-Initial, 22 Dec 2008: Appears that each stat block in the save is A0 bytes long. I'm not sure whether they start at 200h or 202h, though. I'll assume it's 200 for simplicity's sake, for now. All values hex unless otherwise noted. Block Addresses (Beginning): 0x200+(index*A0) (202?) Bytes 00 and 01 of the char status blocks are located in byte 03 here (202, etc.) If a value exists in parentheses after the character's name, it indicates that a value other than 00 was found at byte 00 in my 'B' Red save. In brackets indicates a still different value found in save 'A' (B being taken with 1 battle and 10 idle minutes of difference compared to A). 0200: Emelia (4B) 02A0: Lute 0340: Red (HP: 0x347) 03E0: Fuse (BF) [BE] 0480: Blue (06) 0520: Asellus 05C0: T260 0660: Riki 0700: Rouge 07A0: Roufas 0840: Gen (05) 08E0: Fei-on 0980: Annie 0A20: Liza (06) 0AC0: Capt.Hamilton 0B60: Doll 0C00: Mei-ling (44) 0CA0: Woman 0D40: White Rose 0DE0: Ildon 0E80: Mesarthim 0F20: Zozma 0FC0: Rei 1060: Silence 1100: Dr.Nusakan 11A0: TimeLord 1240: Rabbit 12E0: Leonard (92) [91] 1380: ZEKE 1420: BJ&K 14C0: PzkwV (3B) 1560: EngineerCar 1600: CommonMec (31) 16A0: Thunder 1740: Cotton 17E0: Sei (31) 1880: Kylin 1920: Slime 19C0: Suzaku 1A60: RedTurnip 1B00: Alkaiser..in theory (no data here, same as INITDATA) So Fuse and Leonard have values that appear to increase, though that could be an isolated occurence. In my Red A save, I found the word 'Red' at 1B10. Likewise, same address, 'Asellus', in my Asellus file. In T260's save, it's T260G, so I think this is the displayed name. Unfortunately, I'm not cool enough to make PSX Game Edit put the saves back in after I've changed them.. >.> I thought I'd modified it by working with the actual memcard file directly, but now it won't load (just that save). When I did it this way, there were 2 instances of Red followed by 20202020202020 (padding bytes for names). Changing the second one caused the file to not load in ePSXe, changing the first seemed to do nothing.