¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ Final Fantasy Legend II Game Shark Codes FAQ Version 1.2 By: Esc27 APRIL 10, 2001 ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ CONTENTS: INTRO EXPLANATION HOW CODES WORK HEXADECIMAL CONVERTING UNDERSTANDING MULTI PART CODES CHARACTER EDITING CODES TYPE CODE VALUES CONDITION CODE VALUES ITEM LIST CODES ITEM CODE VALUESS CHARACTER’S NAME CODES MISC CODES REMARKS VERSION HISTORY ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ INTRO ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ I was playing Final Fantasy II when a glitch in the game caused my total number of magi to change to 99. Finding another magi reset my total magi count to zero and prevented me from entering the magi dependent doors in the celestial world. I searched the Internet hoping to find a Game Shark code to change my magi back, but I could not find the code anywhere. I was forced to break out my game shark and hunt for the code myself. After finding the code I was inspired to continue exploring the game’s memory and discovered enough powerful, effective codes that I decided to compile this FAQ. Some of the codes I found were available on-line, but they lacked any sort of clear explanation for how they worked or could best be used. I decided that it would be a good idea to compile these codes into a single FAQ and try to explain their use. ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ UNDERSTANDING HOW CODES WORK ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ NOTE: If you are experienced with codes and hexadecimal skip down to the Character Editing codes section. Every piece of memory in a game cartridge has an address and a value. The value is a number that can represent anything in the game from hit points to position to whether you can walk in a certain place or not. The address tells where a value in the memory is located and makes it possible to change that value by referring to the address. They work just like postal addresses. If I wanted to change the contents of a mail box at 345 Robin Street, I would go to the address and change what was in the mail box. The Game Shark makes it possible to change what value is in the box by using codes. Codes are a combination of the value and address for a particular piece of memory. All Game boy Color Game shark codes follow the same basic format. The first two digits are almost always 01. The next two digits are the value that is being forced into the memory and range from 00 to FF in Hexadecimal. The final four digits make up the address. 01 - Two digit value - Address Addresses are arranged in order first by the last two digits and then by the first two digits of the address. I have noticed that the last two digits of the address tend to group the addresses into families, for example: all the character editing codes end in C2. ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ UNDERSTANDING HEXADECIMAL ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ Game Shark codes use a special type of numbers called hexadecimal or just hex. Unlike normal numbers which are based on 10, hexadecimal is based on 16. In hex there are 16 digits. Zero through nine (Just like normal) and then A through F (to make up the rest.) Counting to ten in hex we get 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F, 10. Notice that 10 Hex = 16 Decimal not 10. The numbers A through F represent the Decimal numbers 10 through 15 respectively. Number systems can be broken down into columns to show how they work. Each column has a base value which is multiplied by the number in that column and combined with the other columns to form the complete number. For example: the number 1243 in Normal numbers: |10000| 1000| 100| 10| 1| Base Value ================================================= | | 1| 2| 4| 3| Value in column Multiply the base value of each column by the value in that column. (1 × 1000) + (2 × 100) + (4 × 10) + (3 × 1) = 1243 |10000| 1000| 100| 10| 1| ================================= | | | 4| D| B| Remember that 10 Hex = 16 Decimal. D is actually being multiplied by 16 Decimal. Multiply the base value of each column by the value in that column. (4 × 100) + (D × 10) + (B × 1) = 4DB Remember D = 13 and B =11 ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ CONVERTING ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ To convert from hex to decimal numbers: 1) Write the column values for hex in base 10 2) Write the decimal values for the hex numbers in their appropriate column. 3) Multiply For example the number 4DB: 1) |65536| 4096| 256| 16| 1| (Hex values in base 10) ============================== 2) | | | 4| 13| 11| Remember D = 13 and B =11 3) Multiply: (4 × 256) + (13 × 16) + (11 × 1) = 1243 To convert from decimal to hex: (working in decimal) 1) Remainder divide the decimal number by the highest hex column value (in decimal, values like 65536, 4096, 256 , 16 ,and 1) that is smaller than the number being converted. 2) Write that number in the appropriate Hex column. 3) Repeat steps one and two for each remainder until the remainder is less than 16. Write this value in the one’s column. 4) Convert numbers in columns to Hex. For example the number 1243: 1) 1243/256 = 4 with a remainder of 219 2) |65536| 4096| 256| 16| 1| ============================== | | | 4| | | 3) 219/16 = 13 R11 Notice: 11 < 16 |65536| 4096| 256| 16| 1| ============================== | | | 4| 13| 11| 5) 4=4, 13=D, 11=B, 65536=10000, 4096=1000, 256=100, etc. |10000| 1000| 100| 10| 1| ============================== | | | 4| D| B| It is easiest to use a calculator that understands Hex values to convert. ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ UNDERSTANDING MULTI PART CODES ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ The maximum value a code can contain is FF (255 in Dec.) Sometimes a code needs a much larger number, as with money and hit points. To solve this problem the game’s designers simply used two (or more) codes. One code represents the first two digits of a number, and the other code represents the last two. For example if the codes 01-XX-09C2 and 01-XX-0AC2 refer to a characters HP total then the 01-XX-09C2 represents the 1's and 16's places, and the 01-XX-0AC2 represents the 256's and 4096's places. | 1000| 100|| 10| 1| ============||============ | 0AC2 || 09C2 | Simply assign the first two digits to the 0AC2 code and the second to the 09C2 code. For example to assign a player 1000 HP: Convert 1000 to get 03E8 in Hex. The first two digits are 03 so the first code will be 01-03-0AC2. The last two digits are E8 so the second code will be 01-E8-09C2. The first code contains the first two digits and the last code contains the last two. ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ CHARACTER EDITING CODES ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ To use these codes substitute the YY value listed below into the code 01-XX-YY-C2. The XX represents the value you want the code to contain. Values such as HP and Defense can be any two digit hex value. Item values are given later in this FAQ. Each column represents a different character in your party. To use a code on a certain character find it on the row where it is listed and in that character’s column. Each row represents a different attribute of your character to change. 1st | 2nd| 3rd | 4th |5th| Description ========================================= 04 | 24 | 44 | 64 | 84 | Character Type (Human, Fungus, etc.) 06 | 26 | 46 | 66 | 86 | Character's Condition (slep, para, stun, etc.) 07 | 27 | 47 | 67 | 87 | Current HP (first two digits) 08 | 28 | 48 | 68 | 88 | Current HP (Last two/rightmost digits) 09 | 29 | 49 | 69 | 89 | Max HP (first two digits) 0A | 2A | 4A | 6A | 8A | Max HP (Last two/rightmost digits) 0B | 2B | 4B | 6B | 8B | Strength 0C | 2C | 4C | 6C | 8C | Mana 0D | 2D | 4D | 6D | 8D | Agility 0E | 2E | 4E | 6E | 8E | Defense 0F | 2F | 4F | 6F | 8F | 1st Item held type 10 | 30 | 50 | 70 | 90 | 1st Item held amount (FE = infinite uses) 11 | 31 | 51 | 71 | 91 | 2nd Item held type 12 | 32 | 52 | 72 | 92 | 2nd Item held amount 13 | 33 | 53 | 73 | 93 | 3rd Item held type 14 | 34 | 54 | 74 | 94 | 3rd Item held amount 15 | 35 | 55 | 75 | 95 | 4th Item held type 16 | 36 | 56 | 76 | 96 | 4th Item held amount 17 | 37 | 57 | 77 | 97 | 5th Item held type 18 | 38 | 58 | 78 | 98 | 5th Item held amount 19 | 39 | 59 | 79 | 99 | 6th Item held type 1A | 3A | 5A | 7A | 9A | 6th Item held amount 1B | 3B | 5B | 7B | 9B | 7th Item held type 1C | 3C | 5C | 7C | 9C | 7th Item held amount 1D | 3D | 5D | 7D | 9D | 8th Item held type 1E | 3E | 5E | 7E | 9E | 8th Item held amount Example: to give player 3 a mana level of 80 (50 in hex) use the code 01-50-4CC2 NOTES: Even though the game's display will max out at 99 higher values can be assigned. ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ TYPE CODE VALUES: ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ These are the XX values that can be used to change a characters type. NOTE: Changing the characters type does not give it the abilities of that type. Not all type changes will change the characters appearance. Example: To change character 3 into a Spinx use the code 01-85-44C2 00 Fungus 40 Kraken 80 Sleipnr C0 Knight 01 Mushroom 41 Barracud 81 Unicorn C1 Paladin 02 Champgno 42 Piranha 82 Griffon C2 Fenrir 03 Shitake 43 Shark 83 Mantcore C3 Terorist 04 Toadstol 44 Gunfish 84 Chimera C4 Mercenar 05 Flower 45 Leviathn 85 Spinx C5 Commando 06 P-Flower 46 Crab 86 Kirin C6 SS 07 F-Flower 47 Hermit 87 Fly C7 Echigoya 08 Sunplant 48 Ice Crab 88 Hornet C8 Conjurer 09 ParkRose 49 King Crab 89 Mosquito C9 Magician 0A MapleMan 4A Dagon 8A Cicada CA Sorcerer 0B LiveOrk 4B Toad 8B Mantis CB Wizard 0C EvilPine 4C P-Toad 8C WereRat CC [Blank] 0D MadCeder 4D Huge Toad 8D WereWolf CD Robo-28 0E Treant 4E GianToad 8E Catwoman CE Robo-Z 0F Pebble 4F King Toad 8F Rakshaas CF Ridean 10 Cobble 50 Snake 90 Anubis D0 G-7 11 Boulder 51 Serpent 91 Medusa D1 Dunatis 12 Rock 52 Anaconda 92 Lamia D2 MechBug 13 Earth 53 Hydra 93 Naga D3 Hawk 14 Woodman 54 Jorgandr 94 Scylla D4 Falcon 15 Clayman 55 Tortoise 95 Lilith D5 Intrcept 16 Stoneman 56 Turtle 96 Goblin D6 [Blank] 17 Ironman 57 Adamant 97 Oni D7 Plasma 18 Mazin 58 D-Turtle 98 Ogre D8 Phagocyte 19 Hofud 59 Gen-Bu 99 Giant D9 Corpuscl 1A Gae Bolg 5A Lizard 9A Susang-o DA Cancer 1B Answerer 5B Camelean 9B Fiend DB [Blank] 1C Moaner 5C Komodo 9C Mephisto DC Grippe 1D Kusangi 5D Salamand 9D Demon DD Virus 1E Slime 5E Basilisk 9E DemoLord DE Pathogen 1F Jelly 5F Rhino 9F Athtalot DF Plauge 20 Tororo 60 Triceros A0 Sprite E0 [Blank] 21 Pudding 61 Dinosaur A1 Fairy E1 Teacher 22 SlimeGod 62 T-Rex A2 Nymph E2 Cleric 23 Worm 63 Behemoth A3 Sylph E3 Unknown 24 P-Worm 64 Baby-D A4 Titania E4 Unknown 25 LavaWorm 65 Young-D A5 Skelton E5 Girl 26 SandWorm 66 Dragon A6 RedBone E6 Guardian 27 GigaWorm 67 Great-D A7 Warrior E7 Girl 28 Big eye 68 Sei-Ryu A8 BoneKing E8 Detectiv 29 Gazer 69 BabyWyrm A9 Lich E9 Samurai 2A Watcher 6A Wyrm Kid AA Zombie EA Guardian 2B Evil eye 6B Wyvern AB Ghoul EB Ancient 2C Beholder 6C Wyrm AC Ghost EC Haniwa 2D Spider 6D FengLung AD Wight ED Dolphin 2E P-Spider 6E Eagle AE Revenant EE OdinCrow 2F Tarantla 6F Thunder AF O-Bake EF WarMach 30 F-Spider 70 Cocatris B0 Phantom F0 Human M 31 Arachne 71 Roc B1 Wraith F1 Human F 32 Beetle 72 Su-zoku B2 Spector F2 Mutant M 33 Chafer 73 Raven B3 Ghost F3 Mutant F 34 Ant-lion 74 Harpy B4 Asigaru F4 Robo 35 C-Fisher 75 Ten-Gu B5 Samurai F5 Slime 36 Scarab 76 Garuda B6 Ninja F6 Baby-D 37 Moth 77 Nike B7 Musashi F7 Imp 38 Swallow 78 Jaguar B8 Hatamoto F8 Ashura 39 Firemoth 79 SabreCat B9 Gaang F9 Venus 3A Gloom 7A SnowCat BA Wh. Belt FA Sho-gun 3B Madame 7B BlackCat BB Killer FB Magnate 3C Octopus 7C Byak-ko BC Bl. Belt FC Odin 3D Ameoba 7D Silver BD TianLung FD Minion 3E Ammonite 7E Kelpie BE Trooper FE Apollo 3F Squid 7F Nitemare BF Guard FF Arsenal ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ CONDITION CODE VALUES ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ There are 265 (00-FF) values that can be assigned to change your characters condition, but they all are repeats of the same basic 8 conditions. Below I have listed one code for each condition a character can suffer. 00=Normal 01=Slep 02=Para 04=Pois 08=Conf 10=Ston 40=Blnd 08=Stun Example: To make character #2 sleep use the code 01-01-26C2 ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ ITEM LIST CODES ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ These codes allow you to change the items and numbers of items in the main items list. It uses the same item number codes as the items held by group members. To use these codes insert the number given below for YY in the code 01-XX-YYC2 and either a number or one of the item codes for XX. B9 = 1st item BA = Amount of 1st Item BB = 2nd item BC = Amount of 2nd Item BD = 3rd item BE = Amount of 3rd Item BF = 4th item C0 = Amount of 4th Item C1 = 5th item C2 = Amount of 5th Item C3 = 6th item C4 = Amount of 6th Item C5 = 7th item C6 = Amount of 7th Item C7 = 8th item C8 = Amount of 8th Item C9 = 9th item CA = Amount of 9th Item CB = 10th item CC = Amount of 10th Item CD = 11th item CE = Amount of 11th Item CF = 12th item D0 = Amount of 12th Item D1 = 13th item D2 = Amount of 13th Item D3 = 14th item D4 = Amount of 14th Item D5 = 15th item D6 = Amount of 15th Item D7 = 16th item D8 = Amount of 16th Item Example: To make the first item a pair of giant gloves use the code 01-3D-B9 To make there 25 giant gloves as the first item add the code 01-19-BAC2 ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ ITEM CODE VALUES ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ These numbers represent items. Used with any of the item codes they can Change the items held by characters or the group. Note: Abilities that are placed in the main item section that normally cannot be removed from a character (Ex. Resistance to sleep) become fixed when equipped to a character. There are several different types of items/abilities and many have the same name. To tell them apart I will use the following identification key. Sc=Scepters K=knifes M=Magi Sw=Sword P=Potion Hl= helmets W=Whip B=Books O=Resistance A=Axes Gl = Gloves F=Shoes Sh=Shields Gn=gun Bw=Bows X=Weakness Ar=Armor Art=Artillery Sp=Spear 00 Hammer 40 Hecate(F) 80 Nail C0 Squirt 01 Long(Sw) 41 Elixer (P) 81 Tusk C1 Sunburst 02 Axe(A) 41 Soft(P) 82 Tongue C2 SleepGas 03 Battle(Sw) 43 Power(P) 83 Stab C3 Sleep 04 Katana(Sw) 44 Speed(P) 84 Branch C4 StonGaze 05 Gold(Sw) 45 Magic(P) 85 Bash C5 Stone 06 Coral(K) 46 Body(P) 86 Punch C6 StonGas 07 Ogre(A) 47 Tent(P) 87 Kick C7 FatalGas 08 Dragon(Sw) 48 Whip(W) 88 Harm C8 X-Gaze 09 Sun(Sw) 49 Blitz(W) 89 Thorn C9 Erase 0A Flame(Sw) 4A ChainSaw 8A Sword CA Blind 0B Ice(Sw) 4B Counter 8B Head CB Flash 0C Thunder(A) 4C Colt(Gn) 8C Beak CC Ink 0D Defend(Sw) 4D Musket(Gn) 8D Tail CD Poison 0E Rune(A) 4E Magnum(Gn) 8E Pincer CE Gaze 0F Rapier(Sw) 4F Punch 8F Fin CF Stunner 10 Sabre(Sw) 50 Kick 90 Tentacle D0 Gaze 11 Cat Claw(K) 51 HeadBut 91 W-Pincer D1 Charm 12 Vampic(Sw) 52 X-Kick 92 W-attack D2 Hypnos 13 Glass(Sw) 53 Jyudo 93 4-Heads D3 Sand 14 Revenge (Sw) 54 Karate 94 8-legs D4 Cobweb 15 Bow (Bw) 55 Tempat 95 Touch D5 Blitz 16 Gold (Bw) 56 StunGun(Gn) 96 Saw D6 Drain 17 Bronze (Sh) 57 Heat 97 Dissolve D7 Stench 18 Silver (Sh) 58 ComVirus 98 Absorb D8 Mirror 19 Gold(Sh) 59 DNA 99 Cure D9 Tornado 1A Flame(Sh) 5A Smg(Gn) 9A Defense DA Quake 1B Ice(Sh) 5B Grenade 9B Shell DB Whirl 1C Dragon(Sh) 5C Bazooka(Art) 9C Shell DC Flare 1D Cure(P) 5D Vulcan (Art) 9D Mirror DD Steal 1E X-Cure(P) 5E Tank(Art) 9E Counter DE Explode 1F Curse(P) 5F Fire(Gn) 9F Burning DF Acid 20 Eyedrop(P) 60 Missle(Art) A0 Z-Swords E0 Riddle 21 Xcalibr(Sw) 61 Nukebomb A1 Z-Tusks E1 Cursong 22 Abacus 62 Giant(Ar) A2 3-Heads E2 MadSong 23 Samuri (Bw) 63 Army(Hl) A3 3-Horns E3 Surprise 24 Cure(B) 64 Army(Ar) A4 6-arms E4 Warning 25 Prayer(B) 65 Geta(F) A5 Critical E5 Multiply 26 Fire(B) 66 Sypha A6 Axe E6 Quake (O) 27 Ice(B) 67 Coin A7 Honey E7 Change(O) 28 Thunder(B) 68 Kimono(Ar) A8 Heal E8 Fire (O) 29 Fog(B) 69 Samuri(Sh) A9 Life(P) E9 Poison(O) 2A Sleep(B) 6A Muramas(Sw) AA W-Kick EA Damage(O) 2B Stone(B) 6B Gungnir(Sp) AB Paranail EB Weapon (O) 2C Death(B) 6C Lazer (Sw) AC Wind up EC Pa/Po(O) 2D Mage (Sc) 6D Psi(k) AD Tie up ED Para(O) 2E Wizard(Sc) 6E Psi(Sw) AE Breath EE Ice(O) 2F Heal(Sc) 6F Lazer(Gn) AF Poison EF Stone(O) 30 Flare(B) 70 Speedup B0 Poison F0 Fire(X) 31 Bronze(Hl) 71 Rocket B1 P-skin F1 Ice(X) 32 Silver(Hl ) 72 Psi(Gn) B2 Paraskin F2 Thunder(X) 33 Gold(Hl) 73 Giant(Hl) B3 Petrify F3 Teleport 34 Dragon(Hl) 74 Hyper(?) B4 Stonskin F4 Heal 35 Bronze (Ar) 75 Battle(Ar) B5 Thunder F5 All(O) 36 Silver(Ar) 76 Parasuit(?) B6 Ice F6 Poison 37 Gold(Ar) 77 Door(?) B7 Fire F7 Aegis(M) 38 Dragon(Ar) 78 Micron(P) B8 Flame F8 Masmune(M) 39 Arthur(Ar) 79 Key(?) B9 Gas F9 Masmune(M) 3A Bronze(Gl) 7A Masmune(M) BA Blizzard FA Flare 3B Silver(Gl) 7B Aegis(M) BB Lightng FB Trueeye(M) 3C Gold(Gl) 7C Heart(M) BC Beam FC [Blank] 3D Giant(Gl) 7D Pegasus(M) BD P-Blast FD Smasher! 3E Ninja(Gl) 7E Selfix (?) BE Dispel FE Recover 3F Hermes(F) 7F Seven(Sw) BF P-Beam FF [Blank] Example: To give the first character the seven sword use the code 01-7F-0FC2 ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ CHARACTER’S NAME CODES ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ This is the same as the character editing codes 01-XX-YYC2. I haven’t tried all these, but the should work, in theory. YY Values: 1st | 2nd| 3rd| 4th| 5th| ========================= 00| 20| 40| 60| 80| First letter 01| 21| 41| 61| 82| Second letter 02| 22| 42| 62| 82| Third letter 03| 23| 43| 63| 83| Fourth letter XX: Values Soon to come: A list of the different characters used in the names. ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ MISC CODES ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ Magi Count Modifier: 01-XX-D9C2 Changes the number of magi you have found. Just convert number desired to Hex(Base 16) and substitute for the XX's above. Chests give infinite items: 01-00-11C3 Empty chests have items Skippy Music: 01-01-14CB Tempo Modifier: 01-XX-01CB substitute values for XX to change tempo 00=Slow FF=Fast Money modifier: 01-XX-A2C2 01-XX-A3C2 01-XX-A4C2 Note: the money code is a 3 part code. Invisible people: 01-CF-DFC7 No music: 01-03-1ACB Feet don’t move: 01-C1-DFC7 Face Direction: 01-XX-36C4 00=Down 01-up 02=Left 03=Right People don’t move: 01-75-ACC0 Position: 01-XX-2CC4 Horizontal 01-XX-2DC4 Vertical Change your relative position on the map. These are most useful if you know the value for your current position and want to move around a certain obstical. Soon to come: Music Codes ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ REMARKS ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ This is my first FAQ. All the codes I found myself using my Game shark, but some of them were already found and are available at several sites on-line. The format and attempt to explain the codes are my work. Please do not copy this material for use on your own web page or FAQ. I have no problem with this document being printed or saved to a hard drive for reference. VERSION HISTORY 1.0 Original FAQ 1.1 Some formatting changes 1.2 Rewrote several parts for clarity. Changed font to Courier New Added several codes General improvements This document Copyright 2001 esc27