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Save data: Difference between revisions

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A game's '''save data''' is data that re-appears after the game is powered off and back on again, such as SRAM data (an abbreviation for "static RAM", also known in this case as "cartridge RAM") on a Game Boy cartridge. The entire save data is referred to as a '''save file''' (it is officially called this in Generation II), and emulators may create a save file to store on something such as a computer's hard drive.
 
==Corruption==
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Pokémon games from Generation III and onward such as {{DP}} save a '''backup save file'''; so if the player's current save file has been corrupted the game will try to load the last valid game save.
 
In the Generation III games, the player's main save data is stored in flash memory rather than a battery., with the battery being present only in {{factRSE}} due to {{FRLG}} not using the internal clock.
Because of that, you cannot evolve a Eevee into Espeon or Umbreon in the Kanto remakes.
 
If the battery is fully drained, the game will display the message "The internal battery has run dry. The game can be played, however, time based events will no longer occur." in the third generation games.
==Hall of Fame partial save==
Certain glitch Pokémon's sprites will corrupt existing Hall of Fame data when they are sent out or seen on the opponent's side, with the most well known being [[Missingno.]] and [[GlitchDex/RB:000|'M (00)]]. This is actually a partial save, but the player's main progress data is unchanged, so if the player resets the game after encountering a Missingno. their Hall of Fame data will be corrupted even if they do not save the game from the 'start menu'.
 
Not all glitch Pokémon do this, for example, the glitch Pokémon [[GlitchDex/Y:247|PkMn (F7)]] in Yellow, probably because it uses Bulbasaur sprite on both the opposing side and the user's side.
 
==See also==
*[[Savestate]]
*[[Battery save]]
 
[[Category:Terminology]]
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