Seiken Psycho Calibur(FDS) hex cheat guide version 1.0.0 by schultw.andrez@sbcglobal.net Please do not reproduce this cheats FAQ for profit without my prior consent. However, you can take what you want if you are able to write a walkthrough for it. If you write a polite e-mail to me referring to me(and this FAQ) by name, then I will probably say OK. But if I ignore you that means no--and I am bad about answering e-mail. Sorry. It's probably not really worth bothering with, anyway. ================================ OUTLINE 1. INTRODUCTION 2. THE BASICS 3. AREA SPECIFIC HACKS 4. VERSIONS/CREDITS ================================ 1. INTRODUCTION This one is going to have to be a cheats FAQ, because I really do find the bosses impossible, and you often can get a bad dump of this game which will require you to either cheat an item or a passageway. The game itself is pretty straightforward in plot--run through a bunch of places and eventually whomp Mr. Big. The maps I have should take care of that. SPC has a lot of variety, but unfortunately it's the sort of variety you've almost certainly seen before in other games. So this game is never going to be a classic. But it's kind of fun, especially if you never wind up dying, which can kick you back from Area 9 to Area 1. I've never written a cheats FAQ, but I have written a cheats section before. So this will mostly just tell you how you can cheat and where. But there will be the rudiments of a walkthrough as I describe how to go where. 2. THE BASICS Setting memory in RAM will allow you to amend the following values. If using a save state, tack on its header length to these values. 0x54 = force 0x56 = health 0x55/0x57 = (maximum power)/2 0x82 = boss health 0x4ae = start of the map that determines where you can/can't go. It is written in nibbles, and it encompasses the 16x11 board. So each chunk of 8 bytes is a row. 0x00 = available 0x0f = blocked 0x0e = water 0x01-0x0e = special If you want to skip by blocked up doors, you need to set it to various values. These special values will be detailed in the next section. They do not have to be over any specific square. But usually they are over a door square. 0x4f0/4f1 = food/pink leaves(low/hi) 0x4f2/4f3 = $/blue leaves(low/hi) Now for the items that appear in the lower left box, from left to right, then top to bottom 0x4fd = # of shurikens, which stun enemies 0x4fe = # of bombs, which delay 1 second and explode in diagonals 0x4ff = # of apples, which attract enemies 0x500 = # of local bombs, which delay 1 second and explode near you 0x501 = # of gold nuggets, which blow up 0x502 = boolean for air pump (?) 0x503 = boolean for wings (?) 0x504 = boolean for boomerang Now for the items that appear on the bottom. 0x505 = boolean for key 0x506 = boolean for light(used in area 4) 0x507 = boolean for clothes 0x508 = boolean for scarf 0x509 = boolean for helmet 0x50a = boolean for ring 0x50b = boolean for leaf 0x50c = boolean for diamond 0x635 = monster #1's hit points 0x655 = monster #1's hit points 0x675 = monster #1's hit points 0x695 = monster #1's hit points 3. AREA SPECIFIC HACKS Use any undocumented nibble value at your own risk. Start: 1 = exit to area 1 3 = power training 4 = talk 5 = talk 6 = vendor 7 = talk 8 = vendor (boomerang) 9 = starting out bonus a = force training Area 1(): 1 = area 2 (2 = back does not exist) 3 = vendor (boomerang) 4 = big tree, talk 5 = talk 6 = talk 7 = door to fairy(need key) Area 2(): 1 = to side maze 2 = to area 1 3 = to area 3 5 = vendor(discount if you have bracelet) 6 = vendor 8 = bonus 20 big bombs Side Maze: 4 = stairs up 9 = vendor (boomerang) a = door to fairy(need key) Area 3(start): 1 = fall to area 4 2 = to area 2 3 = "a tunnel is hidden to the south" 4 = talk 5 = "choose a path" (broken?!) 6 = vendor 7 = to side maze 8 = kicked back to tree a = power recovery room b = healing c = force bonus d = "This is Hell." Side Maze: 9 = stairs back up e = healing Desert/Before desert: 1 = to area 4 (needed, as the door may not open after you defeat the crab) (2 = back does not exist) 3 = heal 4 = talk 5 = talk 6 = vendor Area 4(3 level maze): 1 = on to area 5 2 = return to area 3 others = stairs up/down, not worth tinkering with Area 5(ice world): 1 = on to area 6 2 = return to area 4 3 = vendor 4 = talk 5 = fall to death 6 = "take these" but appears buggy Area 6(underground cavern with river): 1 = on to area 7 2 = back to area 5 4 = power 5 = door to hidden passage which probably should have an item but doesn't 7 = gate you need key for Area 7(cavern with ladders): No on to area 9 here--you beat the dragon and it flies you there. (1 = on to area 8) 2 = back to area 7 4 = teleport to very top 5 = teleport to ledge 6 = power recovery(top of ladder N E N E N from start) Area 8(big desert): 1 = on to final area Area 9(final area): (1 causes a freeze--you need to fight a monster to win the game) 2 = back to area 8 3 = "Don't get lost" 4 = "Meet Obaba in the forest." 5 = "Open the evil door with the light." 6 = "This is the devil's home." (fight the devil) 7 = you get the big sword and go into the final fight. 0x8f = the boss HP here. It has x42 HP. If you hit the eye, it goes down quicker. End of FAQ Proper ================================ 4. VERSIONS/CREDITS 1.0.0: sent to GameFAQs 4/6/2008 Thanks to GameFAQs for being, well, THERE. Thanks to the usual GameFAQs gang, current and emeritus. They know who they are, and you should, too, because they get/got some SERIOUS writing done. Good people too--bloomer, falsehead, Sashanan, Masters, Retro, Snow Dragon/Brui5ed Ego, ZoopSoul, War Doc, Brian Sulpher, AdamL, odino, JDog, Lagoona, Da Hui and others I forgot. OK, even Hydrophant in his current not- yet-banned message board incarnation. I am not part of his gang, but I want him to be part of mine. Thanks to romhacking.net for hosting the translation of this game. Thanks to Spoony Bard for the translation. Thanks to odino for pointing me to this game.