Your next step is to go to FileExport and save it as something in your Red folder. Now go back to Nameless Sprite Editor and go to FileImportImport Sprite Data and click load. Select your Wally image and click save. You'll notice your Red sprite changed into your Wally sprite. Now click FileSave and the save data window will pop up. Pokemon Encyclopedia is a Pokemon (.pkm) and Save (.sav) Editor and an Information Database that is compatible with all generation 3 save files. This includes Pokemon Fire Red, Leaf Green, Ruby, Sapphire, and Emerald versions. Credits: English translations by various (GSD/CadaGuti/fenzo666/coolbho3k), Dutch translation by Grovyle91. There exists a sure-fire, blatant way to know if your Pokemon FireRed or LeafGreen game has been pirated in some manner: the sailor in Vermilion City near the S.S. Anne's port will say, 'By the way: If you like this game, buy it or die', referencing Nintendo's increasingly-stringent policies against pirate gaming that began with the NES, but extended onto Pokemon with these games. Nov 26, 2011 Pokemon Game Editor, commonly know as PGE, is an all in one tool started in 2010 by Gamer2020 for hacking the Game Boy Advanced Pokemon games. The program continues to evolve over the years and has had 40,000+ downloads. The program is currently developed in.
Jun 4, 2015 - To use a downloaded save file, you must rename the sav to have the same name as the ROM. I.E: poke.gba will load poke.sav. You must also.
Check BNN and Bulbanews for up-to-date Pokémon news and discuss it on the forums or in the Bulbagarden Discord server.
This article is incomplete. Please feel free to edit this article to add missing information and complete it. |
This article does not yet meet the quality standards of Bulbapedia. Please feel free to edit this article to make it conform to Bulbapedia norms and conventions. |
- 2File structure
- 3Section format
- 3.2Section ID
- 4Pokédex data
- 4.1Pokédex owned, Pokédex seen
- 4.2National Pokédex
- 5Section 0 - Trainer Info
- 6Section 1 - Team / Items
- 6.6Item entry
- 8Section 3-4 - Game Specific Data
- 9Sections 5-13 - PC buffer
- 10Hall of Fame
The save data structure for Generation III is stored in the cartridge's battery-backed RAM chip (SRAM), or as a '.sav' file from most emulators. The structure consists of 128 KB of data, though not every byte is used. Adwcleaner portable. Emulators may append additional data for the purposes of maintaining real-time clock operations.
The integrity of most of the file is validated by checksums.
Data types
Unless otherwise noted, integer values occupy the specified number of bytes, and are little-endian and either unsigned or two's complement.
Text data is stored in a proprietary encoding. Strings in fixed-length fields are terminated with 0xFF with any remainder padded with 0x00.
File structure
The Generation III save file is broken up into two game save blocks, each of which is broken up into 4 KB sections. Each 4 KB section is independently validated by checksum.
One block of game save data represents the most recent game save, and the other block represents the previous game save.
- If any checksum for the most recent game save fails, the game will use the previous game save instead.
- If any checksum for the previous game save fails, the player will be forced to start a new game.
Offset | Size | Contents |
---|---|---|
0x000000 | 57344 | Game save A |
0x00E000 | 57344 | Game save B |
0x01C000 | 8192 | Hall of Fame |
0x01E000 | 4096 | Mystery Gift/e-Reader |
0x01F000 | 4096 | Recorded Battle |
Game save A, Game save B
14 sections representing a game save.
Exactly which game save is the most recent and which one is the previous depends on the relative values of the save index field. Linn kairn preamp service manual.
The game will alternate which region of the save file it writes to each time the game is saved. For example, if the most recent save was Game Save A, then the next time the game is saved, it will be written to Game Save B.
Hall of Fame, Mystery Gift/e-Reader, Recorded Battle
The first time each of these features are used on a new game, the data is wiped. For example, When entering the Hall of Fame for the first time, the entire contents of its sections are set to 0x00.
Section format
All sections contain the same general format: 3968 bytes of data, followed by a footer.
Offset | Size | Contents |
---|---|---|
0x0000 | 3968 | Data |
0x0FF4 | 2 | Section ID |
0x0FF6 | 2 | Checksum |
0x0FFC | 4 | Save index |
Data
The checksum-able data within the section. The actual number of bytes checked is determined by Section ID.
Section ID
Specifies the save data being represented, as well as how many bytes to validate for the checksum. This is a 16-bit unsigned field and must have one of the following values:
ID | Size | Contents |
---|---|---|
0 | 3884 | Trainer info |
1 | 3968 | Team / items |
2 | 3968 | Game State |
3 | 3968 | Misc Data |
4 | 3848 | Rival info |
5 | 3968 | PC buffer A |
6 | 3968 | PC buffer B |
7 | 3968 | PC buffer C |
8 | 3968 | PC buffer D |
9 | 3968 | PC buffer E |
10 | 3968 | PC buffer F |
11 | 3968 | PC buffer G |
12 | 3968 | PC buffer H |
13 | 2000 | PC buffer I |
All 14 sections must be present exactly once in each game save block.
Checksum
Used to validate the integrity of saved data.
A 16-bit checksum generated by adding up bytes from the section. The algorithm is as follows:
- Initialize a 32-bit checksum variable to zero.
- Read 4 bytes at a time as 32-bit word (little-endian) and add it to the variable. The number of bytes to process in this manner is determined by Section ID.
- Take the upper 16 bits of the result, and add them to the lower 16 bits of the result.
- This new 16-bit value is the checksum.
Save index
Every time the game is saved, its Save Index value goes up by one. This is true even when starting a new game: it continues to count up from the previous save.
All 14 sections within a game save must have the same Save Index value. The most recent game save will have a greater Save Index value than the previous save.
Pokemon Fire Red Save Editor
Pokédex data
The Pokédex has multiple data units stored in various parts of the game save. Editor's note: Research into this is still ongoing, but all testing has turned up the following results.
RS | E | FRLG | |||||||
Section | Offset | Size | Section | Offset | Size | Section | Offset | Size | Contents |
---|---|---|---|---|---|---|---|---|---|
0 | 0x0019 | 2 | 0 | 0x0019 | 2 | 0 | 0x001B | 1 | National Pokédex A |
0 | 0x0028 | 49 | 0 | 0x0028 | 49 | 0 | 0x0028 | 49 | Pokédex owned |
0 | 0x005C | 49 | 0 | 0x005C | 49 | 0 | 0x005C | 49 | Pokédex seen A |
1 | 0x0938 | 49 | 1 | 0x0988 | 49 | 1 | 0x05F8 | 49 | Pokédex seen B |
2 | 0x03A6 | 1 | 2 | 0x0402 | 1 | 2 | 0x0068 | 1 | National Pokédex B |
2 | 0x044C | 2 | 2 | 0x04A8 | 2 | 2 | 0x011C | 2 | National Pokédex C |
4 | 0x0C0C | 49 | 4 | 0x0CA4 | 49 | 4 | 0x0B98 | 49 | Pokédex seen C |
Pokédex owned, Pokédex seen
Represents the specific Pokédex entries that have been either seen or owned during gameplay.
It is not clear why there are three copies of which Pokémon have been seen (it may be related to how the game loads game save sections), but all three need to have the same data.
Iphone 3g emergency call unlock code. Pokémon are indexed by their usual Pokédex order, meaning the order is the same as in the National Pokédex. However, indexes begin counting at 0, rather than 1.
1 bit is used to represent whether a given Pokémon has been seen/owned. Bits are ordered within bytes from lowest to highest, starting with the first byte. Therefore, the exact bit can be extracted from the list using the following formula:
Or in C-style code (shift occurs before other bitwise operations):
Example
Let us say that we want to know whether #286 Breloom has been seen/owned: The systematic mixing guide pdf free download.
- PokeNum becomes 285, since it is 0-based.
- The byte of the list in which bit 285 is located is = 285 / 8 = 35
- The bit within that byte is = 285 Mod 8 = 5
- Dividing the byte value by 2 ^ Bit, or shifting right by Bit, moves the bit to the least-significant position
- Performing a bitwise AND with 1 will remove all but the least-significant bit
National Pokédex
Various fields are used to indicate that the National Pokédex has been unlocked, and all fields must be configured correctly. Editor's note: It's not certain whether these rules always apply to 100% of game saves, but they have for every save I've come across.
Field A
In Ruby, Sapphire and Emerald, these two bytes have the following values:
- 0x00 0x00 - National Pokédex is not unlocked
- 0x01 0xDA - National Pokédex is unlocked
In FireRed and LeafGreen, this one byte has the following values:
Pokemon Fire Red Save Editor Gba
- 0x00 - National Pokédex is not unlocked
- 0xB9 - National Pokédex is unlocked
Field B
One bit in this field is used to determine whether the National Pokédex has been unlocked, as follows:
- Bit 6 - Ruby, Sapphire and Emerald
- Bit 0 - FireRed and LeafGreen
Smart card writer software free. If the National Pokédex has been unlocked, the value of the bit will be 1.
Field C
In Ruby, Sapphire and Emerald, these two bytes have the following values:
- 0x00 0x00 - National Pokédex is not unlocked
- 0x02 0x03 - National Pokédex is unlocked
In FireRed and LeafGreen, these two bytes have the following values:
- 0x00 0x00 - National Pokédex is not unlocked
- 0x58 0x62 - National Pokédex is unlocked
Section 0 - Trainer Info
This section contains information regarding the player character.
Fields documented below simply list known values; there may be additional significant data in this section:
RS | E | FRLG | ||||
Offset | Size | Offset | Size | Offset | Size | Contents |
---|---|---|---|---|---|---|
0x0000 | 7 | 0x0000 | 7 | 0x0000 | 7 | Player name |
0x0008 | 1 | 0x0008 | 1 | 0x0008 | 1 | Player gender |
0x000A | 4 | 0x000A | 4 | 0x000A | 4 | Trainer ID |
0x000E | 5 | 0x000E | 5 | 0x000E | 5 | Time played |
0x0013 | 3 | 0x0013 | 3 | 0x0013 | 3 | Options |
0x00AC | 4 | N/A | 0x00AC | 4 | Game Code | |
N/A | 0x00AC | 4 | 0x0AF8 | 4 | Security key |
Player name
The name of the player. Represented as a string that can be from 1 to 7 characters in length.
Player gender
Specifies the gender of the player character:
- For boy characters, this is set to
0x00
- For girl characters, this is set to
0x01
Note that changing this value will not be reflected immediately on the character sprite when first loading the game. (This is because the game saves the state of the current map and the sprites, scripts, and tiles on it separately.) To update the sprite, the player must load into a new map first, such as entering or exiting a building.
Trainer ID
The player's internal Trainer ID.
- The lower 16 bits represent the visible, public ID.
- The upper 16 bits represent the hidden, Secret ID.
Time played
Specifies how much time has elapsed during gameplay.
This value is actually 4 values representing, in this order: the hours, minutes, seconds and 'frames' that have elapsed. A frame is 1/60th of a second.
The hours field is 16-bit. The other three fields are 8-bit.
Options
These are the options that can be changed in-game via the Options menu entry.
The first byte (0x13) contains the Button Mode settings. The different settings correspond to these values:
- NormalRSE/HelpFRLG:
0x01
- LR:
0x02
- L=A:
0x03
The second byte (0x14) contains the settings for Text Speed and Frame. The lowest three bits designate the Text Speed and the remaining bits the index of the chosen Frame style. The options for Text speed result in these values in the save file:
- Slow:
0b00000000
- Medium:
0b00000001
- Fast:
0b000000010
Since there are only three different Text Speeds selectable in-game but eight possible values in three bits, the effect of values outside this range is unclear.
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The index of the chosen Frame can be found in the upper five bits. https://acdt.over-blog.com/2021/01/my-passport-ultra-driver-for-mac.html. A gallery of all the frames can be found here. The indexes in the save file start at 0, so a Frame value of 15 results in Frame 16.
The third byte (0x15) contains the settings for Sound, Battle Style and Battle Scene. Snapchat filters app. Each setting is represented by one bit, basically switching the setting from one value to the other.
- Sound: Bit 1.
0b00000000
for mono (the default) and0b00000001
for stereo. - Battle Style: Bit 2.
0b00000000
for switch (the default) and0b00000010
for set. - Battle Scene: Bit 3.
0b00000000
for on (the default) and0b00000100
for off.
Game Code
Identifies which game this save data applies to.
- For Ruby and Sapphire, this value will be
0x00000000
. - For FireRed and LeafGreen, this value will be
0x00000001
. - For Emerald, this is the location of the Security Key field, so any value other than 0 or 1 can be used to identify Emerald.
Security key
Used to encrypt sensitive data, such as money or item quantities. Applied to data via a simple exclusive or operation.
Important Note:The ultimate origin of this value is not well understood. It may be derived from other data, or it may just be a random number. The offsets listed in the table above are not known to be 100% guaranteed, but a copy of the value appears at offset 0x01F4 in Emerald and 0x0F20 in Fire Red/Leaf Green.
Ruby and Sapphire either do not utilize this masking operation, or the mask is always zero. Editor's Note: This could use some further investigation. If the mask does exist, it would be located at the same spots as in Emerald. In all of my testing, Ruby/Sapphire data has not been protected by a security key.
Section 1 - Team / Items
This section contains information regarding the player's team of Pokémon as well as their item inventory.
Fields documented below simply list known values; there may be additional significant data in this section:
RS | E | FRLG | ||||
Offset | Size | Offset | Size | Offset | Size | Contents |
---|---|---|---|---|---|---|
0x0234 | 4 | 0x0234 | 4 | 0x0034 | 4 | Team size |
0x0238 | 600 | 0x0238 | 600 | 0x0038 | 600 | Team Pokémon list |
0x0490 | 4 | 0x0490 | 4 | 0x0290 | 4 | Money |
0x0494 | 2 | 0x0494 | 2 | 0x0294 | 2 | Coins |
0x0498 | 200 | 0x0498 | 200 | 0x0298 | 120 | PC items |
0x0560 | 80 | 0x0560 | 120 | 0x0310 | 168 | Item pocket |
0x05B0 | 80 | 0x05D8 | 120 | 0x03B8 | 120 | Key item pocket |
0x0600 | 64 | 0x0650 | 64 | 0x0430 | 52 | Ball item pocket |
0x0640 | 256 | 0x0690 | 256 | 0x0464 | 232 | TM Case |
0x0740 | 184 | 0x0790 | 184 | 0x054C | 172 | Berry pocket |
Team size
The number of Pokémon currently on the team.
Team Pokémon list
Data representing information for up to 6 Pokémon, as an array. For the format, please refer to: Pokémon data structure in Generation III.
All 100 bytes of the Pokémon record are used.
Data representing Pokémon beyond the team size are dummied out with byte value 0x00
.
Money
The amount of money held by the player. Must be XORed with the security key to yield the true value.
Coins
The number of coins in the Coin case. Must be XORed with the lower two bytes of the security key to yield the true value.
Item pockets
Lists of item entries representing the player's item inventory for the various Bag pockets.
The number of item entries available per pocket in each game can be calculated by taking the number of bytes from the table above, and dividing by 4, which is the size of the item entry structure. The inventory limits are as follows:
PC | Key Item | Ball | TM/HM | Berry | ||
---|---|---|---|---|---|---|
RS | 50 | 20 | 20 | 16 | 64 | 46 |
E | 50 | 30 | 30 | 16 | 64 | 46 |
FRLG | 30 | 42 | 30 | 13 | 58 | 43 |
Item entry
Item entries are defined using the following structure:
Offset | Size | Contents |
---|---|---|
0x00 | 2 | Item index |
0x02 | 2 | Item quantity |
Item index
The item's index.
Item quantity
The number of this item available in the Bag. Must be XORed with the lower 16 bits of the security key to yield the true value.
The security key does NOT apply to items stored in the PC.
Section 2 - Game State
This section contains many flags and variables associated with the state of the game, from daily step counts, berry tree, and secret base information, to plot advancement flags and the state of scripting events across the game.
RS | E | |||
Offset | Size | Offset | Size | Contents |
---|---|---|---|---|
0x0408(?) | 4 | 0x0464 | 4 | Mirage Island value |
Note that only the low two bytes of the Mirage Island value is used. (Little endian)
Section 3-4 - Game Specific Data
This section contains more information regarding game state. The data in this region varies by game. In RSE, this section has lots of data used with record mixing, secret bases, interviewer data, Trainer Hill, mail, etc.
In FRLG, this section has data regarding the rival character.
Fields documented below simply list known values; there may be additional significant data in this section:
RSE | FRLG | |||
Offset | Size | Offset | Size | Contents |
---|---|---|---|---|
N/A | 0x0BCC | 8 | Rival name |
Rival name
The name of the rival. Represented as a string that can be from 1 to 7 characters in length.
Sections 5-13 - PC buffer
These sections contain information regarding the contents of the Pokémon Storage System.
Although the PC buffer occupies 9 sections within the game save, it still functions like a single section in and of itself: it's like one big section that was split apart across multiple sections.
The bytes within the PC buffer's component sections are contiguous within it. That is to say, the 3968 bytes occupied by section 5 represent bytes 0 to 3967 in the PC buffer, the 3968 bytes in section 6 represent bytes 3968 to 7935 in the PC buffer, and so-on.
Altogether, the PC buffer contains 3968 bytes from each of 8 sections and 2000 bytes from 1 section, for a total of 33744 bytes.
RSEFRLG | ||
Offset | Size | Contents |
---|---|---|
0x0000 | 4 | Current PC Box |
0x0004 | 33600 | PC Boxes Pokémon list |
0x8344 | 126 | Box names |
0x83C2 | 14 | Box wallpapers |
Current PC Box
The most recently viewed PC box, minus 1. That is to say, 0 represents Box 1 and 13 represents Box 14.
PC Boxes Pokémon list
A list of 420 Pokémon records. For the format, please refer to: Pokémon data structure in Generation III.
Only 80 bytes of the Pokémon record are used, meaning everything after the substructures is not included. Instead, those values are regenerated upon withdrawing a Pokémon from the PC. This is the basis of the Box trick.
Records are ordered as left-to right, top-to-bottom, per box. That is to say, the first 6 records represent the top row of Box 1 (boxes are 5 rows by 6 columns), and the first 30 records represent Box 1.
Empty cells within boxes simply dummy records containing nothing but byte value 0x00
.
Box names
The 14 box names, 9 bytes apart. Represent strings that can be from 1 to 8 characters in length.
Box wallpapers
The 14 box wallpapers, 1 byte each.
Hall of Fame
Hall of Fame Record
The Hall of Fame consists of an array of 50 Pokémon teams that have beaten the champion, oldest record first. This data is kept separate from the two save game blocks mentioned above.Each team is an array of 6 Pokémon. The Hall of Fame does not use the normal Pokémon data structure, and instead uses its own 20-byte structure, described below:
RSEFRLG | ||
Offset | Size | Contents |
---|---|---|
0x0000 | 4 | Trainer ID |
0x0004 | 4 | Personality |
0x0008 | 2 | Species (bits 0-8) / Level (bits 9-15) |
0x000A | 10 | Nickname |
One Hall of Fame record is 120 bytes (6 Pokémon * 20 bytes). All 50 Hall of Fame records take 6000 bytes.
Hall of Fame Sections
The Hall of Fame data consists of two sections. Each section holds only 3968 bytes.The first section holds the first 33 records and the first 8 bytes off the 34th, or the first 3968 bytes of the array.The second section holds the rest of the 34th record and the remaining records, or the next 2032 bytes of the array. The remaining 1936 bytes of the second section are unused.
|
This data structure article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games. |
Pokémon save files
Mew Red 8F set up.sav Pocket Monsters Ao.sav Pocket Monsters Crystal (based on DJSonics save).sav Pocket Monsters Midori v1.0.sav Pocket Monsters Ruby (from CyberBlast).sav Pokemon Crystal v1.0.sav Pokemon Esmeralda (Spanish Emerald) for Pomeg glitch.sav Pokemon Gold Epsilon memory editor.sav Pokemon Red Eevee Factory.sav Pokemon Red.sav Pokemon Silver.sav Pokemon Yellow Eevee Factory.sav Pokemon Yellow Game Corner glitch set up.sav Pokemon Yellow Shrek.sav Pokemon Yellow offgao memory editor.sav Pokemon Yellow unused tune use ws m.sav Pokémon Red offgao memory editor.sav Save files Pokemon GB GBA (collection of all files above).zip Virus Save - Pikablu Virus - 1.03 (by pokeglitch86) .SAV gangnam mon.sav pokemon gold tech support guy.sav pokered living glitchdex.sav yellow mario.sav |
Jan 3, 2018 - I had similar prob when i bought my cutter 3 months ago, installed the software ( artcut 2005), was able to draw but nothing when came to cut. Jan 5, 2018 - Free driver artcut 2005 2.5 Click NEXT to continue installation until the screen displays: Choose Plotter Device in Artcut Artcut dapat berjalan.
Its a Fire Red save file you can open/import in. Save File (All 386, Shiny, Battle Ready, Smogon movesets, Events. Every Pokemon Ever. For Pokemon FireRed. Save File Exchange thread. Hey can anyone please get me a fire red.sav with My name as Seth and the pokemon Bulbasaur,Squirtle,Charmander and have it some what.
Save File Exchange threadWant to share? This is the right place!
Introduction
Hi!
I have an idea. We can exchange and share our save files. It can be useful, I think.
Pokemon Fire Red Save Editor
Sharing?
To prevent chaos in the thread, we should use forms like this one:
The form:
It's good to put the text like: 'I'm sharing a save file with you all.' or so to let people know.
All fields are optional except those where is written (Required).
Player's name: *Put the name written on Trainer's card here*
Playing time :*Put the time from Trainer's card*
Number of Badges: 0-8
Location (this means location in game ;)): City, Route or important place (e.g. Weather Institute), Region
Team (Required):
Pokémon, level
Pokémon, level
And so up to six.
Pokémon in box: Yes/No (No need to write how many and which)
Additional information: Example: I have Pokédex acquired, first battle with May completed and so.
Now you need only to attach save file.
First save to share:
Quoted to make post cleaner.
Game: Pokémon Emerald
Player's name: TAYLOR (I just randomly chose my name - I remember it as a choice from Gold)
Playing time : 0:46
Number of Badges: 0
Location: Route 104, right before Petalburg Woods - heading to Rustboro, Hoenn
Team: Mudkip, LV 10, water Gun learnt - useful in Rustboro Gym
Pokémon in box: No
Additional information: I have Pokédex acquired, first battle with May completed, Wally already catched Ralts. I'm heading to Rustboro City for challenging Roxanne.
- Toggle Dropdown
xboa2000
New MemberPokemon Fire Red Save
1. Go to your NO$GBA BATTERY folder and copy your save file somewhere else in order to back it up in case you mess up.2. Open NO$GBA.ini in notepad, scroll down to the line:
SAV/SNA File Format Compressed
The Hall of Fame data consists of two sections. Each section holds only 3968 bytes.The first section holds the first 33 records and the first 8 bytes off the 34th, or the first 3968 bytes of the array.The second section holds the rest of the 34th record and the remaining records, or the next 2032 bytes of the array. The remaining 1936 bytes of the second section are unused.
|
This data structure article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games. |
Pokémon save files
Mew Red 8F set up.sav Pocket Monsters Ao.sav Pocket Monsters Crystal (based on DJSonics save).sav Pocket Monsters Midori v1.0.sav Pocket Monsters Ruby (from CyberBlast).sav Pokemon Crystal v1.0.sav Pokemon Esmeralda (Spanish Emerald) for Pomeg glitch.sav Pokemon Gold Epsilon memory editor.sav Pokemon Red Eevee Factory.sav Pokemon Red.sav Pokemon Silver.sav Pokemon Yellow Eevee Factory.sav Pokemon Yellow Game Corner glitch set up.sav Pokemon Yellow Shrek.sav Pokemon Yellow offgao memory editor.sav Pokemon Yellow unused tune use ws m.sav Pokémon Red offgao memory editor.sav Save files Pokemon GB GBA (collection of all files above).zip Virus Save - Pikablu Virus - 1.03 (by pokeglitch86) .SAV gangnam mon.sav pokemon gold tech support guy.sav pokered living glitchdex.sav yellow mario.sav |
Jan 3, 2018 - I had similar prob when i bought my cutter 3 months ago, installed the software ( artcut 2005), was able to draw but nothing when came to cut. Jan 5, 2018 - Free driver artcut 2005 2.5 Click NEXT to continue installation until the screen displays: Choose Plotter Device in Artcut Artcut dapat berjalan.
Its a Fire Red save file you can open/import in. Save File (All 386, Shiny, Battle Ready, Smogon movesets, Events. Every Pokemon Ever. For Pokemon FireRed. Save File Exchange thread. Hey can anyone please get me a fire red.sav with My name as Seth and the pokemon Bulbasaur,Squirtle,Charmander and have it some what.
Save File Exchange threadWant to share? This is the right place!
Introduction
Hi!
I have an idea. We can exchange and share our save files. It can be useful, I think.
Pokemon Fire Red Save Editor
Sharing?
To prevent chaos in the thread, we should use forms like this one:
The form:
It's good to put the text like: 'I'm sharing a save file with you all.' or so to let people know.
All fields are optional except those where is written (Required).
Player's name: *Put the name written on Trainer's card here*
Playing time :*Put the time from Trainer's card*
Number of Badges: 0-8
Location (this means location in game ;)): City, Route or important place (e.g. Weather Institute), Region
Team (Required):
Pokémon, level
Pokémon, level
And so up to six.
Pokémon in box: Yes/No (No need to write how many and which)
Additional information: Example: I have Pokédex acquired, first battle with May completed and so.
Now you need only to attach save file.
First save to share:
Quoted to make post cleaner.
Game: Pokémon Emerald
Player's name: TAYLOR (I just randomly chose my name - I remember it as a choice from Gold)
Playing time : 0:46
Number of Badges: 0
Location: Route 104, right before Petalburg Woods - heading to Rustboro, Hoenn
Team: Mudkip, LV 10, water Gun learnt - useful in Rustboro Gym
Pokémon in box: No
Additional information: I have Pokédex acquired, first battle with May completed, Wally already catched Ralts. I'm heading to Rustboro City for challenging Roxanne.
- Toggle Dropdown
xboa2000
New MemberPokemon Fire Red Save
1. Go to your NO$GBA BATTERY folder and copy your save file somewhere else in order to back it up in case you mess up.2. Open NO$GBA.ini in notepad, scroll down to the line:
SAV/SNA File Format Compressed
Pokemon Fire Red Save Editor Online
and change it to:SAV/SNA File Format Uncompressed
3. Open No$GBA (make sure your save type in NO$GBA is FLASH 512 kbytes) and continue your game. Save the game, and then quit NO$GBA. Check the size of your save file in the BATTERY folder. It should be over 500kb.
3. Use the follow program to convert your save file, it will remove the first 76 bytes of your save:
Freeware - No$GBA > VBA Battery Converter KermEd@Gmail.com
To use it, click the 'Configure' button and set the directory to where your new big save file is. In the empty text box named 'New .sav File' enter a name for the new file you will make. Now select your Pokemon save and press convert file. It will create a new save file with the name you typed in.
4. Download the Pokemon save editor:
RapidShare: 1-Click Webhosting
Pokemon Fire Red Guide Pdf
Open your new converted save file (the one you made in step 3) with it, and when you are done cheating your ass off, click save. Now take the new save file you just cheated with, and put it in your NO$GBA save folder. Now name it the same name of your original pokemon save, so that NO$GBA will load it when you play the game. That's all. Now I shall enjoy my 99 of every TM, and I had a sex change just for the hell of it.Lastly, once you use your hacked save in NO$GBA and save, you will not be able to hack it again right away. Once you have used your hacked save in NO$GBA and saved, you must use the NO$GBA>VBA converter, then hack.
Proposed Alternative Method:
Pkhex Download
Pokemon Fire Red Save File Vba
2. Open NO$GBA.ini in notepad, scroll down to the line:
SAV/SNA File Format Compressed
and change it to:
SAV/SNA File Format Raw (it does not need to be converted and you just have to change the save type mentioned below)
3. Open No$GBA (make sure your save type in NO$GBA is FLASH 512 kbytes (or in the case of no$gba 2.6a set to Auto)) and continue your game. Save the game, and then quit NO$GBA. Check the size of your save file in the BATTERY folder. It should be over 500kb.
4. Pokesav.org