Well, assuming there actually IS an evade byte (likely) you could probably trail it with an emulator or something... heck, a shark might be able to do it.
That might be a neat code to find: more importantly because we'd have numbers in memory.
It should be noted, however, that for practical purposes the percentages are better than any in game data: the findings are pretty damn good, I've always thought.
Perhaps someone already did it, and will post it... otherwise I'll add it to my "shit to look for" list.
Also note that it is possible that the "Evade" concept is just an index to a small list of numbers, with each number representing a different "to-hit" mask (mask because you have to roll "to-hit" normally, then against your accuracy, then against their evade, if I recall correctly).
Either way, the results will be the same: your evade mask goes up from zero with DT and friends, and their accuracy mask goes down (from 100%) with ever Sand-Attack and friends. The regular "to-hit" is determined by the move used. So the end result no matter how it is done is a pair of tables with numbers representing how often something happens... and we have those now. In fact, I bet if you multiplied those numbers by 255 and divided them by 100 you would end up very close to whatever happens in game (scaling them to per 255, instead of per 100).
But I haven't done the tests, so I could always be talking out of my ass... if someone with a bigger clue would chime in, that'd be nice.
"It's not a sentence.
Do I understand it all?
Difficult to say." -Mr. K