
Aipom 11.5
Chinchou 12.0
Sandshrew 12.0
Remoraid 12.0
Ninjask 12.0
Wigglytuff 12.0
Poliwag 12.4
Anorith 12.5
Banette 12.5
Venomoth 12.5
Ivysaur 13.0
Flaaffy 13.3
Poochyena 13.6
Wynaut 14.0
Dunsparce 14.0
Goldeen 15.0
Trapinch 15.0
Farfetchd 15.0
Duskull 15.0
Xatu 15.0
Electrike 15.2
Vibrava 15.3
Victreebel 15.5
Bayleef 15.8
Delibird 16.0
Whismur 16.3
Dragonair 16.5
Snorunt 16.8
Zigzagoon 17.5
Illumise 17.7
Volbeat 17.7
Raticate 18.5
Vileplume 18.6
Growlithe 19.0
Quilava 19.0
Charmeleon 19.0
Machop 19.5
Nidorino 19.5
Abra 19.5
Combusken 19.5
Psyduck 19.6
Swellow 19.8
Ninetales 19.9
Geodude 20.0
Nidorina 20.0
Poliwhirl 20.0
Kirlia 20.2
Shuckle 20.5
Altaria 20.6
Carvanha 20.8
Tyrogue 21.0
Hoothoot 21.2
Magby 21.4
Baltoy 21.5
Grovyle 21.6
Kecleon 22.0
Wartortle 22.5
Lanturn 22.5
Gorebyss 22.6
Relicanth 23.4
Elekid 23.5
Whiscash 23.6
Lileep 23.8
Numel 24.0
Slakoth 24.0
Jolteon 24.5
Flareon 25.0
Croconaw 25.0
Seadra 25.0
Espeon 26.5
Umbreon 27.0
Huntail 27.0
Mankey 28.0
Marshtomp 28.0
Sneasel 28.0
Nuzleaf 28.0
Pelipper 28.0
Beautifly 28.4
Azumarill 28.5
Octillery 28.5
Wobbuffet 28.5
Vaporeon 29.0
Beedrill 29.5
Sandslash 29.5
Parasect 29.5
Raichu 30.0
Grimer 30.0
Venonat 30.0
Ponyta 30.0
Pidgeotto 30.0
Electabuzz 30.0
Muk 30.0
Spoink 30.6
Dusclops 30.6
Medicham 31.5
Dustox 31.6
Persian 32.0
Primeape 32.0
Butterfree 32.0
Drowzee 32.4
Linoone 32.5
Porygon2 32.5
Lombre 32.5
Furret 32.5
Delcatty 32.6
Crawdaunt 32.8
Dugtrio 33.3
Phanpy 33.5
Ariados 33.5
Politoed 33.9
Staryu 34.5
Chansey 34.6
Slugma 35.0
Tangela 35.0
Omastar 35.0
Houndoom 35.0
Ledian 35.6
Slowpoke 36.0
Porygon 36.5
Mightyena 37.0
Fearow 38.0
Sudowoodo 38.0
Yanma 38.0
Seaking 39.0
Breloom 39.2
Doduo 39.2
Spheal 39.5
Pidgeot 39.5
Clefable 40.0
Latias 40.0
Manectric 40.2
Zangoose 40.3
Loudred 40.5
Kabutops 40.5
Gengar 40.5
Jynx 40.6
Noctowl 40.8
Girafarig 41.5
Bagon 42.1
Magmar 44.5
Marowak 45.0
Tentacool 45.5
Vigoroth 46.5
Blissey 46.8
Absol 47.0
Hitmontop 48.0
Alakazam 48.0
Gardevoir 48.4
Granbull 48.7
Hitmonlee 49.8
Hitmonchan 50.2
Skarmory 50.5
Cacnea 51.3
Blaziken 52.0
Sceptile 52.2
Clamperl 52.5
Seviper 52.5
Zapdos 52.6
Poliwrath 54.0
Heracross 54.0
Mr_mime 54.5
Magcargo 55.0
Pinsir 55.0
Ludicolo 55.0
Golbat 55.0
Tentacruel 55.0
Articuno 55.4
Piloswine 55.8
Scyther 56.0
Kadabra 56.5
Smeargle 58.0
Aerodactyl 59.0
Shiftry 59.6
Aron 60.0
Magneton 60.0
Nidoqueen 60.0
Kingler 60.0
Moltres 60.0
Latios 60.0
Cradily 60.4
Deoxys 60.8
Ampharos 61.5
Nidoking 62.0
Gligar 64.8
Arbok 65.0
Lickitung 65.5
Electrode 66.6
Armaldo 68.2
Machoke 70.5
Stantler 71.2
Grumpig 71.5
Larvitar 72.0
Quagsire 75.0
Crobat 75.0
Miltank 75.5
Hypno 75.6
Golduck 76.6
Cacturne 77.4
Slowbro 78.5
Typhlosion 79.5
Slowking 79.5
Starmie 80.0
Swalot 80.0
Kangaskhan 80.0
Torkoal 80.4
Swampert 81.9
Flygon 82.0
Exploud 84.0
Dodrio 85.2
Blastoise 85.5
Makuhita 86.4
Sealeo 87.6
Tauros 88.4
Sharpedo 88.8
Feraligatr 88.8
Seel 90.0
Charizard 90.5
Rapidash 95.0
Beldum 95.2
Nosepass 97.0
Venusaur 100.0
Tropius 100.0
Meganium 100.5
Salamence 102.6
Graveler 105.0
Claydol 108.0
Shelgon 110.5
Rhyhorn 115.0
Scizor 118.0
Lairon 120.0
Donphan 120.0
Dewgong 120.0
Rhydon 120.0
Exeggutor 120.0
Mewtwo 122.0
Forretress 125.8
Ursaring 125.8
Machamp 130.0
Wailmer 130.0
Slaking 130.5
Cloyster 132.5
Walrein 150.6
Pupitar 152.0
Kingdra 152.0
Solrock 154.0
Arcanine 155.0
Milotic 162.0
Lunatone 168.0
Regice 175.0
Raikou 178.0
Suicune 187.0
Entei 198.0
Ho_oh 199.0
Tyranitar 202.0
Metang 202.5
Registeel 205.0
Rayquaza 206.5
Dragonite 210.0
Onix 210.0
Lugia 216.0
Camerupt 220.0
Mantine 220.0
Lapras 220.0
Regirock 230.0
Gyarados 235.0
Hariyama 253.8
Glalie 256.5
Golem 300.0
Kyogre 352.0
Aggron 360.0
Wailord 398.0
Steelix 400.0
Snorlax 460.0
Metagross 550.0
Groudon 950.0