Well, this could be interesting. But before doing that someone must discover a way to do that xP
I'm currently studying for the university, and during august I got some free time which I spent doing some development on DS PokeHack Studio :), and now in september and the months coming I won't have much free time :(
In summary: I'm not good at researching + I haven't so much free time, that's why I'm slow as a slug >_>
If someone manages to do that (with hex editing) I could develop a new version of DPP Attack Editor, or integrate that feature in DS PokeHack Studio ;)
Hey, good to see you're still active! I actually did that research a while ago and thought I'd share. Assuming the first byte of each move is byte 0, the 2nd byte is what determines whether a move is physical, special, or status. 0 is physical, 1 is special, 2 is status. Also, if you feel like adding it to your editor, move priority is the 10th byte in the structure; it's a single signed byte.
I've also done some more research on the target byte:
0x0 = One opponent
0x1 = Automatic (e.g. Outrage)
0x2 = Used by Uproar & Lucky Chant, not sure exactly what it does
0x4 = Both opponents
0x8 = Both opponents and ally
0x10 = User
0x20 = User's side of field
0x40 = Entire field
0x80 = Opponent's side of field
While I'm here, there's also a small bug in DS Pokemon Editor: if you select a Pokemon, then select another Pokemon, the HM compatibility from the first Pokemon will be carried over to the second Pokemon. For example, if you edit Bulbasaur, then Unown, Unown will be able to learn all the HMs that Bulbasaur could. It can be avoided by clicking "clear" after saving changes, but it makes it very difficult to edit a lot of Pokemon quickly. Other than that, all of your tools that I've used have been excellent; thanks for sharing them!