That’s what I said. I took the ExternalBackupRAM.bin and InternalBackupRAM.bin from SSF and used the tool to convert to [gamefilename].bcr (external save memory) and [gamefilename].bkr (internal save memory)
… Converting the save manually thru a HEX tool would take too much time. Basically, what is needed is to remove every other blank byte (00) from the file, resulting in the raw 512KB save. This could be implemented on the core, but I guess not many people need it.