Trainer Tower data structures in 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:

Trainer Data is a 328-byte structure, laid out as follows:

Trainer's Pokémon is a 44-byte structure, laid out as follows:

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:

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.