Shenmue Patch Code Guide
Shenmue I (Sega Dreamcast)
Version 1.10
By SSJ2 Dark

-------------------------------------------------------------------------------
Table of Contents:
-------------------------------------------------------------------------------

   For your browsing convenience, I've created a shortcut feature within this
 guide. Simply press Ctrl + F, and type in the character code next to the
 desired chapter. You'll be brought straight to that section!

 1. Preface (P1)
 2. Copyright Information (I2)
 3. Version History (V3)
 4. Hexadecimal Review (H4)
 5. The Basics of Codes (T5)
 6. General Codes (G6)
 7. Menu Item Codes (I7)
 8. Collectable Item Codes (I8)
 9. Cassette Codes (I9)
 10. Move Codes (M10)
 11. Value List Codes (V11)
 12. Custom Code Tutorial (T12)
 13. Future Updates (U13)
 14. Thanks (T14)

-------------------------------------------------------------------------------
Preface (P1)
-------------------------------------------------------------------------------

   Welcome to the Shenmue Patch Code Guide, a full listing of unencrypted and
 encrypted codes for the greatest video game series ever: Shenmue! I've worked
 long and hard to uncover some elusive codes to make your gaming experience
 better. Whether you just want to "trade" in some of those slot machine prizes
 for Passport figures, or you want to completely open up the game, this guide
 will surely be of use to you. To use these codes, you'll need a game
 enhancing device such as GameShark or Code Breaker, DCcrypt, and a basic
 understanding of hex base. If you don't have the latter, don't worry. There
 is a section outlining hex base that will get you going in no time. Enjoy!

 Note: DCcrypt can be found at www.angelfire.com/planet/ssj2dark/DCcrypt.zip

-------------------------------------------------------------------------------
Copyright Information (I2)
-------------------------------------------------------------------------------

   This FAQ is copyright 2006 SSJ2 Dark (Jesse McCaffrey), and is intended for
 free public use. It may be printed, provided that it has not been modified
 with the intent to disguise the identity of the original author. Under no
 circumstances should anyone generate profits with this guide, nor should I
 find this document on any unauthorized website. Stealing other people's work
 is an insult to authors everywhere that work hard on projects, and is a
 federal and moral crime.

-------------------------------------------------------------------------------
Version History (V3)
-------------------------------------------------------------------------------

 V 0.30 [12-28-05] Began patch code search for codes. Expanded Collectables
                   codes, uncovered cassettes and move scrolls.
 V 0.60 [01-04-06] Refined codes, removed errors from address misallocations.
 V 0.90 [07-31-06] Developed code list into guide. Added explanations and
                   tutorials to make codes fully accessible.
 V 1.00 [08-02-06] First version of guide complete.
 V 1.10 [12-20-06] Fixed code errors, revamped customization section.

-------------------------------------------------------------------------------
Hexadecimal Review (H4)
-------------------------------------------------------------------------------

   Game enhancing codes generally use hexadecimal (hex) base for all numbers,
 including addresses and values. To use codes effectively, you should
 understand hex. The decimal system is base ten; once a digit is increased
 ten times, the next digit increases by one. The hexadecimal system is base
 sixteen; once a digit is increased sixteen times, the next digit increases by
 one. The extra six "numbers" in hex are the letters A-F. This is a
 progression table comparing sixteen decimal and hexadecimal values:

 Decimal | Hexadecimal
 ---------------------
 1       | 1
 2       | 2
 3       | 3
 4       | 4
 5       | 5
 6       | 6
 7       | 7
 8       | 8
 9       | 9
 10      | A
 11      | B
 12      | C
 13      | D
 14      | E
 15      | F
 16      | 10

   The most convenient method to convert decimal to hex is by using the basic
 Calculator program on your computer. Enable the Scientific option, then type
 in your decimal value, and enable hex mode. Your decimal number will be
 converted to a hexadecimal value. There are also freeware programs such as
 Hexit available, if you prefer.

-------------------------------------------------------------------------------
The Basics of Codes (T5)
-------------------------------------------------------------------------------

   Before you begin executing lines of code with your game enhancer of choice,
 it's a good idea to understand how those sequences of numbers and letters
 make things happen in your game. Similar to a computer, the memory for a
 video game is comprised of thousands of addresses, each holding a particular
 two bit value, which I often call 'xx'. The range of xx is from 0 to FF, or
 in decimal, 0 to 255. Game enhancing codes overwrite these values by
 specifying a certain address and a value to be written to that address. A
 template for these types of codes (while unencrypted) looks like this:

   ttaaaaaa zzyyxxww (Address Format)

   Where tt denotes the code type, aaaaaa is the starting address the code
 will modify, and zzyyxxww contains the quantities to be written (in hex
 base). An address line (ttaaaaaa) must be immediately followed by a quantity
 line (zzyyxxww), unless it is an advanced type (04 or higher). For our
 purposes, basic code types will suffice. These code types used are type 00,
 01, and 02. Following is a table comparing code types and abilities:

 Type |     Example     | Effect
 ------------------------------------------------------------------
 00   |00aaaaaa 000000xx| Assigns xx to aaaaaa
 ------------------------------------------------------------------
 01   |01aaaaaa 0000yyxx| Assigns xx to aaaaaa and yy to aaaaa(a+1)
 ------------------------------------------------------------------
 02   |02aaaaaa zzyyxxww| Assigns ww to aaaaaa
      |                 |         xx to aaaaa(a+1)
      |                 |         yy to aaaaa(a+2)
      |                 |         zz to aaaaa(a+3)

   At first, type 01 and 02 codes can be difficult to understand. In these
 codes, the quantity line possesses two or four values (xx and yy for 01 or
 ww, xx, yy, and zz for 02). Each of these values is written to a different
 address. The first value (xx for 01 or ww for 02) is written to the address
 aaaaaa. The second value (yy for 01 or xx for 02) is written to the address
 aaaaa(a+1), the address right after the address in the code. The third and
 fourth values for type 02 work similarly, affecting subsequent addresses. An
 important rule to remember is that the quantities for type 01 and 02 codes
 follow right to left, in that values on the right affect the first addresses,
 and values on the left affect the latter addresses.

   One aspect of codes that can be confusing is code encryption and
 decryption. For one reason or another, many game enhancers choose to encrypt
 their code lines, meaning that the lines themselves are meaningless, and give
 little insight as to what they do. The process of encryption basically
 reassigns values based on the sequence and identity of the original
 characters in the code. A useful rule is that unencrypted codes always begin
 with a 0, while encrypted codes do not. For the Sega Dreamcast, there are two
 main choices for game enhancers: the GameShark, and the Code Breaker. The
 GameShark requires encrypted codes, and their encryption method is quite
 complicated. You won't be encrypting codes in your head by adding 1 to every
 value. Fortunately for us, a tool has been created called DCcrypt. This nifty
 utility allows us to encrypt and decrypt codes for the GameShark CDX, giving
 the average gamer access into the code realm. Operation of DCcrypt is as
 simple as type and click, with no settings to worry about. However, if you
 own a Code Breaker or other rare game enhancing device, you don't need to
 encrypt your codes. Since the GameShark/Action Replay is the most common game
 enhancer, I have written this guide assuming that you are using one. If
 you're lucky enough to have a Code Breaker or Xploder, skip the steps
 concerning encryption.

   Keep in mind the laws of game hacking: use codes carefully, in small
 groups, and check carefully before saving. In rare cases, an improperly
 entered code can have disastrous effects, but the threat is minimized if you
 only save when certain that the desired effect is the only change in the
 game. Only enable a few codes at a time to prevent interference and a halted
 load. Also, when deciding quantities and customizing codes, always try to
 hack within the limits of the game. Giving Ryo 255 Phoenix Mirrors may seem
 harmless, but you may run into a problem later in the game. Your goal should
 be to create the illusion that your game was never hacked at all.

   Finally, it is good to note that in Shenmue, subsequent addresses contain
 information for similar items. For example, the addresses for all the Sonic
 collectables are right next to each other, and the addresses for all the move
 scrolls increase by two for each scroll. These patterns can be useful when
 you know the address of one item, but want to modify a similar item. Say you
 have the starting address for Hand moves (aaaaaa), but want to modify Elbow
 Assault, the fourth hand move. Knowing that addresses for moves increase by
 two for each move, you can deduce that the address for Elbow Assault is
 aaaaa(a + 2*(4-1) = a + 6), that is, six addresses after the starting
 address. This is the basic concept for custom code creation; advancing from
 a known address until the address for the item of interest is found.

-------------------------------------------------------------------------------
General Codes (G6)
-------------------------------------------------------------------------------

* (M) Code [Must be entered to allow use of other codes!]

 GameShark
 22C5F54A 00000002

 Address Format
 0B400000 00000002

* Funds Modifier

 GameShark
 2A27ADC8 xxxxxxxx

 Address Format
 02220A38 xxxxxxxx

* Token Modifier

 GameShark
 1C74D81C xxxxxxxx

 Address Format
 02220A3C xxxxxxxx

-------------------------------------------------------------------------------
Menu Item Codes (I7)
-------------------------------------------------------------------------------

* Quest Items

 GameShark
 1E905818 000000xx
 1E9C5818 000000xx
 1E985818 000000xx
 1EA45818 000000xx
 1EA05818 000000xx
 1EAC5818 000000xx
 1EA85818 000000xx

 Address Format
 00221A85 000000xx
 00221A86 000000xx
 00221A87 000000xx
 00221A88 000000xx
 00221A89 000000xx
 00221A8A 000000xx
 00221A8B 000000xx

* Saturn Games

 GameShark
 1E205818 000000xx
 1E2C5818 000000xx

 Address Format
 00221AA9 000000xx
 00221AAA 000000xx

* Photographs

 GameShark
 1EB45818 000000xx
 1EB05818 000000xx
 1EBC5818 000000xx
 1EB85818 000000xx
 1EC45818 000000xx
 1EC05818 000000xx
 1ECC5818 000000xx
 1EC85818 000000xx
 1ED45818 000000xx

 Address Format
 00221A8C 000000xx
 00221A8D 000000xx
 00221A8E 000000xx
 00221A8F 000000xx
 00221A90 000000xx
 00221A91 000000xx
 00221A92 000000xx
 00221A93 000000xx
 00221A94 000000xx

* Move Scrolls

 GameShark
 1ED05818 000000xx
 1ED85818 000000xx
 1EE05818 000000xx
 1EE85818 000000xx
 1EF05818 000000xx
 1EF85818 000000xx
 1E005818 000000xx
 1E085818 000000xx
 1E105818 000000xx
 1E185818 000000xx
 1E245818 000000xx

 Address Format
 00221A95 000000xx
 00221A97 000000xx
 00221A99 000000xx
 00221A9B 000000xx
 00221A9D 000000xx
 00221A9F 000000xx
 00221AA1 000000xx
 00221AA3 000000xx
 00221AA5 000000xx
 00221AA7 000000xx
 00221AA8 000000xx

* Maps

 GameShark
 1E385818 000000xx
 1E445818 000000xx
 1E405818 000000xx
 1E4C5818 000000xx
 1E485818 000000xx
 1E545818 000000xx
 1E505818 000000xx
 1E5C5818 000000xx

 Address Format
 00221AAF 000000xx
 00221AB0 000000xx
 00221AB1 000000xx
 00221AB2 000000xx
 00221AB3 000000xx
 00221AB4 000000xx
 00221AB5 000000xx
 00221AB6 000000xx

* Trip Fliers

 GameShark
 1E305818 000000xx
 1E3C5818 000000xx

 Address Format
 00221AAD 000000xx
 00221AAE 000000xx

* Winning Can Stock

 GameShark
 1F9C5818 000000xx

 Address Format
 00221AC6 000000xx

* Shenmue Snacks

 GameShark
 1F885818 000000xx
 1F945818 000000xx
 1F905818 000000xx

 Address Format
 00221AC3 000000xx
 00221AC4 000000xx
 00221AC5 000000xx

* Kitten Food

 GameShark
 1E705818 000000xx
 1E7C5818 000000xx
 1E785818 000000xx
 1F845818 000000xx
 1F805818 000000xx
 1F8C5818 000000xx

 Address Format
 00221ABD 000000xx
 00221ABE 000000xx
 00221ABF 000000xx
 00221AC0 000000xx
 00221AC1 000000xx
 00221AC2 000000xx

* Household Items

 GameShark
 1E585818 000000xx
 1E645818 000000xx
 1E605818 000000xx
 1E6C5818 000000xx
 1E685818 000000xx
 1E745818 000000xx

 Address Format
 00221AB7 000000xx
 00221AB8 000000xx
 00221AB9 000000xx
 00221ABA 000000xx
 00221ABB 000000xx
 00221ABC 000000xx

-------------------------------------------------------------------------------
Collectables Codes (I8)
-------------------------------------------------------------------------------

* Complete Collection

 GameShark
 16755819 E06B1041
 24943CAD 00000000

 Address Format
 02221CBC zzyyxxww
 02221CC0 zzyyxxww
 02221CC4 zzyyxxww
 02221CC8 zzyyxxww
 02221CCC zzyyxxww
 02221CD0 zzyyxxww
 02221CD4 zzyyxxww
 02221CD8 zzyyxxww
 02221CDC zzyyxxww
 02221CE0 zzyyxxww
 02221CE4 zzyyxxww
 02221CE8 zzyyxxww
 02221CEC zzyyxxww
 02221CF0 zzyyxxww
 02221CF4 zzyyxxww
 02221CF8 zzyyxxww
 02221CFC zzyyxxww
 02221D00 zzyyxxww
 02221D04 zzyyxxww
 02221D08 zzyyxxww
 02221D0C zzyyxxww
 02221D10 zzyyxxww
 02221D14 zzyyxxww
 02221D18 zzyyxxww
 02221D1C zzyyxxww
 02221D20 zzyyxxww
 02221D24 zzyyxxww
 02221D28 zzyyxxww
 02221D2C zzyyxxww
 02221D30 zzyyxxww
 02221D34 zzyyxxww
 02221D38 zzyyxxww
 02221D3C zzyyxxww
 02221D40 zzyyxxww
 02221D44 zzyyxxww
 02221D48 zzyyxxww
 02221D4C zzyyxxww
 02221D50 zzyyxxww
 02221D54 zzyyxxww
 02221D58 zzyyxxww
 02221D5C zzyyxxww
 02221D60 zzyyxxww

-------------------------------------------------------------------------------
Cassette Codes (I9)
-------------------------------------------------------------------------------

* Cassette Collection

 GameShark
 1274D819 bbyyaaxx
 1384D819 bbyyaaxx
 1394D819 bbyyaaxx
 13A4D819 bbyyaaxx
 13B4D819 bbyyaaxx
 13C4D819 bbyyaaxx
 13D4D819 bbyyaaxx
 13E4D819 bbyyaaxx
 13F4D819 bbyyaaxx
 1304D819 bbyyaaxx
 1314D819 bbyyaaxx
 1324D819 bbyyaaxx
 1334D819 bbyyaaxx
 134C1819 bbyyaaxx

 Address Format
 02221DBC bbyyaaxx
 02221DC0 bbyyaaxx
 02221DC4 bbyyaaxx
 02221DC8 bbyyaaxx
 02221DCC bbyyaaxx
 02221DD0 bbyyaaxx
 02221DD4 bbyyaaxx
 02221DD8 bbyyaaxx
 02221DDC bbyyaaxx
 02221DE0 bbyyaaxx
 02221DE4 bbyyaaxx
 02221DE8 bbyyaaxx
 02221DEC bbyyaaxx
 01221DF2 bbyyaaxx

 Note: aa and bb refer to Cassette Values, the identity of the cassette, while
 xx and yy refer to the quantity of that particular cassette.

-------------------------------------------------------------------------------
Move Codes (M10)
-------------------------------------------------------------------------------

* Hand Move Proficiencies

 GameShark
 1A94D818 00yy00xx
 1AA4D818 00yy00xx
 1AB4D818 00yy00xx
 1AC4D818 00yy00xx
 1AD4D818 00yy00xx
 1AE4D818 00yy00xx
 1AF4D818 00yy00xx
 1A04D818 00yy00xx
 1A141818 000000xx

 Address Format
 02221B84 00yy00xx
 02221B88 00yy00xx
 02221B8C 00yy00xx
 02221B90 00yy00xx
 02221B94 00yy00xx
 02221B98 00yy00xx
 02221B9C 00yy00xx
 02221BA0 00yy00xx
 01221BA4 000000xx

* Leg Move Proficiencies

 GameShark
 1BDC1818 000000xx
 1BE4D818 00yy00xx
 1BF4D818 00yy00xx
 1B04D818 00yy00xx
 1B14D818 00yy00xx
 1B24D818 00yy00xx
 1B34D818 00yy00xx
 1B44D818 00yy00xx

 Address Format
 01221BD6 000000xx
 02221BD8 00yy00xx
 02221BDC 00yy00xx
 02221BE0 00yy00xx
 02221BE4 00yy00xx
 02221BE8 00yy00xx
 02221BEC 00yy00xx
 02221BF0 00yy00xx

* Throw Move Proficiencies

 GameShark
 1424D819 00yy00xx
 1434D819 00yy00xx
 1444D819 00yy00xx
 1454D819 00yy00xx
 1464D819 00yy00xx
 1474D819 00yy00xx
 1584D819 00yy00xx

 Address Format
 02221C28 00yy00xx
 02221C2C 00yy00xx
 02221C30 00yy00xx
 02221C34 00yy00xx
 02221C38 00yy00xx
 02221C3C 00yy00xx
 02221C40 00yy00xx

 Note: a value of 64 corresponds to complete mastery. Also, giving a value to
 a move not yet on the move scroll can be done, but the move will not be
 available until it is learned in the game.

-------------------------------------------------------------------------------
Value Lists (V11)
-------------------------------------------------------------------------------

* Quest Items List
 1: Cassette Player
 2: Letter to Father
 3: Watch
 4: Sword Handguard
 5: Phoenix Mirror
 6: Master Chen Introduction Letter
 7: Amulet

* Sega Saturn Games List
 1: Hang On
 2: Space Harrier

* Photograph List
 1: Father
 2: Friends
 3: Nozomi Fair Close
 4: Nozomi Cloudy Close
 5: Nozomi Cloudy Apart
 6: Nozomi Fair Apart
 7: Nozomi Snowy Close
 8: Nozomi Snowy Apart
 9: Hazuki Family

* Move Scrolls List
 1: Twin Blades
 2: Shadow Reaper
 3: Stab Armor
 4: Twin Swallow Leap
 5: Mud Spider
 6: Rising Flash
 7: Crawl Cyclone
 8: Tiger Storm
 9: Arm Break Fire
 10: Poetry Scroll
 10.5: Mysterious Scroll (Unlike other move scrolls, this scroll's address is
                          only one higher than the previous address.)

* Map List
 1: Route Map 1
 2: Route Map 2
 3: Route Map 3
 4: Route Map 4
 5: Route Map 5
 6: Race Course Map
 7: Old Depot Map (Original)
 8: Old Depot Map (Altered)

* Trip Fliers List
 1: Hong Kong Flier
 2: Bargain Flier

* Shenmue Snacks List
 1: Potato Chips
 2: Chocolate
 3: Caramel

* Kitten Food List
 1: Squid Legs
 2: Sliced Fish
 3: Milk
 4: Dried Fish
 5: Tuna
 6: Salami

* Household Items List
 1: Flashlight
 2: C Batteries
 3: AA Batteries
 4: Candles
 5: Matches
 6: Light Bulbs

* Hand Moves List
 1: Tiger Knuckle
 2: Elbow Slam/Pit Blow
 3: Twist Knuckle
 4: Elbow Assault
 5: Upper Knuckle
 6: Sleeve Strike
 7: Rain Thrust
 8: Big Wheel
 9: Twin Hand Waves/Double Blow
 10: Backfist Willow
 11: Avalanche Mist
 12: Katana Mist Slash
 13: Mistral Flash
 14: Twin Blades
 15: Rising Flash
 16: Stab Armor
 17: Swallow Flip

* Leg Moves List
 1: Crescent Kick
 2: Trample Kick
 3: Side Reaper Kick/Swallow Dive
 4: Against Cascade/Tornado Kick
 5: Surplice Slash
 6: Thunder Kick
 7: Hold Against Leg
 8: Brutal Tiger
 9: Dark Moon
 10: Cyclone Kick
 11: Windmill
 12: Shadow Reaper
 13: Mud Spider
 14: Crawl Cyclone
 15: Twin Swallow Leap

* Throw Moves List
 1: Overthrow
 2: Sweep Throw
 3: Vortex Throw
 4: Mist Reaper
 5: Demon Drop
 6: Shoulder Buster
 7: Tengu Drop
 8: Darkside Hazuki
 9: Back Twist Drop
 10. Tiger Storm
 11: Arm Break Fire
 12: Shadow Step
 13: Shadow Blade
 14: Cross Charge

* Complete Collection List
 1: Akira 1
 2: Akira 2
 3: Jacky 1
 4: Jacky 2
 5: Sarah 1
 6: Sarah 2
 7: Lau 1
 8: Lau 2
 9: Pai 1
 10: Pai 2
 11: Wolf 1
 12: Wolf 2
 13: Jeffry 1
 14: Jeffry 2
 15: Kage 1
 16: Kage 2
 17: Dural Silver
 18: Dural Gold
 19: Wooden Man
 20: Rent-A-Hero
 21: TRY-Z
 22: Solo Wing
 23: Mr. Yukawa Happi
 24: Mr. Yukawa Suit
 25: Kids Akira 1
 26: Kids Akira 2
 27: Kids Jacky 1
 28: Kids Jacky 2
 29: Kids Sarah 1
 30: Kids Sarah 2
 31: Kids Lau 1
 32: Kids Lau 2
 33: Kids Pai 1
 34: Kids Pai 2
 35: Kids Wolf 1
 36: Kids Wolf 2
 37: Kids Jeffry 1
 38: Kids Jeffry 2
 39: Kids Kage 1
 40: Kids Kage 2
 41: Kids Shun Di 1
 42: Kids Shun Di 2
 43: Kids Lion 1
 44: Kids Lion 2
 45: Kids Dural Silver
 46: Kids Dural Gold
 47: NiGHTS 1
 48: NiGHTS 2
 49: Sonic 1
 50: Sonic 2
 51: Super Sonic
 52: Tails
 53: Knuckles
 54: Bark
 55: Bean
 56: Fang
 57: Amy
 58: Espio
 59: Metal Sonic
 60: Eggman
 61: Hang On 1
 62: Hang On 2
 63: Hang On 3
 64: Hang On 4
 65: Hang On 5
 66: Hang On Gold
 67: Space Harrier
 68: Ruber
 69: Binsbein 1
 70: Binsbein 2
 71: Binsbein 3
 72: Binsbein Gold
 73: Pochi
 74: John
 75: Kelly
 76: Kuro
 77: Tora
 78: Big Robin
 79: Little Robin
 80: Robins
 81: Big Philip
 82: Little Philip
 83: Philips
 84: Chip
 85: Rap
 86: Pop
 87: Pip
 88: Mary
 89: Pyonta
 90: Myau
 91: Chicken Leg
 92: Chao & Pian
 93: Ristar
 94: Alex Kidd
 95: Opa-Opa
 96: Jet Opa-Opa
 97: Poppors
 98: Coba Beach
 99: Aida II
 100: Shop
 101: Heavy Bomb 1
 102: Heavy Bomb 2
 103: Heavy Bomb 3
 104: MOBO
 105: ROBO
 106: Bonanza Brothers
 107: Motor Scooter
 108: Delivery Moped
 109: Coupe' 1
 110: Coupe' 2
 111: Coupe' 3
 112: Coupe' 4
 113: Coupe' 5
 114: Hornet
 115: Wagon 1
 116: Wagon 2
 117: Wagon 3
 118: Wagon 4
 119: Truck 1
 120: Truck 2
 121: Truck 3
 122: Truck 4
 123: Hot Dog Truck
 124: Bus
 125: Forklift
 126: Forklift No. 1
 127: Forklift No. 2
 128: Forklift No. 3
 129: Forklift No. 4
 130: Forklift No. 5
 131: Forklift Red
 132: Forklift Blue
 133: Crane
 134: Shenmue Container
 135: Container
 136: Wooden Crate
 137: Anchor
 138: Ferry
 139: Steering Wheel
 140: Float
 141: X Button
 142: Y Button
 143: A Button
 144: B Button
 145: Cherry
 146: Mini Jukebox
 147: Mini Slot Game
 148: Mini QTE Title
 149: Mini Harrier
 150: Mini Hang On
 151: R-360
 152: Mini Darts
 153: Mini QTE
 154: Mini Pool
 155: Matsuyama Prize
 156: Mitsuzuka Prize
 157: Megadra Brother
 158: Gear-O
 159: Sataro
 160: Dreamcasko
 161: Harrier Token
 162: Hang On Token
 163: Super Ball 1
 164: Super Ball 2
 165: Super Ball 3
 166: Dice 1
 167: Dice 2
 168: Dice 3

* Cassette Values (Used in quantity lines, not address advancement)
 00: Go Go
 01: Feel Tired Song
 02: Hip De Hop
 03: Like a Feeling
 04: Heart Beats
 05: Flower Girl
 06: Antiquity Tree
 07: Dandy Old Man
 08: Liquor
 09: Linda
 0A: M.S. Shower
 0B: Hang On
 0C: Space Harrier
 0D: Final Takeoff
 0E: Destiny
 0F: Boz Nov
 10: Be-Witch
 11: MJQ
 12: Harbor Bar
 13: NaNa
 14: Spider
 15: Glyfada
 16: Y.A.D.A.
 17: Yokosuka Blues
 18: Strong
 19: Harbor Beats
 1A: Shenmue
 1B: Sha Hua

-------------------------------------------------------------------------------
Custom Code Tutorial (T12)
-------------------------------------------------------------------------------

   Many of the codes listed here are code type 02, meaning that they modify
 four address values. In certain cases, you may only want to modify only one
 or two address values. The best solution for this situation is a custom code;
 one that is created entirely by you. A code is comprised of three parts: a
 code type, starting address, and quantity line. When you create a custom
 code, you must determine each of these parts. This section is devoted to
 helping you finalize each section of code, and putting it all together to
 form the complete custom code.

* Code Type
   The code type will determine how many address values are modified. So, you
 need to know how many address values need to be changed. The following list
 notes the recommended number of address value changes for particular items:

 Menu/Collectable Items: 1
 Cassettes/Moves: 2

   Now, recall that the 00 code type modifies one address value, and the 01
 code type modifies two address values. Now you have your code type. Later on,
 you'll need a number called n, which is equal to the number of address values
 changed by your code (found in the list above). Note whether n = 1 or 2, and
 keep that in mind for the next step.

* Starting Address
   Determining the starting address is the most difficult procedure in
 creating custom codes. First, your item of interest has a value associated
 with it. The following list outlines the guidelines for these values:

 Menu Items: its order in a value list
 Collectable Items: its order in the Complete Collection value list
 Cassettes: the cassette slot to be modified
 Moves: its order in the Hand, Leg, or Throw value list

   Record the item's value (v) and the name of the value list it appears in
 (or Cassette Collection for cassettes). Next, scroll up to the code list with
 the same name as the value list. Look at the Address Format section, and
 record the first address in the list (remember that Address Format is
 ttaaaaaa, where aaaaaa is the address). This address will be called s. Now,
 you need to solve for t, the value to be added to s. Use this formula to
 solve for t:

   t = (v - 1) * n

   Convert t to hex base (0h[t]), and add it to s just as you would two
 values. The final result is your custom code's starting address!

* Quantity Line
   Finally, you need to write a quantity line to accompany your address line.
 The following list will help you create the proper quantity line:

 Menu/Collectable Items: 000000xx (xx = quantity of item)
 Cassettes: 0000aaxx (aa = identity of cassette, xx = quantity of cassette)
 Moves: 000000xx (xx = proficiency of move, 64 is complete mastery)

   Once you have written your quantity line, you have all three sections for
 your custom code! Simply place them together following the code model:
 ttaaaaaa xxxxxxxx. If you are using a GameShark, there is one final step
 before your custom code is usable.

* Encryption (GameShark Only)
   In order for your custom code to work on a GameShark, you must now encrypt
 the code. Open DCcrypt, and paste the address line into the text box. Click
 Encrypt, and place the result above your quantity line. This is your
 encrypted custom code, ready to use with your GameShark!

* Examples
   In order to help you through your first custom codes, I've written two
 common examples of custom codes, and the steps required for the final result.

* Super Sonic Example (Set 1 Super Sonic figure to collection)

 * Step 1: Code Type
   Code Type: 00
   n = 1

 * Step 2: Starting Address
   v = 51 (Found in Complete Collection Value list)
   Value List Name: Complete Collection
   s = 221CBC (first Address Format code line in Complete Collection list is
               02221CBC, remove first two characters to get starting address)
   t = (v - 1) * n = (51 - 1) * 1 = 50
   0h[t] = 32 (50 in decimal = 32 in hex)
   Starting Address = s + 0h[t] = 221CBC + 32 = 221CEE

 * Step 3: Quantity Line
   Quantity Line Model: 000000xx
   xx = 01 (One figure desired)
   Quantity Line: 00000001

 * Unencrypted Code: 00221CEE 00000001

 * Encrypted Code: 173C5819 00000001

* Hip De Hop Example (Set 3 Hip De Hop cassettes to the tenth cassette slot)

 * Step 1: Code Type
   Code Type: 01
   n = 2

 * Step 2: Starting Address
   v = 10 (tenth cassette slot)
   Value List Name: Cassette Collection
   s = 221DBC (first Address Format code line in Cassette Collection list is
               02221DBC, remove first two characters to get starting address)
   t = (v - 1) * n = (10 - 1) * 2 = 18
   0h[t] = 12 (18 in decimal = 12 in hex)
   Starting Address = s + 0h[t] = 221DBC + 12 = 221DCE

 * Step 3: Quantity Line
   Quantity Line Model: 0000aaxx
   aa = 02 (Found in Cassette Values list)
   xx = 03 (Three cassettes desired)
   Quantity Line: 00000203

 * Unencrypted Code: 01221DCE 00000203

 * Encrypted Code: 13BC1819 00000203

-------------------------------------------------------------------------------
Future Updates (U13)
-------------------------------------------------------------------------------

 Look for these additions in the future!

* Addresses to enable moves not yet learned.
* Addresses to unlock Passport features.
* Addresses to unlock Notebook entries.

-------------------------------------------------------------------------------
Thanks (T14)
-------------------------------------------------------------------------------

 Thanks to these people who made this guide possible:

   Interact, for providing starting addresses to search.
   ADnova, for the thorough Dreamcast Hacking guide.
   Unknown, for writing DCcrypt (I wish I knew who made this).
   Yu Suzuki, for creating the greatest video game series ever: Shenmue.
   CJayC, for making GameFAQs the best place for gamers to communicate.
   Hellraiser and LanDC, for maintaining the Shenmue Dojo.
   You, the readers, for reading my guide!

-------------------------------------------------------------------------------
                       * * * * * * * END * * * * * * *
-------------------------------------------------------------------------------