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I dunno about RAM Editing, but here's what I know about GBA saves that should help you solve your problem (writing a simple program or doing it the grueling manual way with HxD):

Each block of 4KB has 12 bytes at the end of it that you can identify it by:

0x0FF4 - byte - Block ID (0x00-0x0D)

0x0FF5 - byte - Unknown

0x0FF6 - word - Checksum (total value of first 3968 bytes of block, Modulus 0xFFFF)

0x0FF8 - long word - validation code 0x08012025

0x0FFC - long word - save ID - (highest value is most recent save)

(this is stored in little endian so in a hex editor you'll see the bytes in reverse order - the validation code will show as 25 20 01 08 for example.)

You have to process the blocks and rebuild the whole file before you can really start looking at the data as certain structures, such as PC boxes,

cross block boundaries. When you're rebuilding the file, you just take the first 3968 (0x0F80) bytes of each block and put them all together in order.

And when you get that all set up, here's a list of the items in Gen III by index: http://bulbapedia.bulbagarden.net/wiki/List_of_items_by_index_number_(Generation_III)

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