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Therefore, the exact bit can be extracted from the list using the following formula:īit = ( Data / 2 ^ (PokeNum Mod 8) ) AND 1 Bits are ordered within bytes from lowest to highest, starting with the first byte. However, indexes begin counting at 0, rather than 1.ġ bit is used to represent whether a given Pokémon has been seen/owned.
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Pokémon are indexed by their usual Pokédex order, meaning the order is the same as in the National Pokédex. 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. Represents the specific Pokédex entries that have been either seen or owned during gameplay. Editor's note: Research into this is still ongoing, but all testing has turned up the following results. The Pokédex has multiple data units stored in various parts of the game save. The most recent game save will have a greater Save Index value than the previous save. This is true even when starting a new game: it continues to count up from the previous save.Īll 14 sections within a game save must have the same Save Index value. Take the upper 16 bits of the result, and add them to the lower 16 bits of the result.Įvery time the game is saved, its Save Index value goes up by one.The number of bytes to process in this manner is determined by Section ID. Read 4 bytes at a time as 32-bit word (little-endian) and add it to the variable.Initialize a 32-bit checksum variable to zero.Used to validate the integrity of saved data.Ī 16-bit checksum generated by adding up bytes from the section. If the signature holds a different value, the section, and, by extension, the save block, is treated as invalid. This serves as a file signature that holds the magic number 0x08012025 in little-endian format (i.e. This is a 16-bit unsigned field and must have one of the following values:Īll 14 sections must be present exactly once in each game save block.Įach section contains 4 bytes in between the Checksum and Save Index. Specifies the save data being represented, as well as how many bytes to validate for the checksum. The actual number of bytes checked is determined by Section ID. The checksum-able data within the section. For example, When entering the Hall of Fame for the first time, the entire contents of its sections are set to 0x00.Īll sections contain the same general format: 3968 bytes of data, followed by a footer. The first time each of these features are used on a new game, the data is wiped. Hall of Fame, Mystery Gift/e-Reader, Recorded Battle 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.
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The game will alternate which region of the save file it writes to each time the game is saved.