This is a guide to the Secret of Evermore SRAM, the section of memory in the Secret of Evermore cartridge used to save your progress.

SRAM Basics

Secret of Evermore, like most SNES games, used an SRAM of 0x2000 (8 KB) bytes to store its information. Up to four games could be save. Each game used 0x331 bytes of SRAM. This means 0xCC4 bytes of SRAM are reserved for the game data, with 0x133C bytes used for other things (some unused). In this document, we are only interested in the 0xCC4 bytes of save game data.

Not all of the information contained in the save game data is known. Most of what is undocumented is related to quest progress and opened or already found treasure. The only major items of interest that I've yet to find are the save location, and the rare quest items.

Here is a short listing of what is known in no particular order. The sanity (aka checksum) data, the known alchemys and their levels, the boy's and dog's stats (name, experience, level, HP, and MP), the money (talons, jewels, gold coins, and credits), and the inventory (alchemy ingredients, items, armors, weapons, helmets, gauntlets, collars, trade goods, and charms).

The first game starts at 0x2 in the SRAM, and after its 0x331 bytes, the second game starts and so on for the four games.

SRAM Offsets

This information is presented in no particular order. Similar information will be grouped together.

When an offset is listed, this offset is relative to the start of the game data. For example, if I said the boy's name is at offset 0x26, this would be 0x28 (0x2 + 0x26) from the start of SRAM for game 1, and 0x359 (0x2 + 0x331 + 0x26), and so on.

Data in the SRAM is stored in little endian format, the format used by the SNES processor. This means words are stored with their least significant byte first. For instance, 400 is 0x190 in hex, which is two bytes 0x01 and 0x90. In little endian, this would be 0x9001 [90 01]. Mostly, this just means reverse the bytes. There are plenty of endian guides on the web if you need a more in-depth explanation.

Group Offset Length Description
Sanity Data 0x000 0x02 The Sanity / Checksum Word
Boy's Stats 0x026 0x22 Name
Boy's Stats 0x09D Level
Boy's Stats 0x06E 0x02 Current HP
Boy's Stats 0x08E 0x02 Max HP
Boy's Stats 0x09A 0x03 Experience
Dog's Stats 0x04A 0x22 Name
Dog's Stats 0x0DE Level
Dog's Stats 0x0AF 0x02 Current HP
Dog's Stats 0x0CF 0x02 Max HP
Dog's Stats 0x0DB 0x03 Experience
Money Types 0x0FC 0x03 Talons
Money Types 0x0FF 0x03 Jewels
Money Types 0x102 0x03 Gold Coins
Money Types 0x105 0x03 Credits
Weapon Inventory 0x279 Bit 1 Bone Crusher
Weapon Inventory 0x279 Bit 2 Gladiator Sword
Weapon Inventory 0x279 Bit 3 Crusader Sword
Weapon Inventory 0x279 Bit 4 Neutron Blade
Weapon Inventory 0x279 Bit 5 Spider's Claw
Weapon Inventory 0x279 Bit 6 Bronze Axe
Weapon Inventory 0x279 Bit 7 Knight Basher
Weapon Inventory 0x27A Bit 0 Atom Smasher
Weapon Inventory 0x27A Bit 1 Horn Spear
Weapon Inventory 0x27A Bit 2 Bronze Spear
Weapon Inventory 0x27A Bit 3 Lance
Weapon Inventory 0x27A Bit 4 Laser Lance
Weapon Inventory 0x27A Bit 5 Bazooka
Weapon Levels 0x115 0x01 Minor: Bone Crusher
Weapon Levels 0x116 0x01 Major: Bone Crusher
Weapon Levels 0x117 0x01 Minor: Gladiator Sword
Weapon Levels 0x118 0x01 Major: Gladiator Sword
Weapon Levels 0x119 0x01 Minor: Crusader Sword
Weapon Levels 0x11A 0x01 Major: Crusader Sword
Weapon Levels 0x11B 0x01 Minor: Neutron Sword
Weapon Levels 0x11C 0x01 Major: Neutron Sword
Weapon Levels 0x11D 0x01 Minor: Spider's Claw
Weapon Levels 0x11E 0x01 Major: Spider's Claw
Weapon Levels 0x11F 0x01 Minor: Bronze Axe
Weapon Levels 0x120 0x01 Major: Bronze Axe
Weapon Levels 0x121 0x01 Minor: Knight Basher
Weapon Levels 0x122 0x01 Major: Knight Basher
Weapon Levels 0x123 0x01 Minor: Atom Smasher
Weapon Levels 0x124 0x01 Major: Atom Smasher
Weapon Levels 0x125 0x01 Minor: Horn Spear
Weapon Levels 0x126 0x01 Major: Horn Spear
Weapon Levels 0x127 0x01 Minor: Bronze Spear
Weapon Levels 0x128 0x01 Major: Bronze Spear
Weapon Levels 0x129 0x01 Minor: Lance
Weapon Levels 0x12A 0x01 Major: Lance
Weapon Levels 0x12A 0x01 Minor: Laser Lance
Weapon Levels 0x12B 0x01 Major: Laser Lance
Weapon Levels 0x13D 0x01 Minor: Dog's Attack Level
Weapon Levels 0x13E 0x01 Major: Dog's Attack Level
Alchemy Ingredients 0x289 0x01 Wax
Alchemy Ingredients 0x28A 0x01 Water
Alchemy Ingredients 0x28B 0x01 Vinegar
Alchemy Ingredients 0x28C 0x01 Root
Alchemy Ingredients 0x28D 0x01 Oil
Alchemy Ingredients 0x28E 0x01 Mushroom
Alchemy Ingredients 0x28F 0x01 Mud Pepper
Alchemy Ingredients 0x290 0x01 Meteorite
Alchemy Ingredients 0x291 0x01 Limestone
Alchemy Ingredients 0x292 0x01 Iron
Alchemy Ingredients 0x293 0x01 Gunpowder
Alchemy Ingredients 0x294 0x01 Grease
Alchemy Ingredients 0x295 0x01 Feather
Alchemy Ingredients 0x296 0x01 Ethanol
Alchemy Ingredients 0x297 0x01 Dry Ice
Alchemy Ingredients 0x298 0x01 Crystal
Alchemy Ingredients 0x299 0x01 Clay
Alchemy Ingredients 0x29A 0x01 Brimstone
Alchemy Ingredients 0x29B 0x01 Bone
Alchemy Ingredients 0x29C 0x01 Atlas Medallion
Alchemy Ingredients 0x29D 0x01 Ash
Alchemy Ingredients 0x29E 0x01 Acorn
Alchemy Inventory 0x1F7 Bit 0 Acid Rain
Alchemy Inventory 0x1F7 Bit 1 Atlas
Alchemy Inventory 0x1F7 Bit 2 Barrier
Alchemy Inventory 0x1F7 Bit 3 Call Up
Alchemy Inventory 0x1F7 Bit 4 Corrosion
Alchemy Inventory 0x1F7 Bit 5 Crush
Alchemy Inventory 0x1F7 Bit 6 Cure
Alchemy Inventory 0x1F7 Bit 7 Defend
Alchemy Inventory 0x1F8 Bit 0 Double Drain
Alchemy Inventory 0x1F8 Bit 1 Drain
Alchemy Inventory 0x1F8 Bit 2 Energize
Alchemy Inventory 0x1F8 Bit 3 Escape
Alchemy Inventory 0x1F8 Bit 4 Explosion
Alchemy Inventory 0x1F8 Bit 5 Fireball
Alchemy Inventory 0x1F8 Bit 6 Fire Power
Alchemy Inventory 0x1F8 Bit 7 Flash
Alchemy Inventory 0x1F9 Bit 0 Force Field
Alchemy Inventory 0x1F9 Bit 1 Hard Ball
Alchemy Inventory 0x1F9 Bit 2 Heal
Alchemy Inventory 0x1F9 Bit 3 Lance
Alchemy Inventory 0x1F9 Bit 4 Laser (Dummied Alchemy)
Alchemy Inventory 0x1F9 Bit 5 Levitate
Alchemy Inventory 0x1F9 Bit 6 Lightning Storm
Alchemy Inventory 0x1F9 Bit 7 Miracle Cure
Alchemy Inventory 0x1FA Bit 0 Nitro
Alchemy Inventory 0x1FA Bit 1 One Up
Alchemy Inventory 0x1FA Bit 2 Reflect
Alchemy Inventory 0x1FA Bit 3 Regrowth
Alchemy Inventory 0x1FA Bit 4 Revealer
Alchemy Inventory 0x1FA Bit 5 Revive
Alchemy Inventory 0x1FA Bit 6 Slow Burn
Alchemy Inventory 0x1FA Bit 7 Speed
Alchemy Inventory 0x1FB Bit 0 Sting
Alchemy Inventory 0x1FB Bit 1 Stop
Alchemy Inventory 0x1FB Bit 2 Super Heal
Alchemy Levels 0x155 0x02 Minor: Acid Rain
Alchemy Levels 0x157 0x02 Minor: Atlas
Alchemy Levels 0x159 0x02 Minor: Barrier
Alchemy Levels 0x15B 0x02 Minor: Call Up
Alchemy Levels 0x15D 0x02 Minor: Corrosion
Alchemy Levels 0x15F 0x02 Minor: Crush
Alchemy Levels 0x161 0x02 Minor: Cure
Alchemy Levels 0x163 0x02 Minor: Defend
Alchemy Levels 0x165 0x02 Minor: Double Drain
Alchemy Levels 0x167 0x02 Minor: Drain
Alchemy Levels 0x169 0x02 Minor: Energize
Alchemy Levels 0x16B 0x02 Minor: Escape
Alchemy Levels 0x16D 0x02 Minor: Explosion
Alchemy Levels 0x16F 0x02 Minor: Fireball
Alchemy Levels 0x171 0x02 Minor: Fire Power
Alchemy Levels 0x173 0x02 Minor: Flash
Alchemy Levels 0x175 0x02 Minor: Force Field
Alchemy Levels 0x177 0x02 Minor: Hard Ball
Alchemy Levels 0x179 0x02 Minor: Heal
Alchemy Levels 0x17B 0x02 Minor: Lance
Alchemy Levels 0x17D 0x02 Minor: Laser (Dummied Alchemy)
Alchemy Levels 0x17F 0x02 Minor: Levitate
Alchemy Levels 0x181 0x02 Minor: Lightning Storm
Alchemy Levels 0x183 0x02 Minor: Miracle Cure
Alchemy Levels 0x185 0x02 Minor: Nitro
Alchemy Levels 0x187 0x02 Minor: One Up
Alchemy Levels 0x189 0x02 Minor: Reflect
Alchemy Levels 0x18B 0x02 Minor: Regrowth
Alchemy Levels 0x18D 0x02 Minor: Revealer
Alchemy Levels 0x18F 0x02 Minor: Revive
Alchemy Levels 0x191 0x02 Minor: Slow Burn
Alchemy Levels 0x193 0x02 Minor: Speed
Alchemy Levels 0x195 0x02 Minor: Sting
Alchemy Levels 0x197 0x02 Minor: Stop
Alchemy Levels 0x199 0x02 Minor: Super Heal
Alchemy Levels 0x19B 0x02 Major: Acid Rain
Alchemy Levels 0x19D 0x02 Major: Atlas
Alchemy Levels 0x19F 0x02 Major: Barrier
Alchemy Levels 0x1A1 0x02 Major: Call Up
Alchemy Levels 0x1A3 0x02 Major: Corrosion
Alchemy Levels 0x1A5 0x02 Major: Crush
Alchemy Levels 0x1A7 0x02 Major: Cure
Alchemy Levels 0x1A9 0x02 Major: Defend
Alchemy Levels 0x1AB 0x02 Major: Double Drain
Alchemy Levels 0x1AD 0x02 Major: Drain
Alchemy Levels 0x1AF 0x02 Major: Energize
Alchemy Levels 0x1B1 0x02 Major: Escape
Alchemy Levels 0x1B3 0x02 Major: Explosion
Alchemy Levels 0x1B5 0x02 Major: Fireball
Alchemy Levels 0x1B7 0x02 Major: Fire Power
Alchemy Levels 0x1B9 0x02 Major: Flash
Alchemy Levels 0x1BB 0x02 Major: Force Field
Alchemy Levels 0x1BD 0x02 Major: Hard Ball
Alchemy Levels 0x1BF 0x02 Major: Heal
Alchemy Levels 0x1C1 0x02 Major: Lance
Alchemy Levels 0x1C3 0x02 Major: Laser (Dummied Alchemy)
Alchemy Levels 0x1C5 0x02 Major: Levitate
Alchemy Levels 0x1C7 0x02 Major: Lightning Storm
Alchemy Levels 0x1C9 0x02 Major: Miracle Cure
Alchemy Levels 0x1CB 0x02 Major: Nitro
Alchemy Levels 0x1CD 0x02 Major: One Up
Alchemy Levels 0x1CF 0x02 Major: Reflect
Alchemy Levels 0x1D1 0x02 Major: Regrowth
Alchemy Levels 0x1D3 0x02 Major: Revealer
Alchemy Levels 0x1D5 0x02 Major: Revive
Alchemy Levels 0x1D7 0x02 Major: Slow Burn
Alchemy Levels 0x1D9 0x02 Major: Speed
Alchemy Levels 0x1DB 0x02 Major: Sting
Alchemy Levels 0x1DD 0x02 Major: Stop
Alchemy Levels 0x1DF 0x02 Major: Super Heal
Inventory Items 0x29F 0x01 Petal
Inventory Items 0x2A0 0x01 Nectar
Inventory Items 0x2A1 0x01 Honey
Inventory Items 0x2A2 0x01 Dog Biscuit
Inventory Items 0x2A3 0x01 Wings
Inventory Items 0x2A4 0x01 Essence
Inventory Items 0x2A5 0x01 Pixie Dust
Inventory Items 0x2A6 0x01 Call Bead
Inventory Items 0x2A7 0x01 Grass Vest
Inventory Items 0x2A8 0x01 Shell Plate
Inventory Items 0x2A9 0x01 Dino Skin
Inventory Items 0x2AA 0x01 Bronze Armor
Inventory Items 0x2AB 0x01 Stone Vest
Inventory Items 0x2AC 0x01 Centurion Cape
Inventory Items 0x2AD 0x01 Silver Mail
Inventory Items 0x2AE 0x01 Gold Plated Vest
Inventory Items 0x2AF 0x01 Shining Armor
Inventory Items 0x2B0 0x01 Magna Mail
Inventory Items 0x2B1 0x01 Titanium Vest
Inventory Items 0x2B2 0x01 Virtual Vest
Inventory Items 0x2B3 0x01 Grass Hat
Inventory Items 0x2B4 0x01 Shell Hat
Inventory Items 0x2B5 0x01 Dino Helm
Inventory Items 0x2B6 0x01 Bronze Helmet
Inventory Items 0x2B7 0x01 Obsidian Helm
Inventory Items 0x2B8 0x01 Centurion Helm
Inventory Items 0x2B9 0x01 Titan's Crown
Inventory Items 0x2BA 0x01 Dragon Helm
Inventory Items 0x2BB 0x01 Knight's Helm
Inventory Items 0x2BC 0x01 Lightning Helm
Inventory Items 0x2BD 0x01 Old Reliable
Inventory Items 0x2BE 0x01 Brainstorm
Inventory Items 0x2BF 0x01 Vine Bracelet
Inventory Items 0x2C0 0x01 Mammoth Guard
Inventory Items 0x2C1 0x01 Claw Guard
Inventory Items 0x2C2 0x01 Serpent Bracer
Inventory Items 0x2C3 0x01 Bronze Gauntlet
Inventory Items 0x2C4 0x01 Gloves of Ra
Inventory Items 0x2C5 0x01 Iron Bracer
Inventory Items 0x2C6 0x01 Magician's Ring
Inventory Items 0x2C7 0x01 Dragon's Claw
Inventory Items 0x2C8 0x01 Cyberglove
Inventory Items 0x2C9 0x01 Protector Ring
Inventory Items 0x2CA 0x01 Virtual Glove
Inventory Items 0x2CB 0x01 Leather Collar
Inventory Items 0x2CC 0x01 Spiky Collar
Inventory Items 0x2CD 0x01 Defender Collar
Inventory Items 0x2CE 0x01 Spot's Collar
Inventory Items 0x2CF 0x01 Thunderball
Inventory Items 0x2D0 0x01 Particle Bomb
Inventory Items 0x2D1 0x01 Cryo-Blast
Inventory Items 0x315 0x01 Annihilation Amulet
Inventory Items 0x316 0x01 Beads
Inventory Items 0x317 0x01 Ceramic Pot
Inventory Items 0x318 0x01 Chicken
Inventory Items 0x319 0x01 Golden Jackal
Inventory Items 0x31A 0x01 Jeweled Scarab
Inventory Items 0x31B 0x01 Limestone Tablet
Inventory Items 0x31C 0x01 Perfume
Inventory Items 0x31D 0x01 Rice
Inventory Items 0x31E 0x01 Spice
Inventory Items 0x31F 0x01 Souvenir Spoon
Inventory Items 0x320 0x01 Tapestry
Inventory Items 0x321 0x01 Ticket for Exhibition
Charms 0x200 Bit 5 Armor Polish
Charms 0x200 Bit 6 Chocobo Egg
Charms 0x200 Bit 7 Insect Incense
Charms 0x201 Bit 0 Jade Disk
Charms 0x201 Bit 1 Jaguar Ring
Charms 0x201 Bit 2 Magic Gourd
Charms 0x201 Bit 3 Moxa Stick
Charms 0x201 Bit 4 Oracle Bone
Charms 0x201 Bit 5 Ruby Heart
Charms 0x201 Bit 6 Silver Sheath
Charms 0x201 Bit 7 Staff of Life
Charms 0x202 Bit 0 Sun Stone
Charms 0x202 Bit 1 Thug's Cloak
Charms 0x202 Bit 2 Wizard's Coin


The boy and dog's names have storage space for 34 characters (null terminated). However the game limits you to 15 character names. Using longer names is untested.

The name is ASCII encoded, and names can consist of the entire alphabet (upper and lowercase), the numbers 0-9, and the characters , (comma), . (period), ! (exclamation point), ' (apostrophe), \ (backslash), - (hyphen), & (ampersand), # (pound), and (space). This is the alphabet the game limits you to using. Using characters outside this alphabet is untested.

The German and Spanish versions have slightly different alphabets for the names. In the Spanish version, # is replaced by the Γ±. It is encoded in the name with the value 0xD7, not the unicode value 0x00F1.

In the German version, the numbers 0, and 4-9 are replaced by the capital and lower case vowels with umlauts and the eszett ß character. Their values are encoded as follows:

Character Code
Γ„ 0xCB
Γ– 0xDB
Ü 0xDF
Γ€ 0xE3
ΓΌ 0xF3
ß 0xC6

The byte immediately after the character's name must be the null terminator (00). If there is no terminator, the game will crash on load.


The valid range for levels are 1-99.

Health Points

The valid range for HP is 0-999, though the max should probably be at least 1.


The valid range for experience is 0-7562471. The high value is the dog's level 99 experience. Anything more than that is pointless.

Money Types

The next offsets are for the money types in the game. Their valid range is 0-16,777,215. The high value is the max value for an unsigned 24-bit number.

Weapon Inventory

The next offsets are for the weapon inventory. There is a single bit for each weapon. The first value is the offset in the SRAM, and the second is the bit that controls it. A set bit (1) means you have the weapon, and a clear bit means you do not have it.

Bit number start at 0 and go through 7 and run right to left. For example, in the byte with bit pattern 10010010, bit 0 is clear and bit 7 is set.

Weapon Levels

The next set of offsets are for the weapon levels. The first offset is for the major level (1-3), and the second is for the minor (power up progression).

The minor level ranges from 0-255. The status screen only shows values from 0-99. To convert between the actual value and the shown value, just divide the minor level by 2.56 and ignore the decimal places.

Alchemy Ingredients

The next set of offsets are for the alchemy ingredients. Their valid range is from 0-99.

Alchemy Inventory

The next offsets are for the alchemy inventory. Just like the weapon inventory, the first value is the offset and the second is the bit that controls it. A set bit means you know the alchemy, and a clear bit means you don't.

Alchemy Levels

The next set of offsets are for the alchemy levels. The first offset is their major level (0-9), and the second is their minor level (power-up progress). The minor level can range from 0-99. For some reason, both of these offsets are 2 bytes, but since the values never exceed 255, you can just ignore their second byte and treat them like a single byte value.

Inventory Items

The next offsets are for the inventory items, which include the common items, equipment, and trade goods. In other words, anything that can be bought, sold, or traded.

Most items have a valid range of 0-6, but a few can be up to 99. These include call beads, bazooka ammunition, and all the trade goods.


The final offsets are for the charms. They are just like the weapon and alchemy inventories. The first value is the offset, and the second is the controlling bit.


The remaining values in the SRAM are unknown. Please update this guide if there you figure them out.

The Sanity Algorithm

As described earlier, Secret of Evermore uses two bytes of sanity data to ensure the SRAM is still being saved by the battery. This section describes that algorithm.

The following is the actual algorithm in the US version, obtained using Geiger's Snes9x debugger. I have commented each line.

$8D/B469 A0 2F 03    LDY #$032F             ; load 0x32F into counter
$8D/B46C 22 78 B4 8D JSL $8DB478[$8D:B478]  ; jump to subroutine

$8D/B478 A9 3F 04    LDA #$043F             ; a = 0x43F
$8D/B47B E2 20       SEP #$20               ; use 8-bit accumulator
$8D/B47D 18          CLC                    ; clear carry
$8D/B47E 7D 00 00    ADC $0000,x[$30:6666]  ; add data[offset]

$8D/B481 88          DEY                    ; y = y - 1
$8D/B482 F0 0B       BEQ $0B    [$B48F]     ; branch if y = 0
$8D/B484 E8          INX                    ; x = x + 1
$8D/B485 C2 20       REP #$20               ; use 16-bit accumulator
$8D/B487 0A          ASL A                  ; shift left
$8D/B488 E2 20       SEP #$20               ; use 8-bit accumulator
$8D/B48A 7D 00 00    ADC $0000,x[$30:6667]  ; add data[offset]
$8D/B48D 80 F2       BRA $F2    [$B481]     ; branch always

$8D/B48F C2 20       REP #$20               ; use 16-bit accumulator
$8D/B491 6B          RTL                    ; return from subroutine

The algorithm is fairly straightforward. First, we take an accumulator and initialize it with 0x043F. The first byte of game data is added to the lower byte of our accumulator. If a carry results, we ignore it.

Next we start a loop. We shift the accumulator left by 1. The shifted bit is placed in the carry. Then we add the next byte of data to the lower byte of our accumulator. The carry is also added here and reset to 0. If our addition results in a carry, it will be placed in the carry. This process is repeated for every byte of game data. Note that the carry from our addition will be ignored due to the shift that always occurs following the next iteration of the loop.

In the European versions, the algorithm is only slightly different. Change the initial value 0x43F to 0x16FF. This is the only difference.

Here is the C++ routine from soesrame I wrote (based on C source from phonymike).

    quint16 SRAMFile::checksum(int game) const {
    	quint32 checksum = 0x43F;
    	unsigned char temp = checksum + sram[SRAM_GAME_OFFSET + 2 + game * SRAM_GAME_SIZE];
    	for(int i = 3; i < SRAM_GAME_SIZE; ++i){
    		checksum &= 0xFF00;
    		checksum |= temp;
    		checksum <<= 1;
    		if(checksum > 0xFFFF){
    			checksum -= 0xFFFF;
    		temp = checksum + sram[SRAM_GAME_OFFSET + i + game * SRAM_GAME_SIZE];
    	return static_cast<quint16>(checksum);

To clear up any confusion, a quint16 is a 16-bit unsigned integer and a quint32 is an unsigned 32-bit integer. These are types defined by the Qt library which is used by soesrame.

When you edit the SRAM by hand, the checksum will be wrong. To get around this, you can either fix the checksum, or have the game skip the sanity check. The latter can be accomplished by using a game gene code. DDA4-17E1 will do this. If you try to skip the sanity check with a game genie code, and have invalid game data in any of the four slots, the game is quite likely to crash.

You can get the code for a C program which will fix the sanity data for an SRAM file, as well as a Windows & Mac OS X binary here: soe-sanity.7z. For other platforms, you will need to compile it yourself. It is written in standard ANSI C, so it should run anywhere.

If you are compiling on a big endian platform, you will need to define BYTE_ORDER_BIGENDIAN at compile time. PowerPC and Sparc machines are probably the most common big endian platforms. Intel machines (x86) are little endian.

gcc -o soe-sanity soe-sanity.c

Will build the program using gcc on a little endian platform.

gcc -DBYTE_ORDER_BIGENDIAN -o soe-sanity soe-sanity.c

Will build the program using gcc on a big endian machine. I don't have much experience with compilers other than gcc, so you'll have to figure it out yourself if you're using something else.

The program has a simple interface. Specify the sram filename, the game that needs fixing, and the version of the game (us or europe). It defaults to game 1 and the US version.

  soe-sanity "Secret of Evermore (U).srm"
  soe-sanity "Secret of Evermore (G).srm" --game 2 --version europe

The first one fixes the checksum for the first game using the US algorithm. The second one fixes the checksum for the second game using the European algorithm.

soesrame - Secret of Evermore SRAM Editor

For those that don't want to play around with the SRAM directly, I have written a program that edits all the values documented here. It's also nice in that it keeps the values within their valid ranges, and handles the sanity data for you.

You can find it at There are binaries for Windows, Mac OS X, and Linux. It should work on any platform that supports Qt, so it should work on any unice with X Windows. The full source is available as well.

Credits & Acknowledgements

I want to thank phonymike for discovering and documenting the checksum algorithm used by Secret of Evermore. He was also very helpful in answering questions I had about his code.

Thanks to Geiger for his debugging Snes9x version and the entire Snes9x team for Snes9x. Without it, it would have been very difficult to find the SRAM offsets.

Written by John David Ratliff (webmaster at technoplaza dot net /

The most recent version of this guide can always be found at

Copyright (C) 2006-2008 emuWorks (

This document is Copyright (C) 2006 emuWorks ( Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license can be found at

Basically, it is free documentation in much the same way software under the GNU General Public License is free software. You can modify it, redistribute it, sell it, publish it, etc.