|                                          |
-+------------------------------------------+-
|                                          |
| Pokemon mystery dungeon explorers of Sky |
| Action Replay codes list (Europe version)|
|                                          |
-+------------------------------------------+-
|                                          |

Platform : Nintendo DS
Editors : Chunsoft / Nintendo
Version : Europe
FAQ version : 1.1

=======================================
               Summary
=======================================

You can jump straight to the section you want by copying the index number,
pressing CTRL-F and pasting it there.

1. Introduction


2. Version history


3. Copyright information


4. Codes to use outside of dungeons
4.1. Debug menu
4.2. Text frames color modifiers
4.3. No music
4.4. Money (on you)
4.5. Money (in bank)
4.6. Remove all clouds on the map
4.7. Unlock all dungeons
4.8. Lock all dungeons
4.9. Show the future map when going into a future dungeon
4.10. Have all items in Storage (Press L)
4.11. Quantity modifier for all items in Storage
4.12. Move modifier for team leader (Press Select)
4.13. Set game time to 0 hours, 0 minutes, 0 seconds
4.14. Set game time to 9999 hours, 59 minutes, 59 seconds
4.15. Play as your team leader outside of dungeons
4.16. Play as your starters outside of dungeons
4.17. Egg modifier
4.18. Warp modifier
4.19. Earthquake
4.20. Score in Diglett's minigame
4.21. Errors allowed in Diglett's minigame
4.22. Link moves with Electivire for free
4.23. Pokemon specie modifier for team leader


5. Codes to use inside of dungeons
5.1. Pokemon stats codes
5.1.1. Stat Array
5.1.2. Moves Arrays


5.2. Pokemon status effects codes
5.2.1. Item throwing status
5.2.2. Foolish / mobility status
5.2.3. Vision status
5.2.4. Muzzled statut
5.2.5. Sleep status
5.2.6. Troubling status
5.2.7. Knives statuts
5.2.8. Poison, burn and paralysis
5.2.9. Motionless status
5.2.10. Offensive status
5.2.11. Defensive status
5.2.12. Misc. Status
5.2.13. Miracle Eye statut
5.2.14. Magnet Rise statut
5.2.15. Grudge statut
5.2.16. Exposed statut
5.2.17. Time traveling speed (team leader only)
5.2.18. Terrified statut
5.2.19. Perish song statut
5.2.20. Your pokemon disappear statut
5.2.21. Quadruple speed
5.2.22. Slowdown (half speed statut)
5.2.23. Stockpile amount
5.2.24. Counter attack
5.2.25. Sustain Grudge effect
5.2.26. Protection item #1
5.2.27. Protection item #2
5.2.28. Protection item #3 (team leader only)
5.2.29. Map status


5.3. Floor effects codes
5.3.1. Identify flag
5.3.2. Full map reveal
5.3.3. Kecleon shop music flag
5.3.4. Kecleon invasion flag
5.3.5. Kecleon's payment modifier
5.3.6. Kecleon's debt modifier
5.3.7. Monster house music flag
5.3.8. Monster house trigger flag
5.3.9. Mud sport effect
5.3.10. Water sport effect
5.3.11. Gravity effect flag
5.3.12. Reveal all traps
5.3.13. Destroy all traps
5.3.14. Trap behavior
5.3.15. Moves weathers triggers (Press Select + D-Pad)
5.3.16. Non moves weathers triggers (Press Start + D-pad)
5.3.17. Weather disabler (Press Y)
5.3.18. One room orbs fails flag
5.3.19. Weather turn counter
5.3.20. Stronger weather damage
5.3.21. Luminous orb effect


5.4. Information codes
5.4.1. Number of items on the floor
5.4.2. Secret stairs detector
5.4.3. Kecleon shop detector
5.4.4. Monster house detector
5.4.5. Entities spy (Hold Start)


5.5. Item codes (in your bag)
5.5.1. Items array
5.5.2. Quantity modifier for all items in the bag


5.6. Floor generation codes
5.6.1. Secret Stairs spawning probability
5.6.2. Kecleon shop spawning probability
5.6.3. Monster house spawning probability
5.6.4. Sticky items probability
5.6.5. Items density
5.6.6. Items in the walls density
5.6.7. Money stacks limit modifier
5.6.8. Jackpot effect flag
5.6.9. Floors only contain money
5.6.10. I.Q. Booster I.Q. increment modifier
5.6.11. Trap density
5.6.12. Initial enemies amount modifier (enemies density)
5.6.13. Increase enemies spawn rate
5.6.14. Load 2 stairs per floor
5.6.15. Stairs strips
5.6.16. Initial weather trigger
5.6.17. All floors have water flag
5.6.18. Water density
5.6.19. Water rooms spawning probability
5.6.20. Corridors vision range
5.6.21. Light flag
5.6.22. HUGE monster house !
5.6.23. Two rooms floor type
5.6.24. Two large rooms with a monster house floor type
5.6.25. Line of rooms floor type
5.6.26. Rooms cross floor type
5.6.27. Outer ring floor type
5.6.28. Crossroads floor type
5.6.29. Large hub floor type
5.6.30. Spawn a random extra item on the floor
5.6.31. Golden chamber floor type (hold Select + Start while warping to next
floor)
5.6.32. Secret room floor type (hold Select + Start while warping to next
floor)


5.7. Other codes
5.7.1. Enemies respawn timer
5.7.2. Invisible force countdown
5.7.3. Bide statut damage modifier
5.7.4. No loss when fainted
5.7.5. Use bide on you (Press Select + R)
5.7.6. Bide OHKO (Press Select + R)
5.7.7. Teleport attack (Hold R and attack with A button)
5.7.8. Escape from the dungeon (Press Start + Select)
5.7.9. Finish the dungeon (Press Start + Select)
5.7.10. Enable team leader change
5.7.11. Always recruit (Start + L to activate, Start + R to deactivate)
5.7.12. Dungeon swap
5.7.13. Impossible recruit
5.7.14. Belly never decreases
5.7.15. Floor skip (Press Select + L + R)
5.7.16. Floor number modifier (Hold L then press left or right)
5.7.17. Random music selector
5.7.18. Random tileset selector
5.7.19. Automated leader
5.7.20. You become an enemy, version 1
5.7.21. You become an enemy, version 2
5.7.22. Tactic modifier on all enemies
5.7.23. Floor music modifier
5.7.24. Floor tileset modifier


6. Lists of values
6.1. Pokemon species values
6.1.1. Values for male pokemon
6.1.2. Values for female pokemon
6.2. Moves values
6.3. Field warp values


7. Going further
7.1. Input buttons to activate codes
7.2. Action Replay codes structures
7.2.1. Loops
7.2.2. Tests
7.2.3. Storing and assigning values - value modifiers and replicators
7.2.4. Specific lines you may see


8. Things left undone


9. Credits


|                                     |
-+-------------------------------------+-
|           1. Introduction           |
-+-------------------------------------+-
|                                     |

Pokemon Mystery dungeon is a game sequel I like a lot and I made codes to
further enhance my experience of the game. As I found the number of codes on
the internet very limited for the European version, I decided to share what I
made alongside more standard codes that already exist on the web.
Most of the codes are made by me by looking into the game's memory while
playing, how the addresses behave in real time depending on the situation
and how I can recreate favorable events by formatting codes with them.
It is actually not difficult to refind basic codes such as stats for pokemons,
items or moves, despite those already existing on the web before I made
this FAQ.
I will try to make this FAQ as complete as possible by gathering the most
codes I can.
You can see this FAQ as a big code database for Pokemon Mystery dungeon
Explorers of Sky.

This is the very first FAQ I write for GameFAQs. The listed codes will only
work for the European Sky version of the game. They won't work for Time and
Darkness, neither for American versions.

All the codes have been tested by myself and they do work in my game.
If a code doesn't work, be sure you play on the right version, typed the code
correctly, took notes into account and not used any code that makes conflict.

I won't give an oversized pokemon changer code list as it is available on
many sites and all those codes are actually the same one, only the value
changes. However I listed the values.

|                                     |
-+-------------------------------------+-
|         2. Version history          |
-+-------------------------------------+-
|                                     |

-V1.1 : 2019-05-04
Grammar fix.
Fixed an error in a button code in section 7.
Added some explanations to some codes that previously had none.
Added code structures to section 7 : loops, tests and value storage.
Added informations about specific lines used in Action Replay codes.
Section 8 reduced (did some tasks mentionned there before).

-V1.0 : 2019-01-18
Initial release.

|                                     |
-+-------------------------------------+-
|      3. Copyright informations      |
-+-------------------------------------+-
|                                     |

- This document must not be copied, reproduced or displayed under
any circumstences, fully, partialy, or altered, except for personal
and private use. It must not be distributed publicly or placed on
any website without advance written permission.
- Do not claim yourself as the owner of this document or of codes inside past
the release date, unless said codes existed before this document was made.
- Using this guide on any other website or as a part of any public display is
strictly prohibited and a violation of copyright.
- All trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders.
- This document is solely made to be hosted on the following websites :
         -GameFAQs (https://gamefaqs.gamespot.com/)
         -Neoseeker (https://www.neoseeker.com/)

2019 Copyright Noratraika

|                                     |
-+-------------------------------------+-
| 4. Codes to use outside of dungeons |
-+-------------------------------------+-
|                                     |

Those codes mostly work when you are not in a dungeon. Some codes listed here
always work everywhere. This is precised with a star (*) next to the code.
Any code whose effects will remain after saving the game are mentioned. This
is also true for quicksaving in a dungeon.

4.1. Debug menu
921EDFB8 00000008
221EDFB8 00000009
D2000000 00000000
This code unlocks the debug menu on the start menu. Scroll past the last
option to access it. If it doesn't work (or freezes), go in continue then
cancel and retry again. Repeat until it works. The code will never work if
the menu has less then 8 options available.

(*)4.2. Text frames color modifiers
222A8880 000000X0
222A8900 000000X0
222A8980 000000X0
222A8A00 000000X0
This code changes the colors of the frames for the texts, menus, etc. It
works everywhere on the bottom screen.
Replace X by...
0: Blue
2: Pink
4: Green
6: Yellow
8: Black

(*)4.3. No music
2228CF57 00000000
This code turns off all the musics in the game.

(*)4.4. Money (on you)
022A54F8 XXXXXXXX
Replace the X by the money you want.

(*)4.5. Money (in bank)
022A5504 XXXXXXXX
Replace the X by the money you want.

4.6. Remove all clouds on the map
222ABAEE 00000008
Effects will remain after saving the game.

4.7. Unlock all dungeons
222ABAEE 00000008
C0000000 0000000A
122ABB82 0000FFFF
122ABBFC 0000FFFF
122ABC10 0000FFFF
122ABC24 0000FFFF
DC000000 00000002
D2000000 00000000
Unlocks the test dungeon, boss battles, the future dungeons and more mazes in
Marowak's dojo. Aegis cave can be entered from any part. Demo dungeons are
also unlocked. (to enter them you must have no money on you)
Missions can also happen in the newly unlocked dungeons. For example you can
get missions in Deep Spacial Rift and complete them.
/!\ WARNING : Don't use this code before you fully finished the story, which
means beating Darkrai and being able to evolve your starters. Else you'll be
unable to progress through the story. If you want to do the special episodes,
you must use the code below then this code again.
Effects will remain after saving the game.

4.8. Lock all dungeons
222ABAEE 00000008
C0000000 0000000A
122ABB82 00000000
122ABBFC 00000000
122ABC10 00000000
122ABC24 00000000
DC000000 00000002
D2000000 00000000
To use for doing special episodes when the previous code has been used.
Effects will remain after saving the game.

4.9. Show the future map when going into a future dungeon
(for exemple, Dark Hill)
722A2FFA 00000022
822A2FFA 0000001A
222ABAEE 00000000
D2000000 00000000
92281980 00001A78
222ABAEE 00000008
D2000000 00000000
Requires the code to unlock all the dungeons to work properly.

(*)4.10. Have all items in storage (Press L)
94000130 FDFF0000
122A44EE 00000000
DA000000 022A44EE
C0000000 000003E6
D4000000 00000001
D7000000 022A44EE
DC000000 00000000
D2000000 00000000
/!\ WARNING : This will replace everything you had in your storage. Effects
will remain after saving the game.

(*)4.11. Quantity modifier for all items in storage
C0000000 000003E6
122A548C 0000XXXX
DC000000 FFFFFFFE
D2000000 00000000
Replace XXXX by the quantity, ranges from 0 to FFFF (65535 in decimal).
For example, all stacks of throwables items (like rare fossils) will have
that quantity.
Effects will remain after saving the game.

4.12. Move modifier for team leader (Press Select)
94000130 FFFB0000
722A54F8 0000021E
DA000000 022A54F8
D7000000 022AB76E
D2000000 00000000
Go to Duskull bank and withdraw / deposit money so you have the amount of
money that matches the move you want. Then speak to Electivire and display
the moves on your leader. Press select and the first move will be replaced.
Effects will remain after saving the game once moves are replaced.
The amount of money to have must match the value in decimal in the values
list. (See Moves values [index 6.2.] to see the moves you want.)

(*)4.13. Set game time to 0 hours, 0 minutes, 0 seconds
022ABFD4 00000000

(*)4.14. Set game time to 9999 hours, 59 minutes, 59 seconds
022ABFD4 022550FF

4.15. Play as your team leader outside of dungeons
122ABADC 00000303
Effects will remain after saving the game.

4.16. Play as your starters outside of dungeons
222ABADC 00000200
This is the default value in case you used the previous code and you want to
revert it. Effects will remain after saving the game.

4.17. Egg modifier
122A5508 00000XXX
Changes what pokemon you get from Chansey in treasure town. If there's no egg
this code will automatically make a new one matching the number.
Effects will remain after saving the game.
Consult the Pokemon values list (indexes 6.1.1 and 6.1.2) for the Pokemon you
want your eggs to hatch into.

4.18. Warp modifier
122ABA1C 000000XX
Pass a warp to change it and teleport to the wanted place.
Replace XX by the location you want. (Consult 6.3. to see the values list for
warping)

4.19. Earthquake
22389D68 00000002
22389D6C 000000XX
The camera will constantly shake. Replace X by the intensity.

4.20. Score in Diglett's minigame
1237E99C 0000XXXX
Replace the XXXX by the score. Ranges from 0 to FFFF (65535 in decimal).

4.21. Errors allowed in Diglett's minigame
2237E9A8 0000000X
Replace X by the errors. Ranges from 0 to 2.
This is when your partner tells you when you chose wrong, not when you make
the Pokemon enter and the print mismatches.

4.22. Link moves with Electivire for free
220B0798 00000000
You'll never need to pay money for linking moves with Electivire. Do as many
links as you want !

(*)4.23. Pokemon specie modifier for team leader
122B5A98 00000XXX
Changes your leader into the specified Pokemon.
Consult the pokemon values list (indexes 6.1.1 and 6.1.2) for the pokemon you
want to change into.
Effects will remain after saving the game.

|                                     |
-+-------------------------------------+-
| 5. Codes to use inside the dungeons |
-+-------------------------------------+-
|                                     |

Those codes are meant to be used inside the dungeons and won't work outside.
Most of the codes won't remain after saving with the exceptions of Pokemon
stat codes and item codes.
Any code whose effects will remain after saving the game are mentioned. This
is also true for quicksaving in a dungeon.
If you quicksave when using codes to change the floor generation, then
deactivate those codes, the floor will remain the same when resuming form
that save, then the next floors will be normal again.

=======================================
       5.1. Pokemon stat codes
=======================================

5.1.1. Stat array

-----+-----------------+-----------------+-----------------+-----------------+
Stat |    Pokemon 1    |    Pokemon 2    |    Pokemon 3    |    Pokemon 4    |
-----+-----------------+-----------------+-----------------+-----------------+
Level|221BAE72 000000XX|221BB0B2 000000XX|221BB2F2 000000XX|221BB532 000000XX|
-----+-----------------+-----------------+-----------------+-----------------+
EXP  |021BAE88 XXXXXXXX|021BB0C8 XXXXXXXX|021BB308 XXXXXXXX|021BB548 XXXXXXXX|
-----+-----------------+-----------------+-----------------+-----------------+
MaxHP|121BAE7A 0000XXXX|121BB0BA 0000XXXX|121BB2FA 0000XXXX|121BB53A 0000XXXX|
-----+-----------------+-----------------+-----------------+-----------------+
Atk  |221BAE82 000000XX|221BB0C2 000000XX|221BB302 000000XX|221BB542 000000XX|
-----+-----------------+-----------------+-----------------+-----------------+
Def  |221BAE84 000000XX|221BB0C4 000000XX|221BB304 000000XX|221BB544 000000XX|
-----+-----------------+-----------------+-----------------+-----------------+
SpAtk|221BAE83 000000XX|221BB0C3 000000XX|221BB303 000000XX|221BB543 000000XX|
-----+-----------------+-----------------+-----------------+-----------------+
SpDef|221BAE85 000000XX|221BB0C5 000000XX|221BB305 000000XX|221BB545 000000XX|
-----+-----------------+-----------------+-----------------+-----------------+
I.Q. |121BAE76 0000XXXX|121BB0B6 0000XXXX|121BB2F6 0000XXXX|121BB536 0000XXXX|
-----+-----------------+-----------------+-----------------+-----------------+
Values for Level, Attack, Defense, SpAtk and SpDef range from 0 to FF.
For max HP, from 0 to 7FFF (if you want 999 HP, put 3E7 in the code).
For IQ, the ranges are between 0 and 7FFA.
EXP values ranges from 0 to 7FFFFFFF.
The Pokemon order corresponds to the one in the menu, when pressing X.
First Pokemon is at the top of the list.

=======================================
        5.1.2. Moves Arrays
=======================================

Index : What kind of move is in the slot. (Shadow Ball, Bind, Screech, etc.).
Ranges from 0 to 21E.
PP : How many PP are left on the move. Ranges from 0 to FF.
Lock : Replace X by 0 (move is unlocked) or 1 (move is locked). Setting this
to 0 for all 4 moves prevents them to be locked by traps, Torment or Encore.
Power : Extra power added to the move, like if Ginseng was used on it. Ranges
from 0 to FF (For 99, put 63 in the codes.). Those codes enable to raise
the power of moves that the Ginseng normally fails on it, such as dragon rage
or pursuit, despite being useless. You can also raise it past 99, which is
the normal ingame limit.
Check the moves values section (index 6.2.) to find the values for the moves
you want.

Move 1
-----+-----------------+-----------------+-----------------+-----------------+
Move |    Pokemon 1    |    Pokemon 2    |    Pokemon 3    |    Pokemon 4    |
-----+-----------------+-----------------+-----------------+-----------------+
Index|121BAF90 00000XXX|121BB1D0 00000XXX|121BB410 00000XXX|121BB650 0000XXXX|
-----+-----------------+-----------------+-----------------+-----------------+
PP   |221BAF92 000000XX|221BB1D2 000000XX|221BB412 000000XX|221BB652 000000XX|
-----+-----------------+-----------------+-----------------+-----------------+
Power|221BAF93 000000XX|221BB1D3 000000XX|221BB413 000000XX|221BB653 000000XX|
-----+-----------------+-----------------+-----------------+-----------------+
Lock |221BAF8E 0000000X|221BB1CE 0000000X|221BB40E 0000000X|221BB64E 0000000X|
-----+-----------------+-----------------+-----------------+-----------------+

Move 2
-----+-----------------+-----------------+-----------------+-----------------+
Move |    Pokemon 1    |    Pokemon 2    |    Pokemon 3    |    Pokemon 4    |
-----+-----------------+-----------------+-----------------+-----------------+
Index|121BAF98 00000XXX|121BB1D8 00000XXX|121BB418 00000XXX|121BB658 0000XXXX|
-----+-----------------+-----------------+-----------------+-----------------+
PP   |221BAF9A 000000XX|221BB1DA 000000XX|221BB41A 000000XX|221BB65A 000000XX|
-----+-----------------+-----------------+-----------------+-----------------+
Power|221BAF9B 000000XX|221BB1DB 000000XX|221BB41B 000000XX|221BB65B 000000XX|
-----+-----------------+-----------------+-----------------+-----------------+
Lock |221BAF96 0000000X|221BB1D6 0000000X|221BB416 0000000X|221BB656 000000XX|
-----+-----------------+-----------------+-----------------+-----------------+

Move 3
-----+-----------------+-----------------+-----------------+-----------------+
Move |    Pokemon 1    |    Pokemon 2    |    Pokemon 3    |    Pokemon 4    |
-----+-----------------+-----------------+-----------------+-----------------+
Index|121BAFA0 00000XXX|121BB1E0 00000XXX|121BB420 00000XXX|121BB660 0000XXXX|
-----+-----------------+-----------------+-----------------+-----------------+
PP   |121BAFA2 000000XX|221BB1E2 000000XX|221BB422 000000XX|221BB662 000000XX|
-----+-----------------+-----------------+-----------------+-----------------+
Power|121BAFA3 000000XX|221BB1E3 000000XX|221BB423 000000XX|221BB663 000000XX|
-----+-----------------+-----------------+-----------------+-----------------+
Lock |221BAF9E 0000000X|221BB1DE 0000000X|221BB41E 0000000X|221BB65E 0000000X|
-----+-----------------+-----------------+-----------------+-----------------+

Move 4
-----+-----------------+-----------------+-----------------+-----------------+
Move |    Pokemon 1    |    Pokemon 2    |    Pokemon 3    |    Pokemon 4    |
-----+-----------------+-----------------+-----------------+-----------------+
Index|121BAFA8 00000XXX|121BB1E8 00000XXX|121BB428 00000XXX|121BB668 0000XXXX|
-----+-----------------+-----------------+-----------------+-----------------+
PP   |121BAFAA 000000XX|221BB1EA 000000XX|221BB42A 000000XX|221BB66A 000000XX|
-----+-----------------+-----------------+-----------------+-----------------+
Power|121BAFAB 000000XX|221BB1EB 000000XX|221BB42B 000000XX|221BB66B 000000XX|
-----+-----------------+-----------------+-----------------+-----------------+
Lock |221BAFA6 0000000X|221BB1E6 0000000X|221BB426 0000000X|221BB666 000000XX|
-----+-----------------+-----------------+-----------------+-----------------+

========================================
  5.2. Pokemon status effects codes
========================================

All of those codes work on all 4 members of your team at the same time.
The status are permanent as long as the codes are active.
For any codes, you can replace X by 0. This will make the team immune to all
the status concerned by the code.
Only 1 statut can be used per code. It is not possible to stack them. You may
have noticed that ingame before : Paralysing a poisoned Pokemon will remove
the poison. This is the same here.
If you want to use a button to activate those codes and don't have the
status being permanent, replace the FF by a small number
(see section 7.1 for buttons).

5.2.1. Item throwing status
C0000000 00000002
221BAF56 0000000X
DC000000 00000240
D2000000 00000000
Replace X by...
1=Long toss
2=Pierce

5.2.2. Foolish / mobility status
C0000000 00000002
221BAF57 0000000X
221BAF58 000000FF
DC000000 00000240
D2000000 00000000
Replace X by...
1=Invisibility
2=Transformed (has actually no effect)
3=Mobile
4=Float

5.2.3. Vision status
C0000000 00000002
221BAF59 0000000X
221BAF5A 000000FF
DC000000 00000240
D2000000 00000000
Replace X by...
1=Blinker
2=X-Eyes
3=Eyedrop
4=Myopic

5.2.4. Muzzled statut
C0000000 00000002
221BAF5B 00000001
221BAF5C 000000FF
DC000000 00000240
D2000000 00000000

5.2.5. Sleep status
C0000000 00000002
221BAF25 0000000X
221BAF26 000000FF
DC000000 00000240
D2000000 00000000
Replace X by...
1=Sleep
2=Sleepless
3=Nightmare
4=Yawning
5=Napping
6=No statut, but nobody can switch positions neither attack.

5.2.6. Troubling status
C0000000 00000002
121BAF38 0000FF0X
DC000000 00000240
D2000000 00000000
Replace X by...
1=Cringe
2=Confused
3=Paused
4=Cowering
5=Taunted
6=Encore (locks all moves if no move have been used yet)
7=Infatuated

5.2.7. Knives status
C0000000 00000002
121BAF54 0000FF0X
DC000000 00000240
D2000000 00000000
Replace X by...
1=Sure Shot
2=Whiffer
3=Set Damage
4=Focus Energy

5.2.8. Poison, burn and paralysis
C0000000 00000002
221BAF27 0000000X
221BAF28 000000FF
DC000000 00000240
D2000000 00000000
Replace X by...
1=Burned
2=Poisoned
3=Badly poisoned
4=Paralysed

5.2.9. Motionless status
C0000000 00000002
221BAF2C 0000000X
221BAF30 000000YY
221BAF34 000000FF
DC000000 00000240
D2000000 00000000
Replace X by...
1=Frozen
2=Shadow hold
3=Wrap
4=Wrapped
5=Ingrain
6=Petrified
7=Constriction
Replace YY by the constriction statut animation
(Only works with a constriction statut, you can remove this line if you don't
use that statut)

5.2.10. Offensive status
C0000000 00000002
121BAF3A 0000FF0X
DC000000 00000240
D2000000 00000000
Replace X by...
1=Bide (allows attacking when duration ends, should you use a button
to activate it with a shorter duration)
2=Solarbeam (No effect)
3=Sky Attack (No effect)
4=Razor Wind (No effect)
5=Focus Punch (No effect)
6=Skull Bash (No effect)
7=Flying (No effect)
8=Bouncing (No effect)
9=Diving (No effect)
A=Digging (No effect)
B=Charging. Works but doesn't give a SpD boost.
C=Enraged. Works.
D=Shadow Force (No effect)

5.2.11. Defensive status
Those status can't work with the Enraged statut. No idea why, maybe it's a
glitch or oversight ?
C0000000 00000002
221BAF3D 000000XX
221BAF3E 000000FF
DC000000 00000240
D2000000 00000000
Replace X by...
1=Reflect
2=Safeguard
3=Light Screen
4=Counter
5=Magic Coat
6=Wish
7=Protect
8=Mirror Coat
9=Enduring
A=Mini Counter
B=Mirror Move
C=Conversion 2
D=Vital Throw
E=Mist
F=Metal Burst
10=Aqua Ring
11=Lucky Chant

5.2.12. Misc. Status
C0000000 00000002
221BAF40 0000000X
221BAF43 000000FF
DC000000 00000240
D2000000 00000000
Replace X by...
1=Cursed
2=Decoy
3=Snatch
4=Gastro Acid
5=Heal Block
6=Embargo

5.2.13. Miracle Eye statut
C0000000 00000002
221BAF5D 00000001
221BAF5E 000000FF
DC000000 00000240
D2000000 00000000

5.2.14. Magnet Rise statut
C0000000 00000002
221BAF5F 00000001
221BAF60 000000FF
DC000000 00000240
D2000000 00000000

5.2.15. Grudge statut
C0000000 00000002
221BAF65 00000001
DC000000 00000240
D2000000 00000000

5.2.16. Exposed statut
C0000000 00000002
221BAF66 00000001
DC000000 00000240
D2000000 00000000

5.2.17. Time traveling speed (team leader only)
221BAF69 00000002
This code only works for the team leader. It lets you move around an infinite
number of turns as long as you only move (don't attack, use moves or items).
Other pokemon will never do anything. To use the code properly, you must not
hold the directional keys when you move. (press the key and release, you move
one step, press the key and release, you move one step, repeat).

5.2.18. Terrified statut
C0000000 00000002
121BAF6C 0000FF01
DC000000 00000240
D2000000 00000000

5.2.19. Perish song statut
C0000000 00000002
121BAF6E 00000107
DC000000 00000240
D2000000 00000000
If you want the perish song to kill instantly, replace 7 by 1.

5.2.20. Your pokemon disappear statut
C0000000 00000002
121BAF72 000002FF
DC000000 00000240
D2000000 00000000
This is the actual effect of moves like Dig, Dive or Shadow Force. Most moves
can't hit your team with this code. It doesn't prevent moving, using items
or moves.

5.2.21. Quadruple speed
C0000000 00000002
021BAF7C 00040404
DC000000 00000240
D2000000 00000000
Each 4 on the second line sets a speed level. You can replace one or two by 0
if you just want double or triple speed.

5.2.22. Slowdown (half speed statut)
C0000000 00000002
121BAF82 0000FF03
DC000000 00000240
D2000000 00000000
Both this code and the one above will disturb each other if both are used
together. Use only one of them at once.

5.2.23. Stockpile amount
C0000000 00000002
121BAF86 00000404
DC000000 00000240
D2000000 00000000
This code makes the game as if every team member used stockpile 3 times.
It doesn't give defense boosts however.

5.2.24. Counter attack
C0000000 00000002
221BB094 00000001
DC000000 00000240
D2000000 00000000
This isn't a statut, but all of your Pokemon will always counter any physical
move used against them. This is not a defensive statut neither.

5.2.25. Sustain Grudge effect
C0000000 00000002
221BAFBD 00000002
DC000000 00000240
D2000000 00000000
A Grudge effect activates each time a Pokemon faints an ennemy, draining the
PP of the moves.

5.2.26. Protection item #1
C0000000 00000002
221BB09F 00000001
DC000000 00000240
D2000000 00000000
Something may apply effects on your Pokemon when they take damage.
Effects varie with each team member. This is not an item code.

5.2.27 .Protection item #2
C0000000 00000002
221BB095 00000001
DC000000 00000240
D2000000 00000000
Something may apply effects on your Pokemon when they take damage.
Effects varie with each team member.
What happens is different from the previous code. This is not an item code.

5.2.28. Protection item #3 (team leader only)
121BB092 00000001
Something may apply effects on your Pokemon when it takes damage.
What happens is different from the previous codes. This is not an item code.

5.2.29. Map status
C0000000 00000002
021BAF60 0Z0Y0X01
DC000000 00000240
D2000000 00000000
X, Y and Z must be either 0 or 1. 0 disables the statut and 1 enables it.
X : Radar (see enemies on the map)
Y : Scan (see items on the map)
Z : Stairs (see all stairs on the map, even hidden ones)

=======================================
      5.3. Floor effects codes
=======================================

5.3.1. Identify flag
221BAE01 00000001
This code produces a permanent identify orb effect. It affects all Pokemon
on the floor.

5.3.2. Full map reveal
221D48B3 00000001
522A40E8 FFFFFFA0
C0000000 00000700
221BE76A 00000003
DC000000 00000014
D2000000 00000000
This code completely reveals the whole map on each floor, including the
locations of all items, stairs and enemies.

5.3.3. Kecleon shop music flag
221BAE3D 00000001
The kecleon shop music plays continuously, even when not in a shop and with
no shop in the floor.

5.3.4. Kecleon invasion flag
121BAE04 00000101
Makes the floor spawn Kecleons endlessly and plays the outlaw music.

5.3.5. Kecleon's payment modifier
021BAE34 XXXXXXXX
Changes how much money Kecleons want to pay you, even if you sold them
nothing.

5.3.6. Kecleon's debt modifier
021BAE38 XXXXXXXX
Changes how much money you must pay to Kecleons, even if you bought nothing
from them.
Setting this to 0 allows you to steal from them with no punishment.

5.3.7. Monster house music flag
221BAE08 00000001
The monster house music plays continuously, even with no monster house
triggered on the floor.

5.3.8. Monster house trigger flag
221BAE07 00000001
Setting this to 1 will prevent monster houses from working. Setting this to 0
will constantly trigger them as long as a pokemon of the team will remain
inside. It is recommanded to use a button for this
(see section 7.1 for buttons).

5.3.9. Mud Sport effect
221C73CF 0000000A
Triggers the Mud Sport effect even if the move was never used. Use a button
for a set duration (see section 7.1 for buttons).

5.3.10. Water Sport effect
221C73D0 0000000A
Triggers the Water Sport effect even if the move was never used. Use a button
for a set duration (see section 7.1 for buttons).

5.3.11. Gravity effect flag
221CD170 00000001
Sets the floor under strong gravity, as if the move was used.

5.3.12. Reveal all traps
C0000000 0000003A
221D10C0 00000001
DC000000 000000B8
D2000000 00000000
All traps on the floor are visible, even newly created ones (With stealth Rock
per example). Reverting is possible : replacing the 1 by 0 on the 2nd line
will prevent all traps from being revealed.

5.3.13. Destroy all traps
C0000000 0000003A
221D10A0 00000000
DC000000 000000B8
D2000000 00000000
Deletes all traps on the floor, wherever they are. Also prevents new traps
from being created (with moves like Spikes and Trapper orbs)

5.3.14. Trap behavior
C0000000 0000003A
221BE639 0000000X
DC000000 00000002
D2000000 00000000
Replace X by the trap behavior.
0= Traps always trigger on your team only
1= Trap always trigger on enemies but not on your team
2= Traps never trigger on anything

5.3.15. Moves weathers triggers (Press Select + D-Pad)
94000130 FFBB0000
121C73C0 00000001
D2000000 00000000
94000130 FFDB0000
121C73C2 00000001
D2000000 00000000
94000130 FFEB0000
121C73C6 00000001
D2000000 00000000
94000130 FF7B0000
121C73C8 00000001
D2000000 00000000
This code triggers moves related weathers.
Select + up    is sunny
Select + right is rainy
Select + down  is hail
Select + left  is sandstorm
Weather moves override this weather code.
Use the weather disabler code below to change weathers properly as it doesn't
always work on the fly due to the weather priority system in the game.
Priority is set to nothing<snow<fog<hail<rain<clouds<sandstorm<sun<clear.
For example, you can set a rain weather first, but then it prevents to change
it to fog. However you can override rain with sandstorm.
To avoid this confusion when changing weathers, just disable weathers
with the code below and set a new one.

5.3.16. Non moves weathers triggers (Press Start + D-pad)
94000130 FFB70000
121C73C4 00000001
D2000000 00000000
94000130 FFD70000
121C73CA 00000001
D2000000 00000000
94000130 FFE70000
121C73CC 00000001
D2000000 00000000
94000130 FF770000
121C73BE 00000001
D2000000 00000000
Start + up    is cloudy
Start + right is snow
Start + down  is clear (Forces clear weather over any other weather)
Start + left  is fog
Weather moves override this weather code.
Use the weather disabler code below to change weathers properly as it doesn't
always work on the fly due to the weather priority system in the game.
Priority is set to nothing<snow<fog<hail<rain<clouds<sandstorm<sun<clear.
For example, you can set a rain weather first, but then it prevents to change
it to fog. However you can override rain with sandstorm.
To avoid this confusion when changing weathers, just disable weathers
with the code below and set a new one.

5.3.17. Weather disabler (Press Y)
927FFFA8 F7FF0000
C0000000 00000007
121C73BE 00000000
DC000000 00000002
D2000000 00000000
Removes weathers induced by weather codes above. It doesn't disable weather
changes made by moves like sunny day, hail, sandstorm or rain dance.

5.3.18. One room orbs fails flag
221BE738 00000001
This code prevents one room orbs from working as they should, destructible
floor or not.

5.3.19. Weather turn counter
221C73CE 00000009
The turn counter for the weather. Mostly used by hail and sandstorm to
inflict damage. Freezing it on anything higher than 1 will stop those
weathers from harming pokemons.

5.3.20. Stronger weather damage
921C73CE 00000009
221C73CE 00000004
D2000000 00000000
This code makes the damaging weather hit pokemon more often. The 4 in the 2nd
line can be replaced by anything lower than 9 for a more or less stronger
weather.

5.3.21. Luminous orb effect
221D48B3 00000001
This code makes a permanent luminous orb effect on all floors
(reveals the map, enemies and stairs locations and removes darkness).

=======================================
      5.4. Information codes
=======================================

5.4.1. Number of items on the floor
A22A40E8 00000000
DB000000 021CD16C
D8000000 021BB07C
D2000000 00000000
When reaching a new floor, this code gives you EXP that matches the number of
items on the floor. It doesn't work if you can't get EXP.

5.4.2. Secret stairs detector
921BE740 00000001
222A8880 00000080
D2000000 00000000
One of the menu frames will be black when a secret stairs exists on the floor.

5.4.3. Kecleon shop detector
921BB770 00000100
222A8880 00000060
D2000000 00000000
One of the menu frames will be yellow when a shop exists on the floor.

5.4.4. Monster house detector
9237DBBC 00000101
222A8880 00000040
D2000000 00000000
One of the menu frames will become green when a monster house exists on the
floor.

5.4.5. Entities spy (Hold Start)
94000130 FFF70000
DA000000 02389D68
D4000000 00000001
D7000000 02389D68
D2000000 00000000
92389D68 00000007
02389D68 00000000
DA000000 021D48A0
D4000000 000000B8
D7000000 021D48A0
D2000000 00000000
This code cycles through all Pokemon and items on the floor and moves the
view on them so you can see everything : What enemy is where, at which level
and their HP. Holding start for longer will locate the items next : what
they are and where they are.

=======================================
          5.5. Item codes
=======================================

In a common sense, avoid using an item code far from the amount of items
you currently carry on your bag. For example, you have 27 items in the bag.
You can use anything for slots 1 to 28, but avoid using slots from 29 to 48.

Item codes work everywhere and their effects will remain after saving.

5.5.1. Items array

+-----------+-----------------+-----------------+-----------------+
|Item number|      Index      |     Quantity    |      State      |
+-----------+-----------------+-----------------+-----------------+
|     1     |122A4168 00000XXX|122A4166 0000XXXX|222A4164 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     2     |122A416E 00000XXX|122A416C 0000XXXX|222A416A 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     3     |122A4174 00000XXX|122A4172 0000XXXX|222A4170 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     4     |122A417A 00000XXX|122A4178 0000XXXX|222A4176 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     5     |122A4180 00000XXX|122A417E 0000XXXX|222A417C 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     6     |122A4186 00000XXX|122A4184 0000XXXX|222A4182 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     7     |122A418C 00000XXX|122A418A 0000XXXX|222A4188 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     8     |122A4192 00000XXX|122A4190 0000XXXX|222A418E 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     9     |122A4198 00000XXX|122A4196 0000XXXX|222A4194 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     10    |122A419E 00000XXX|122A419C 0000XXXX|222A419A 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     11    |122A41A4 00000XXX|122A41A2 0000XXXX|222A41A0 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     12    |122A41AA 00000XXX|122A41A8 0000XXXX|222A41A6 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     13    |122A41B0 00000XXX|122A41AE 0000XXXX|222A41AC 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     14    |122A41B6 00000XXX|122A41B4 0000XXXX|222A41B2 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     15    |122A41BC 00000XXX|122A41BA 0000XXXX|222A41B8 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     16    |122A41C2 00000XXX|122A41C0 0000XXXX|222A41BE 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     17    |122A41C8 00000XXX|122A41C6 0000XXXX|222A41C4 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     18    |122A41CE 00000XXX|122A41CC 0000XXXX|222A41CA 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     19    |122A41D4 00000XXX|122A41D2 0000XXXX|222A41D0 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     20    |122A41DA 00000XXX|122A41D8 0000XXXX|222A41D6 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     21    |122A41E0 00000XXX|122A41DE 0000XXXX|222A41DC 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     22    |122A41E6 00000XXX|122A41E4 0000XXXX|222A41E2 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     23    |122A41EC 00000XXX|122A41EA 0000XXXX|222A41E8 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     24    |122A41F2 00000XXX|122A41F0 0000XXXX|222A41EE 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     25    |122A41F8 00000XXX|122A41F6 0000XXXX|222A41F4 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     26    |122A41FE 00000XXX|122A41FC 0000XXXX|222A41FA 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     27    |122A4204 00000XXX|122A4202 0000XXXX|222A4200 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     28    |122A420A 00000XXX|122A4208 0000XXXX|222A4206 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     29    |122A4210 00000XXX|122A420E 0000XXXX|222A420C 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     30    |122A4216 00000XXX|122A4214 0000XXXX|222A4212 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     31    |122A421C 00000XXX|122A421A 0000XXXX|222A4218 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     32    |122A4222 00000XXX|122A4220 0000XXXX|222A421E 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     33    |122A4228 00000XXX|122A4226 0000XXXX|222A4224 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     34    |122A422E 00000XXX|122A422C 0000XXXX|222A422A 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     35    |122A4234 00000XXX|122A4232 0000XXXX|222A4230 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     36    |122A423A 00000XXX|122A4238 0000XXXX|222A4236 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     37    |122A4240 00000XXX|122A423E 0000XXXX|222A423C 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     38    |122A4246 00000XXX|122A4244 0000XXXX|222A4242 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     39    |122A424C 00000XXX|122A424A 0000XXXX|222A4248 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     40    |122A4252 00000XXX|122A4250 0000XXXX|222A424E 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     41    |122A4258 00000XXX|122A4256 0000XXXX|222A4254 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     42    |122A425E 00000XXX|122A425C 0000XXXX|222A425A 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     43    |122A4264 00000XXX|122A4262 0000XXXX|222A4260 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     44    |122A426A 00000XXX|122A4268 0000XXXX|222A4266 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     45    |122A4270 00000XXX|122A426E 0000XXXX|222A426C 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     46    |122A4276 00000XXX|122A4274 0000XXXX|222A4272 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     47    |122A427C 00000XXX|122A427A 0000XXXX|222A4278 000000XX|
+-----------+-----------------+-----------------+-----------------+
|     48    |122A4282 00000XXX|122A4280 0000XXXX|222A427E 000000XX|
+-----------+-----------------+-----------------+-----------------+

Item index : What kind of item is in the slot (Joy Seed, Stick, Key, etc.)
Item quantity : How many items are on the stack, for throwables only.
Item state : Must be set to 1 at least for the item to appear in the bag.
X defines the state of the item.
1=Normal item
3=Item costs money
9=Item is sticky
B=Item costs money and is sticky
11=Item is equipped
13=Item is equipped and costs money
19=Item is equipped and sticky
1B=Item is equipped, sticky and costs money

Item values are not available in this FAQ because they differ from Time and
Darkness version (more items and lookalike items added in Sky.).
For a list of values for items, you can see them on Shadowchaser91's FAQ.

5.5.2. Quantity modifier for all items in the bag
C0000000 0000002E
122A4166 0000XXXX
DC000000 00000006
D2000000 00000000
A code that changes the quantity of all items in the bag to the same value.
Replace XXXX by the value you want (between 0000 and FFFF).

=======================================
     5.6. Floor generation codes
=======================================

Those codes change the way floors are made in dungeons.

5.6.1. Secret Stairs spawning probability
221E2D41 000000%%
Defines the chances for a secret stair to spawn on the floor.
Any value higher than 63 (99 in decimal) will always spawn secret stairs on
the floor.
Ranges from 0 to FF.

5.6.2. Kecleon shop spawning probability
2237DBC8 000000%%
Defines the chances for a Kecleon shop to spawn on the floor.
Any value higher than 63 (99 in decimal) will always spawn a Kecleon shop on
the floor.
Ranges from 0 to FF.
There can't be a shop and a monster house on the same floor.

5.6.3. Monster house spawning probability
2237DBCC 000000%%
Defines the chances for a monster house to spawn on the floor.
Any value higher than 63 (99 in decimal) will always spawn a monster house on
the floor.
Ranges from 0 to FF.
There can't be a shop and a monster house on the same floor.

5.6.4. Sticky items probability
221E2D30 000000%%
Defines the chances for items spawned on the floor to be sticky. This also
includes the items in the walls.
Any value higher than 63 (99 in decimal) will make everything sticky.
Ranges from 0 to FF.

5.6.5. Items density
221E2D35 000000XX
Defines how many items can spawn on the floor.
The maximum number of items a floor can handle is 64 in decimal
(40 in the code) for both items on the floor and inside the walls.
Ranges from 0 to 40.

5.6.6. Items in the walls density
221E2D3A 000000XX
Defines how many items can spawn in the walls.
The maximum number of items a floor can handle is 64 in decimal
(40 in the code) for both items on the floor and inside the walls.
Ranges from 0 to 40.

5.6.7. Money stacks limit modifier
221E2D3D 000000XX
Defines how high the stacks of money can go. The highest value used by the
game is 8C.
Ranges from 0 to FF.

5.6.8. Jackpot effect flag
221BE73C 00000001
Spawns additional money stacks on floors, as if the seed for that was eaten.

5.6.9. Floors only contain money
C0000000 00000022
021E2D40 00000000
DC000000 00000004
D2000000 00000000
This code restricts the items to money only.
Nothing else spawns with this code active.

5.6.10. I.Q. Booster I.Q. increment modifier
121E2D44 0000XXXX
Defines how much to increase the I.Q. of pokemon holding an I.Q. Booster item
when reaching a new floor. Ranges from 0 to 7FFF.

5.6.11. Trap density
221E2D36 000000XX
Defines how many traps can spawn on the floor.
Traps in monster houses and water rooms are handled separately, they will
still spawn even when setting this to 0.
Ranges from 0 to 3A.

5.6.12. Initial enemies amount modifier (enemies density)
221E2D2C 0000000X
Defines how many enemies spawn when reaching a new floor. Setting this to 0
will prevent anything from spawning on the floor (at the start and over time
too).
Ranges from 0 to F.

5.6.13. Increase enemies spawn rate
A21BAE04 00000101
921BADF5 00000000
221BADF6 000000XX
D2000000 00000000
Enemies will spawn more quickly. a value of 12 is twice as fast as normal.
Ranges from 01 to 23.

5.6.14. Load 2 stairs per floor
2237DBD8 00000003
Most of the time, 2 stairs will appear on each floor. If not, one of them
must be hidden (secret stairs).

5.6.15. Stairs strips
C0000000 00000060
221BAF22 00000001
DC000000 00000240
D2000000 00000000
Scatters many stairs around the floor.

5.6.16. Initial weather trigger
221E2D2A 0000000X
Spawns a weather when reaching a new floor.
Ranges from 0 to 7.

5.6.17. All floors have water flag
221E2D33 0000000X
Replace X by 0 or 1 to always have water on all floors (1) or never (0).

5.6.18. Water density
221E2D3B 000000XX
Defines how much % of the total wall tiles will be replaced by water.
Ranges from 0 to FF. There must be water on the current floor for it
to work. Best used with the water flag code above.

5.6.19. Water rooms spawning probability
221E2D32 000000%%
Defines the chances for water rooms to spawn on the floor. A water room
is a room with some water tiles inside (for example, a square of water
with 3 items inside and a warp trap).
Ranges from 0 to FF.

5.6.20. Corridors vision range
221D48B1 000000XX
Sets how far you can see in corridors, even in darkness.
Ranges from 0 to FF (game uses 1 or 2 normally).
If you put a very high value, the game may slowdown.

5.6.21. Light flag
221D48B4 0000000X
Replace X by 0 for darkness on the floor or by 1 for light.

5.6.22. HUGE monster house !
221E2D26 00000002
Transforms the whole floor into a huge, one room monster house.

5.6.23. Two rooms floor type
221E2D26 00000001
221E2D27 00000001
221E2D2B 00000001
221E2D39 00000001
Floors will only be 2 rooms connected by 1 corridor. Makes the game
generate the simplest floor layout available.

5.6.24. Two large rooms with a monster house floor type
221E2D26 00000005
This layout is unused. This always spawns you in an empty room and
16 enemies in the other which is also a monster house with the stairs inside.

5.6.25. Line of rooms floor type
221E2D26 00000006
221E2D39 00000000
5 rooms in a horizontal line.

5.6.26. Rooms cross floor type
221E2D26 00000007</pre><pre id="faqspan-2">
221E2D39 00000000
5 rooms shaped like a large + cross.

5.6.27. Outer ring floor type
221E2D26 00000003
Makes floors have 8 rooms in the center, with a long corridor connecting them
from the outside.

5.6.28. Crossroads floor type
221E2D26 00000004
221E2D27 0000001E
221E2D28 0000001E
10 outer rooms connected by corridors that cross together at the center
of the floor.

5.6.29. Large hub floor type
221E2D26 00000009
221E2D39 00000001
A large room in the center connecting 6 smaller rooms, 3 on each side.

5.6.30. Spawn a random extra item on the floor
622A40E8 00000000
922A40E4 00000000
121BADD4 0000FFFF
921BADD8 00000000
DB000000 0235417C
D8000000 021BADD8
D2000000 00000000
821BADD8 0000008A
DB000000 021BADD8
D4000000 FFFFFF8A
D8000000 021BADD8
D2000000 00000000
This item can't be a TM or an orb.

5.6.31. Golden chamber floor type (hold Select + Start while warping to next
floor)
94000130 FFF30000
221BE74E 0000006F
221BE748 0000003C
D2000000 00000000
Changes the next floor into a golden chamber, as if you were on a mission to
find one.

5.6.32. Secret room floor type (hold Select + Start while warping to next
floor)
94000130 FFF30000
221BE74E 00000071
D2000000 00000000

=======================================
          5.7. Other codes
=======================================

5.7.1. Enemies respawn timer
221BADF6 000000XX
The turn counter between enemies spawns. When it reaches 24, a new enemy will
spawn on the floor. Setting a value higher than 24 will always spawn enemies
every turn while a lower value will stop them from spawning.
It is recommanded to control this code with a button so you control the spawns
(see section 7.1 for buttons).
Ranges from 0 to FF.

5.7.2. Invisible force countdown
121BADF8 0000XXXX
Sets the amount of turns left before being blown away by the invisible force.

5.7.3. Bide statut damage modifier
C0000000 00000002
121BAF20 00000XXX
DC000000 00000240
D2000000 00000000
Changes how much damage moves like Bide or Avalanche can do to ennemies.
The damage equals the double of the value put in the code. Maximum damage
is done with values of 1F4 and greater.

5.7.4. No loss when fainted
921BAE78 00000000
920B3E18 00000300
121BAE04 00000000
221BADBC 000000B7
0237E9A8 000000B7
D2000000 00000000
This codes makes you faint in Grass Maze if you are defeated so you don't
loose any item or money.
/!\WARNING Don't use this code inside a level 1 dungeon. The level 1 stats
will overwrite your normal stats.

5.7.5. Use bide on you (Press Select + R)
94000130 FEFB0000
121BAF3A 00000501
D2000000 00000000
This code simulates the Bide move, as if you used it. You don't have to know
Bide or use it for this code to work.

5.7.6. Bide OHKO (Press Select + R)
94000130 FEFB0000
121BAF20 000001F4
121BAF3A 00000001
D2000000 00000000
Press Select + R then skip a turn to unleash a Bide attack. It does 999 HP of
damage and gives you EXP as if you used a move to faint the enemy.
You don't have to know Bide or use it for this code to work.

5.7.7. Teleport attack (Hold R and attack with A button)
94000130 FEFE0000
221BAFC6 00000001
D2000000 00000000
This code teleports you after attacking as if you used the move Teleport.

5.7.8. Escape from the dungeon (Press Start + Select)
94000130 FFF30000
221BA67C 00000001
221BA68C 00000001
D2000000 00000000
This code makes you use an Escape orb when you activate it. You don't need to
have an Escape orb in your bag for it to work and it won't consume any.

5.7.9. Finish the dungeon (Press Start + Select)
94000130 FFF30000
221BA67A 00000001
221BADBD 000000FF
D2000000 00000000
This code instantly warps you and completes the dungeon.

5.7.10. Enable team leader change
622A40E8 00000000
DB000000 021BADBC
D8000000 02054C90
D2000000 00000000
920B3E18 0000030C
221BADBC 00000000
D0000000 00000000
920B3E18 00000410
221BADBC 00000000
D0000000 00000000
920B3E18 00000514
221BADBC 00000000
D0000000 00000000
821BA679 00000001
522A40E8 00000000
DB000000 02054C90
D8000000 021BADBC
D2000000 00000000
920B3E18 000001B4
522A40E8 00000000
DB000000 02054C90
D8000000 021BADBC
D2000000 00000000
This code is complex, test it yourself to see if it works on your game or not.
On my game it works.
It allows you to change leaders by going inside the team menu and selecting
the corresponding option.
After changing leaders, be sure you open the menu with X again before exiting
the floor or you may be warped to test dungeon for some unknown reasons.
It is not recommanded to quicksave the game in a dungeon with this code
active.
It is suggested to use this code with the dungeon swap code even if it can
work alone.

5.7.11. Always recruit (Start + L to activate, Start + R to deactivate)
94000130 FDF70000
2230E87F 000000E8
D2000000 00000000
94000130 FEF70000
2230E87F 00000008
D2000000 00000000
The equivalent of the US code easy recruit. It does exactly what it's nammed
for. Use this code with the dungeon swap code to recruit Pokemon in any
dungeon. Feel free to recruit a bunch of Kecleons each time you faint one if
you want.

5.7.12. Dungeon swap
221BA67B 00000000
A21BA67A 00000001
622A40E8 00000000
DB000000 021BADBC
D8000000 0237E9A8
D2000000 00000000
A20B3E18 00000300
522A40E8 00000000
A237E9A8 00000000
221BADBC 00000053
D2000000 00000000
920B3E18 00000478
DB000000 0237E9A8
D8000000 021BADBC
D2000000 00000000
921BA67A 00000001
DB000000 0237E9A8
D8000000 021BADBC
D2000000 00000000
This code is complex, test it yourself to see if it works on your game or not
On my game it works.
This code is transparent, to see it in action, go to Zero isle North or
Center and faint enemies there. You should now gain EXP.
In addition, this code enables to recruit everywhere, even in dungeons where
it is impossible normally.
Treasure boxes contain items based on the Sky Stairway difficulty.
It is not recommanded to quicksave the game in a dungeon with this code
active.
/!\WARNING Don't use this code inside a level 1 dungeon. The level 1 stats
will override your normal stats.

5.7.13. Impossible recruit
922A40E8 00000000
221BE74E 000000A0
D2000000 00000000
Tired to always deny recruitments that slow the game down for you ?
Say no more. This code prevents all recruits and turns the option
in the menu in red.

5.7.14. Belly never decreases
121BAFB0 000003E8
DA000000 021BAFB2
D4000000 FFFFFFFF
D7000000 021BAFAE
D2000000 00000000
Constantly sets your belly exactly to its maximum value and prevents it to
decrease.

5.7.15. Floor skip (Press Select + L + R)
94000130 FCFB0000
221BA67A 00000001
D2000000 00000000
Instantly skips to the next floor as if you took the stairs immediatly.

5.7.16. Floor number modifier (Hold L then press left or right)
94000130 FDDF0000
DB000000 021BADBD
D4000000 000000FF
D8000000 021BADBD
D0000000 00000000
94000130 FDEF0000
DB000000 021BADBD
D4000000 00000001
D8000000 021BADBD
D0000000 00000000
Changes the floor number.

5.7.17. Random music selector
622A40E8 00000000
DB000000 0235417D
D8000000 021E717A
D2000000 00000000
821E717A 000000B2
DB000000 021E717A
D4000000 FFFFFFB2
D8000000 021E717A
D2000000 00000000
921E717A 00000086
221E717A 0000008B
D2000000 00000000
921E717A 0000006D
221E717A 00000035
D2000000 00000000
Randomizes the music played on every floor, based on the ingame RNG.

5.7.18. Random tileset selector
622A40E8 00000000
DB000000 0235417C
D8000000 021BE748
D2000000 00000000
821BE748 0000008F
DB000000 021BE748
D4000000 FFFFFF8F
D8000000 021BE748
D2000000 00000000
Randomizes the tileset used on every floor, based on the ingame RNG.

5.7.19. Automated leader
921BA684 00000000
221BAE6F 00000001
D2000000 00000000
921BA684 00000100
221BAE6F 00000000
D2000000 00000000
For fun only. Turns the leader into a teammate which moves and attacks
by itself. You can double your actions on top of it.

5.7.20. You become an enemy, version 1
221BAE6E 00000001
221BAF57 00000001
221BAF58 000000FF
C0000000 00000002
221BAF59 00000003
221BAF5A 000000FF
DC000000 00000240
D2000000 00000000

5.7.21. You become an enemy, version 2
221BAE6E 00000001
221BAE71 00000001
For fun only. Turns the leader into an enemy (you still have full control).
There are 2 versions of it. The first version allows you to attack your team
(which will attack you too) but enemies follow you and you can't switch
places with them. Workarounds are done with invisibility and eyedrop statuts
codes so other Pokemons behave normally.
The second version won't allow you to attack anything but everybody ignores
you.

5.7.22. Tactic modifier on all enemies
C0000000 0000000F
221BB810 0000000X
DC000000 00000240
D2000000 00000000
Replace X by the tactic. Only the ones listed below actually work.
Everything else is the same.
Ranges from 0 to A.
Replace X by...
3=Avoid the first hit
9=Wait there
A=Get away

5.7.23. Floor music modifier
221E717A 000000XX
Ranges from 0 to B2.

5.7.24. Floor tileset modifier
221BE748 000000XX
Ranges from 0 to 8F.

|                                     |
-+-------------------------------------+-
|         6. Lists of values          |
-+-------------------------------------+-
|                                     |

The values for pokemon species and moves are from the SuperCheats website.
I didn't test them. (Link : https://www.supercheats.com/)
For almost all cases, you want to use the values in the second column
(the hex column) in the codes.
If the value to use is smaller than the X letters in a code, replace
excessive X by 0. Example : A code has XXXX but the value I want is 230.
I replace the XXXX by 0230.

=======================================
    6.1. Pokemon species values
=======================================

6.1.1. Values for male pokemon. Pokemon with a gender are male.
dec|hex
1  | 1 = Bulbasaur
2  | 2 = Ivysaur
3  | 3 = Venusaur
4  | 4 = Charmander
5  | 5 = Charmeleon
6  | 6 = Charizard
7  | 7 = Squirtle
8  | 8 = Wartortle
9  | 9 = Blastoise
10 | A = Caterpie
11 | B = Metapod
12 | C = Butterfree
13 | D = Weedle
14 | E = Kakuna
15 | F = Beedrill
16 | 10 = Pidgey
17 | 11 = Pidgeotto
18 | 12 = Pidgeot
19 | 13 = Rattata
20 | 14 = Raticate
21 | 15 = Spearow
22 | 16 = Fearow
23 | 17 = Ekans
24 | 18 = Arbok
25 | 19 = Pikachu
26 | 1A = Raichu
27 | 1B = Sandshrew
28 | 1C = Sandslash
29 | 1D = Nidoran
30 | 1E = Nidorina
31 | 1F = Nidoqueen
32 | 20 = Nindoran
33 | 21 = Nindorino
34 | 22 = Nidoking
35 | 23 = Clefairy
36 | 24 = Celefable
37 | 25 = Vulpix
38 | 26 = Ninetails
39 | 27 = Jigglypuff
40 | 28 = Wigglytuff
41 | 29 = Zubat
42 | 2A = Golbat
43 | 2B = Oddish
44 | 2C = Gloom
45 | 2D = Vileplume
46 | 2E = Paras
47 | 2F = Parasect
48 | 30 = Venonat
49 | 31 = Venomoth
50 | 32 = Diglett
51 | 33 = Dugtrio
52 | 34 = Meowth
53 | 35 = Persian
54 | 36 = Psyduck
55 | 37 = Golduck
56 | 38 = Mankey
57 | 39 = Primeape
58 | 3A = Growlithe
59 | 3B = Arcanine
60 | 3C = Poliwag
61 | 3D = Poliwhirl
62 | 3E = Poliwrath
63 | 3F = Abra
64 | 40 = Kadabra
65 | 41 = Alakazam
66 | 42 = Machop
67 | 43 = Machoke
68 | 44 = Machamp
69 | 45 = Bellsprout
70 | 46 = Weepinbell
71 | 47 = Victreebel
72 | 48 = Tentacool
73 | 49 = Tentacruel
74 | 4A = Geodude
75 | 4B = Graveler
76 | 4C = Golem
77 | 4D = Ponyta
78 | 4E = Rapidash
79 | 4F = Slowpoke
80 | 50 = Slowbro
81 | 51 = Magnemite
82 | 52 = Magneton
83 | 53 = Farfetch'd
84 | 54 = Doduo
85 | 55 = Dodrio
86 | 56 = Seel
87 | 57 = Dewgong
88 | 58 = Grimer
89 | 59 = Muk
90 | 5A = Shellder
91 | 5B = Cloyster
92 | 5C = Gastly
93 | 5D = Haunter
94 | 5E = Gengar
95 | 5F = Onix
96 | 60 = Drowzee
97 | 61 = Hypno
98 | 62 = Krabby
99 | 63 = Kingler
100 | 64 = Voltorb
101 | 65 = Electrode
102 | 66 = Exeggcute
103 | 67 = Exeggutor
104 | 68 = Cubone
105 | 69 = Marowak
106 | 6A = Hitmonlee
107 | 6B = Hitmonchan
108 | 6C = Lickitung
109 | 6D = Koffing
110 | 6E = Weezing
111 | 6F = Rhyhorn
112 | 60 = Rhydon
113 | 71 = Chansey
114 | 72 = Tangela
115 | 73 = Kangaskhan
116 | 74 = Horsea
117 | 75 = Seadra
118 | 76 = Goldeen
119 | 77 = Seaking
120 | 78 = Staryu
121 | 79 = Starmie
122 | 7A = Mr. Mime
123 | 7B = Scyther
124 | 7C = Jynx
125 | 7D = Electabuzz
126 | 7E = Magmar
127 | 7F = Pinsir
128 | 80 = Tauros
129 | 81 = Magikarp
130 | 82 = Gyarados
131 | 83 = Lapras
132 | 84 = Ditto
133 | 85 = Eevee
134 | 86 = Vaporeon
135 | 87 = Jolteon
136 | 88 = Flareon
137 | 89 = Porygon
138 | 8A = Omanyte
139 | 8B = Omastar
140 | 8C = Kabuto
141 | 8D = Kabutops
142 | 8E = Aerodactyl
143 | 8F = Snorlax
144 | 90 = Articuno
145 | 91 = Zapdos
146 | 92 = Moltres
147 | 93 = Dratini
148 | 94 = Dragonair
149 | 95 = Dragonite
150 | 96 = Mewtwo
151 | 97 = Mew
152 | 98 = Chikorita
153 | 99 = Bayleef
154 | 9A = Meganium
155 | 9B = Cyndaquil
156 | 9C = Quilava
157 | 9D = Typhlosion
158 | 9E = Totodile
159 | 9F = Croconaw
160 | A0 = Feraligatr
161 | A1 = Sentret
162 | A2 = Furret
163 | A3 = Hoothoot
164 | A4 = Noctowl
165 | A5 = Ledyba
166 | A6 = Ledian
167 | A7 = Spinarak
168 | A8 = Ariados
169 | A9 = Crobat
170 | AA = Chinchou
171 | AB = Lanturn
172 | AC = Pichu
173 | AD = Cleffa
174 | AE = Igglybuff
175 | AF = Togepi
176 | B0 = Togetic
177 | B1 = Natu
178 | B2 = Xatu
179 | B3 = Mareep
180 | B4 = Flaaffy
181 | B5 = Ampharos
182 | B6 = Bellossom
183 | B7 = Marill
184 | B8 = Azumarill
185 | B9 = Sudowoodo
186 | BA = Politoed
187 | BB = Hoppip
188 | BC = Skiploom
189 | BD = Jumpluff
190 | BE = Aipom
191 | BF = Sunkern
192 | C0 = Sunflora
193 | C1 = Yanma
194 | C2 = Wooper
195 | C3 = Quagsire
196 | C4 = Espeon
197 | C5 = Umbreon
198 | C6 = Murkrow
199 | C7 = Slowking
200 | C8 = Misdreavus
201 | C9 = Unown A
202 | CA = Unown B
203 | CB = Unown C
204 | CC = Unown D
205 | CD = Unown E
206 | CE = Unown E
207 | CF = Unown G
208 | D0 = Unown H
209 | D1 = Unown I
210 | D2 = Unown J
211 | D3 = Unown K
212 | D4 = Unown L
213 | D5 = Unown M
214 | D6 = Unown N
215 | D7 = Unown O
216 | D8 = Unown P
217 | D9 = Unown Q
218 | DA = Unown R
219 | DB = Unown S
220 | DC = Unown T
221 | DD = Unown U
222 | DE = Unown V
223 | DF = Unown W
224 | E0 = Unown X
225 | E1 = Unown Y
226 | E2 = Unown Z
227 | E3 = Unown !
228 | E4 = Unown ?
229 | E5 = Wobbuffet
230 | E6 = Girafarig
231 | E7 = Pineco
232 | E8 = Forretress
233 | E9 = Dunsparce
234 | EA = Gligar
235 | EB = Steelix
236 | EC = Snubbull
237 | ED = Granbull
238 | EE = Qwilfish
239 | DF = Scizor
240 | F0 = Shuckle
241 | F1 = Heracross
242 | F2 = Sneasel
243 | F3 = Teddiursa
244 | F4 = Ursaring
245 | F5 = Slugma
246 | F6 = Magcargo
247 | F7 = Swinub
248 | F8 = Piloswine
249 | F9 = Corsola
250 | FA = Remoraid
251 | FB = Octillery
252 | FC = Delibird
253 | FD = Mantine
254 | FE = Skarmory
255 | FF = Houndour
256 | 100 = Houndoom
257 | 101 = Kingdra
258 | 102 = Phanpy
259 | 103 = Donphan
260 | 104 = Porygon2
261 | 105 = Stantler
262 | 106 = Smeargle
263 | 107 = Tyrogue
264 | 108 = Hitmontop
265 | 109 = Smoochum
266 | 10A = Elekid
267 | 10B = Magby
268 | 10C = Miltank
269 | 10D = Blissey
270 | 10E = Raikou
271 | 10F = Entei
272 | 110 = Suicune
273 | 111 = Larvitar
274 | 112 = Pupitar
275 | 113 = Tyranitar
276 | 114 = Lugia
277 | 115 = Ho-oh
278 | 116 = Celebi (Green)
279 | 117 = Celebi (Pink)
280 | 118 = Treecko
281 | 119 = Grovyle
282 | 11A = Sceptile
283 | 11B = Torchic
284 | 11C = Combusken
285 | 11D = Blaziken
286 | 11E = Mudkip
287 | 11F = Marshtomp
288 | 120 = Swampert
289 | 121 = Poochyena
290 | 122 = Mightyena
291 | 123 = Zigzagoon
292 | 124 = Linoone
293 | 125 = Wurmple
294 | 126 = Silcoon
295 | 127 = Beautifly
296 | 128 = Cascoon
297 | 129 = Dustox
298 | 12A = Lotad
299 | 12B = Lombre
300 | 12C = Ludicolo
301 | 12D = Seedot
302 | 12E = Nuzleaf
303 | 12F = Shiftry
304 | 130 = Taillow
305 | 131 = Swellow
306 | 132 = Wingull
307 | 133 = Pelipper
308 | 134 = Ralts
309 | 135 = Kirlia
310 | 136 = Gardevoir
311 | 137 = Surskit
312 | 138 = Masquerain
313 | 139 = Shroomish
314 | 13A = Breloom
315 | 13B = Slakoth
316 | 13C = Vigoroth
317 | 13D = Slaking
318 | 13E = Nincada
319 | 13F = Ninjask
320 | 140 = Shedinja
321 | 141 = Whismur
322 | 142 = Loudred
323 | 143 = Exploud
324 | 144 = Makuhita
325 | 145 = Hariyama
326 | 146 = Azurill
327 | 147 = Nosepass
328 | 148 = Skitty
329 | 149 = Delcatty
330 | 14A = Sableye
331 | 14B = Mawile
332 | 14C = Aron
333 | 14D = Lairon
334 | 14E = Aggron
335 | 14F = Meditite
336 | 150 = Medicham
337 | 151 = Electrike
338 | 152 = Manectric
339 | 153 = Plusle
340 | 154 = Minun
341 | 155 = Volbeat
342 | 156 = Illumise
343 | 157 = Roselia
344 | 158 = Gulpin
345 | 159 = Swalot
346 | 15A = Carvanha
347 | 15B = Sharpedo
348 | 15C = Wailmer
349 | 15D = Wailord
350 | 15E = Numel
351 | 15F = Camerupt
352 | 160 = Torkoal
353 | 161 = Spoink
354 | 162 = Grumpig
355 | 163 = Spinda
356 | 164 = Trapinch
357 | 165 = Vibrava
358 | 166 = Flygon
359 | 167 = Cacnea
360 | 168 = Cacturne
361 | 169 = Swablu
362 | 16A = Altaria
363 | 16B = Zangoose
364 | 16C = Seviper
365 | 16D = Lunatone
366 | 16E = Solrock
367 | 16F = Barboach
368 | 170 = Whiscash
369 | 171 = Corphish
370 | 172 = Crawdaunt
371 | 173 = Baltoy
372 | 174 = Claydol
373 | 175 = Lileep
374 | 176 = Cradily
375 | 177 = Anorith
376 | 178 = Armaldo
377 | 179 = Feebas
378 | 17A = Milotic
379 | 17B = Castform
380 | 17C = Castform
381 | 17D = Castform
382 | 17E = Castform
383 | 17F = Kecleon (Green)
384 | 180 = Kecleon (Purple)
385 | 181 = Shuppet
386 | 182 = Banette
387 | 183 = Duskull
388 | 184 = Dusclops
389 | 185 = Tropius
390 | 186 = Chimecho
391 | 187 = Absol
392 | 188 = Wynaut
393 | 189 = Snorunt
394 | 18A = Glalie
395 | 18B = Spheal
396 | 18C = Sealeo
397 | 18D = Walrein
398 | 18E = Clamperl
399 | 18F = Huntail
400 | 190 = Gorebyss
401 | 191 = Relicanth
402 | 192 = Luvdisc
403 | 193 = Bagon
404 | 194 = Shelgon
405 | 195 = Salamence
406 | 196 = Beldum
407 | 197 = Metang
408 | 198 = Metagross
409 | 199 = Regirock
410 | 19A = Regice
411 | 19B = Registeel
412 | 19C = Latias
413 | 19D = Latios
414 | 19E = Kyogre
415 | 19F = Groudon
416 | 1A0 = Rayquaza
417 | 1A1 = Jirachi
418 | 1A2 = Deoxys (a)
419 | 1A3 = Deoxys (b)
420 | 1A4 = Deoxys (c)
421 | 1A5 = Deoxys (d)
422 | 1A6 = Turtwig
423 | 1A7 = Grotle
424 | 1A8 = Torterra
425 | 1A9 = Chimchar
426 | 1AA = Monferno
427 | 1AB = Infernape
428 | 1AC = Piplup
429 | 1AD = Prinplup
430 | 1AE = Empoleon
431 | 1AF = Starly
432 | 1B0 = Staravia
433 | 1B1 = Staraptor
434 | 1B2 = Bidoof
435 | 1B3 = Bibarel
436 | 1B4 = Kricketot
437 | 1B5 = Kricketune
438 | 1B6 = Shinx
439 | 1B7 = Luxio
440 | 1B8 = Luxray
441 | 1B9 = Budew
442 | 1BA = Roserade
443 | 1BB = Cranidos
444 | 1BC = Rampardos
445 | 1BD = Shieldon
446 | 1BE = Bastiodon
447 | 1BF = Burmy (Pink)
448 | 1C0 = Burmy (Green)
449 | 1C1 = Burmy (Yellow)
450 | 1C2 = Wormadam (Blue)
451 | 1C3 = Wormadam (Green)
452 | 1C4 = Wormadam (Pink)
453 | 1C5 = Mothim
454 | 1C6 = Combee
455 | 1C7 = Vespiquen
456 | 1C8 = Pachirisu
457 | 1C9 = Buizel
458 | 1CA = Floatzel
459 | 1CB = Cherubi
460 | 1CC = Cherrim (a)
461 | 1CD = Cherrim (b)
462 | 1CE = Shellos(a)
463 | 1CF = Shellos(b)
464 | 1D0 = Gastrodon (a)
465 | 1D1 = Gastrodon (b)
466 | 1D2 = Ambipom
467 | 1D3 = Drifloon
468 | 1D4 = Drifblim
469 | 1D5 = Buneary
470 | 1D6 = Lopunny
471 | 1D7 = Mismagius
472 | 1D8 = Honchkrow
473 | 1D9 = Glameow
474 | 1DA = Purugly
475 | 1DB = Chingling
476 | 1DC = Stunky
477 | 1DD = Skuntank
478 | 1DE = Bronzor
479 | 1DF = Bronzong
480 | 1E0 = Bonsly
481 | 1E1 = MimeJr.
482 | 1E2 = Happiny
483 | 1E3 = Chatot
484 | 1E4 = Spiritomb
485 | 1E5 = Gible
486 | 1E6 = Gabite
487 | 1E7 = Garchomp
488 | 1E8 = Munchlax
489 | 1E9 = Riolu
490 | 1EA = Lucario
491 | 1EB = Hippopotas
492 | 1EC = Hippowdon
493 | 1ED = Skorupi
494 | 1EE = Drapion
495 | 1EF = Croagunk
496 | 1F0 = Toxicroak
497 | 1F1 = Carnivine
498 | 1F2 = Finneon
499 | 1F3 = Lumineon
500 | 1F4 = Mantyke
501 | 1F5 = Snover
502 | 1F6 = Abomasnow
503 | 1F7 = Weavile
504 | 1F8 = Magnezone
505 | 1F9 = Lickilicky
506 | 1FA = Rhyperior
507 | 1FB = Tangrowth
508 | 1FC = Electivire
509 | 1FD = Magmortar
510 | 1FE = Togekiss
511 | 1FF = Yanmega
512 | 200 = Leafeon
513 | 201 = Glaceon
514 | 202 = Gliscor
515 | 203 = Mamoswine
516 | 204 = Porygon-Z
517 | 205 = Gallade
518 | 206 = Probopass
519 | 207 = Dusknoir
520 | 208 = Froslass
521 | 209 = Rotom
522 | 20A = Uxie
523 | 20B = Mesprit
524 | 20C = Azelf
525 | 20D = Dialga
526 | 20E = Palkia
527 | 20F = Heatran
528 | 210 = Regigigas
529 | 211 = Giratina
530 | 212 = Cresselia
531 | 213 = Phione
532 | 214 = Manaphy
533 | 215 = Darkrai

6.1.2. Values for female pokemon.
Pokemon with a gender are female.

dec | hex
601 | 259 = Bulbasaur
602 | 25A = Ivysaur
603 | 25B = Venusaur
604 | 25C = Charmander
605 | 25D = Charmeleon
606 | 25E = Charizard
607 | 25F = Squirtle
608 | 260 = Wartortle
609 | 261 = Blastoise
610 | 262 = Caterpie
611 | 263 = Metapod
612 | 264 = Butterfree
613 | 265 = Weedle
614 | 266 = Kakuna
615 | 267 = Beedrill
616 | 268 = Pidgey
617 | 269 = Pidgeotto
618 | 26A = Pidgeot
619 | 26B = Rattata
620 | 26C = Raticate
621 | 26D = Spearow
622 | 26E = Fearow
623 | 26F = Ekans
624 | 270 = Arbok
625 | 271 = Pikachu
626 | 272 = Raichu
627 | 273 = Sandshrew
628 | 274 = Sandslash
629 | 275 = Nidoran
630 | 276 = Nidorina
631 | 277 = Nidoqueen
632 | 278 = Nidoran
633 | 279 = Nidorino
634 | 27A = Nidoking
635 | 27B = Clefairy
636 | 27C = Clefable
637 | 27D = Vulpix
638 | 27E = Ninetales
639 | 27F = Jigglypuff
640 | 280 = Wigglytuff
641 | 281 = Zubat
642 | 282 = Golbat
643 | 283 = Oddish
644 | 284 = Gloom
645 | 285 = Vileplume
646 | 286 = Paras
647 | 287 = Parasect
648 | 288 = Venonat
649 | 289 = Venomoth
650 | 28A = Diglett
651 | 28B = Dugtrio
652 | 28C = Meowth
653 | 28D = Persian
654 | 28E = Psyduck
655 | 28F = Golduck
656 | 290 = Mankey
657 | 291 = Primeape
658 | 292 = Growlithe
659 | 293 = Arcanine
660 | 294 = Poliwag
661 | 295 = Poliwhirl
662 | 296 = Poliwrath
663 | 297 = Abra
664 | 298 = Kadabra
665 | 299 = Alakazam
666 | 29A = Machop
667 | 29B = Machoke
668 | 29C = Machamp
669 | 29D = Bellsprout
670 | 29E = Weepinbell
671 | 29F = Victreebel
672 | 2A0 = Tentacool
673 | 2A1 = Tentacruel
674 | 2A2 = Geodude
675 | 2A3 = Graveler
676 | 2A4 = Golem
677 | 2A5 = Ponyta
678 | 2A6 = Rapidash
679 | 2A7 = Slowpoke
680 | 2A8 = Slowbro
681 | 2A9 = Magnemite
682 | 2AA = Magneton
683 | 2AB = Farfetch'd
684 | 2AC = Doduo
685 | 2AD = Dodrio
686 | 2AE = Seel
687 | 2AF = Dewgong
688 | 2B0 = Grimer
689 | 2B1 = Muk
690 | 2B2 = Shellder
691 | 2B3 = Cloyster
692 | 2B4 = Gastly
693 | 2B5 = Haunter
694 | 2B6 = Gengar
695 | 2B7 = Onix
696 | 2B8 = Drowzee
697 | 2B9 = Hypno
698 | 2BA = Krabby
699 | 2BB = Kingler
700 | 2BC = Voltorb
701 | 2BD = Electrode
702 | 2BE = Exeggcute
703 | 2BF = Exeggutor
704 | 2C0 = Cubone
705 | 2C1 = Marowak
706 | 2C2 = Hitmonlee
707 | 2C3 = Hitmonchan
708 | 2C4 = Lickitung
709 | 2C5 = Koffing
710 | 2C6 = Wheezing
711 | 2C7 = Rhyhorn
712 | 2C8 = Rhydon
713 | 2C9 = Chansey
714 | 2CA = Tangela
715 | 2CB = Kangaskhan
716 | 2CC = Horsea
717 | 2CD = Seadra
718 | 2CE = Goldeen
719 | 2CF = Seaking
720 | 2D0 = Staryu
721 | 2D1 = Starmie
722 | 2D2 = Mr. Mime
723 | 2D3 = Scyther
724 | 2D4 = Jynx
725 | 2D5 = Electabuzz
726 | 2D6 = Magmar
727 | 2D7 = Pinsir
728 | 2D8 = Tauros
729 | 2D9 = Magikarp
730 | 2DA = Gyarados
731 | 2DB = Lapras
732 | 2DC = Ditto
733 | 2DD = Eevee
734 | 2DE = Vaporeon
735 | 2DF = Jolteon
736 | 2E0 = Flareon
737 | 2E1 = Porygon
738 | 2E2 = Omanyte
739 | 2E3 = Omastar
740 | 2E4 = Kabuto
741 | 2E5 = Kabutops
742 | 2E6 = Aerodactyl
743 | 2E7 = Snorlax
744 | 2E8 = Articuno
745 | 2E9 = Zapdos
746 | 2EA = Moltres
747 | 2EB = Dratini
748 | 2EC = Dragonair
749 | 2ED = Dragonite
750 | 2EE = Mewtwo
751 | 2EF = Mew
752 | 2F0 = Chikorita
753 | 2F1 = Bayleef
754 | 2F2 = Meganium
755 | 2F3 = Cyndaquil
756 | 2F4 = Quilava
757 | 2F5 = Typhlosion
758 | 2F6 = Totodile
759 | 2F7 = Croconaw
760 | 2F8 = Feraligatr
761 | 2F9 = Sentret
762 | 2FA = Furret
763 | 2FB = Hoothoot
764 | 2FC = Noctowl
765 | 2FD = Ledyba
766 | 2FE = Ledian
767 | 2FF = Spinarak
768 | 300 = Ariados
769 | 301 = Crobat
770 | 302 = Chinchou
771 | 303 = Lanturn
772 | 304 = Pichu
773 | 305 = Cleffa
774 | 306 = Igglybuff
775 | 307 = Togepi
776 | 308 = Togetic
777 | 309 = Natu
778 | 30A = Xatu
779 | 30B = Mareep
780 | 30C = Flaafy
781 | 30D = Ampharos
782 | 30E = Bellossom
783 | 30F = Marill
784 | 310 = Azumarill
785 | 311 = Sudowoodo
786 | 312 = Politoed
787 | 313 = Hoppip
788 | 314 = Skiploom
789 | 315 = Jumpluff
790 | 316 = Aipom
791 | 317 = Sunkern
792 | 318 = Sunflora
793 | 319 = Yanma
794 | 31A = Wooper
795 | 31B = Quagsire
796 | 31C = Espeon
797 | 31D = Umbreon
798 | 31E = Murkrow
799 | 31F = Slowking
800 | 320 = Misdreavus
801 | 321 = Unown A
802 | 322 = Unown B
803 | 323 = Unown C
804 | 324 = Unown D
805 | 325 = Unown E
806 | 326 = Unown F
807 | 327 = Unown G
808 | 328 = Unown H
809 | 329 = Unown I
810 | 32A = Unown J
811 | 32B = Unown K
812 | 32C = Unown L
813 | 32D = Unown M
814 | 32E = Unown N
815 | 32F = Unown O
816 | 330 = Unown P
817 | 331 = Unown Q
818 | 332 = Unown R
819 | 333 = Unown S
820 | 334 = Unown T
821 | 335 = Unown U
822 | 336 = Unown V
823 | 337 = Unown W
824 | 338 = Unown X
825 | 339 = Unown Y
826 | 33A = Unown Z
827 | 33B = Unown !
828 | 33C = Unown ?
829 | 33D = Wobbuffet
830 | 33E = Girafarig
831 | 33F = Pineco
832 | 340 = Forretress
833 | 341 = Dunsparce
834 | 342 = Gligar
835 | 343 = Steelix
836 | 344 = Snubbull
837 | 345 = Granbull
838 | 346 = Qwilfish
839 | 347 = Scizor
840 | 348 = Shuckle
841 | 349 = Heracross
842 | 34A = Sneasel
843 | 34B = Teddiursa
844 | 34C = Ursaring
845 | 34D = Slugma
846 | 34E = Magcargo
847 | 34F = Swinub
848 | 350 = Piloswine
849 | 351 = Corsola
850 | 352 = Remoraid
851 | 353 = Octillery
852 | 354 = Delibird
853 | 355 = Mantine
854 | 356 = Skarmory
855 | 357 = Houndour
856 | 358 = Houndoom
857 | 359 = Kingdra
858 | 35A = Phanpy
859 | 35B = Donphan
860 | 35C = Porygon2
861 | 35D = Stanler
862 | 35E = Smeargle
863 | 35F = Tyrogue
864 | 360 = Hitmontop
865 | 361 = Smoochum
866 | 362 = Elekid
867 | 363 = Magby
868 | 364 = Miltank
869 | 365 = Blissey
870 | 366 = Raikou
871 | 367 = Entei
872 | 368 = Suicune
873 | 369 = Larvitar
874 | 36A = Pupitar
875 | 36B = Tyranitar
876 | 36C = Lugia
877 | 36D = Ho-oh
878 | 36E = Celebi (Green)
879 | 36F = Celebi (Pink)
880 | 370 = Treecko
881 | 371 = Grovyle
882 | 372 = Sceptile
883 | 373 = Torchic
884 | 374 = Combusken
885 | 375 = Blaziken
886 | 376 = Mudkip
887 | 377 = Marshtomp
888 | 378 = Swampert
889 | 379 = Poochyena
890 | 37A = Mightyena
891 | 37B = Zigzagoon
892 | 37C = Linoone
893 | 37D = Wurmple
894 | 37E = Silcoon
895 | 37F = Beautifly
896 | 380 = Cascoon
897 | 381 = Dustox
898 | 382 = Lotad
899 | 383 = Lombre
900 | 384 = Ludicolo
901 | 385 = Seedot
902 | 386 = Nuzleaf
903 | 387 = Shiftry
904 | 388 = Taillow
905 | 389 = Swellow
906 | 38A = Wingull
907 | 38B = Pelipper
908 | 38C = Ralts
909 | 38D = Kirlia
910 | 38E = Gardevoir
911 | 38F = Surskit
912 | 390 = Masquerain
913 | 391 = Shroomish
914 | 392 = Breloom
915 | 393 = Slakoth
916 | 394 = Vigoroth
917 | 395 = Slaking
918 | 396 = Nincada
919 | 397 = Ninjask
920 | 398 = Shedinja
921 | 399 = Whismur
922 | 39A = Loudred
923 | 39B = Exploud
924 | 39C = Makuhita
925 | 39D = Hariyama
926 | 39E = Azurill
927 | 39F = Nosepass
928 | 3A0 = Skitty
929 | 3A1 = Delcatty
930 | 3A2 = Sableye
931 | 3A3 = Mawile
932 | 3A4 = Aron
933 | 3A5 = Lairon
934 | 3A6 = Aggron
935 | 3A7 = Meditite
936 | 3A8 = Medicham
937 | 3A9 = Electrike
938 | 3AA = Manectric
939 | 3AB = Plusle
940 | 3AC = Minun
941 | 3AD = Volbeat
942 | 3AE = Illumise
943 | 3AF = Roselia
944 | 3B0 = Gulpin
945 | 3B1 = Swalot
946 | 3B2 = Carvanha
947 | 3B3 = Sharpedo
948 | 3B4 = Wailmer
949 | 3B5 = Wailord
950 | 3B6 = Numel
951 | 3B7 = Camerupt
952 | 3B8 = Torkoal
953 | 3B9 = Spoink
954 | 3BA = Grumpig
955 | 3BB = Spinda
956 | 3BC = Trapinch
957 | 3BD = Vibrava
958 | 3BE = Flygon
959 | 3BF = Cacnea
960 | 3C0 = Cacturne
961 | 3C1 = Swablu
962 | 3C2 = Altaria
963 | 3C3 = Zangoose
964 | 3C4 = Seviper
965 | 3C5 = Lunatone
966 | 3C6 = Solrock
967 | 3C7 = Barboach
968 | 3C8 = Whiscash
969 | 3C9 = Corphish
970 | 3CA = Crawdaunt
971 | 3CB = Baltoy
972 | 3CC = Claydol
973 | 3CD = Lileep
974 | 3CE = Cradily
975 | 3CF = Anorith
976 | 3D0 = Armaldo
977 | 3D1 = Feebas
978 | 3D2 = Milotic
979 | 3D3 = Castform
980 | 3D4 = Castform
981 | 3D5 = Castform
982 | 3D6 = Castform
983 | 3D7 = Kecleon (Green)
984 | 3D8 = Kecleon (Purple)
985 | 3D9 = Shuppet
986 | 3DA = Banette
987 | 3DB = Duskull
988 | 3DC = Dusclops
989 | 3DD = Tropius
990 | 3DE = Chimecho
991 | 3DF = Absol
992 | 3E0 = Wynaut
993 | 3E1 = Snorunt
994 | 3E2 = Glalie
995 | 3E3 = Spheal
996 | 3E4 = Sealeo
997 | 3E5 = Walrein
998 | 3E6 = Clampearl
999 | 3E7 = Huntail
1000 | 3E8 = Gorebyss
1001 | 3E9 = Relicanth
1002 | 3EA = Luvdisc
1003 | 3EB = Bagon
1004 | 3EC = Shelgon
1005 | 3ED = Salamence
1006 | 3EE = Beldum
1007 | 3EF = Metang
1008 | 3F0 = Metagross
1009 | 3F1 = Regirock
1010 | 3F2 = Regice
1011 | 3F3 = Registeel
1012 | 3F4 = Latias
1013 | 3F5 = Latios
1014 | 3F6 = Kyogre
1015 | 3F7 = Groudon
1016 | 3F8 = Raquaza
1017 | 3F9 = Jirachi
1018 | 3FA = Deoxys (normal)
1019 | 3FB = Deoxys (attack)
1020 | 3FC = Deoxys (defense)
1021 | 3FD = Deoxys (speed)
1022 | 3FE = Turtwig
1023 | 3FF = Grotle
1024 | 400 = Torterra
1025 | 401 = Chimchar
1026 | 402 = Monferno
1027 | 403 = Infernape
1028 | 404 = Piplup
1029 | 405 = Prinplup
1030 | 406 = Empoleon
1031 | 407 = Starley
1032 | 408 = Staravia
1033 | 409 = Staraptor
1034 | 40A = Bidoof
1035 | 40B = Bibarel
1036 | 40C = Kricketot
1037 | 40D = Kricketune
1038 | 40E = Shinx
1039 | 40F = Luxio
1040 | 410 = Luxray
1041 | 411 = Budew
1042 | 412 = Roserade
1043 | 413 = Cranidos
1044 | 414 = Rampardos
1045 | 415 = Shieldon
1046 | 416 = Bastiodon
1047 | 417 = Burmy (sand)
1048 | 418 = Burmy (leaf)
1049 | 419 = Burmy (trash)
1050 | 41A = Wormadam (sand)
1051 | 41B = Wormadam (leaf)
1052 | 41C = Wormadam (trash)
1053 | 41D = Mothim
1054 | 41E = Combee
1055 | 41F = Vespiquen
1056 | 420 = Pachirisu
1057 | 421 = Buizel
1058 | 422 = Floatzel
1059 | 423 = Cherubi
1060 | 424 = Cherrim (closed)
1061 | 425 = Cherrim (open)
1062 | 426 = Shellos(blue)
1063 | 427 = Shellos(pink)
1064 | 428 = Gastrodon (blue)
1065 | 429 = Gastrodon (pink)
1066 | 42A = Ambipom
1067 | 42B = Drifloon
1068 | 42C = Drifblim
1069 | 42D = Buneary
1070 | 42E = Lopunny
1071 | 42F = Mismagius
1072 | 430 = Honchkrow
1073 | 431 = Glameow
1074 | 432 = Purugly
1075 | 433 = Chingling
1076 | 434 = Stunky
1077 | 435 = Skuntank
1078 | 436 = Bronzor
1079 | 437 = Bronzong
1080 | 438 = Bonsly
1081 | 439 = Mime Jr.
1082 | 43A = Happiny
1083 | 43B = Chatot
1084 | 43C = Spiritomb
1085 | 43D = Gible
1086 | 43E = Gabite
1087 | 43F = Garchomp
1088 | 440 = Munchlax
1089 | 441 = Riolu
1090 | 442 = Lucario
1091 | 443 = Hippopotas
1092 | 444 = Hippowdon
1093 | 445 = Skorupi
1094 | 446 = Drapion
1095 | 447 = Croagunk
1096 | 448 = Toxicroak
1097 | 449 = Carnivine
1098 | 44A = Finneon
1099 | 44B = Lumineon
1100 | 44C = Mantyke
1101 | 44D = Snover
1102 | 44E = Abomasnow
1103 | 44F = Weavile
1104 | 450 = Magnezone
1105 | 451 = Lickilicky
1106 | 452 = Rhyperior
1107 | 453 = Tangrowth
1108 | 454 = Electivire
1109 | 455 = Magmortar
1110 | 456 = Togekiss
1111 | 457 = Yanmega
1112 | 458 = Leafeon
1113 | 459 = Glaceon
1114 | 45A = Gliscor
1115 | 45B = Mamoswine
1116 | 45C = Porygon-Z
1117 | 45D = Gallade
1118 | 45E = Probopass
1119 | 45F = Dusknoir
1120 | 460 = Froslass
1121 | 461 = Rotom
1122 | 462 = Uxie
1123 | 463 = Mesprit
1124 | 464 = Azelf
1125 | 465 = Dialga
1126 | 466 = Palkia
1127 | 467 = Heatran
1128 | 468 = Regigigas
1129 | 469 = Giratina (normal)
1130 | 46A = Cresselia
1131 | 46B = Phione
1132 | 46C = Manaphy
1133 | 46D = Darkrai
1134 | 46E = Shaymin (normal)
1135 | 46F = Shaymin (flying)
1136 | 470 = Giratina (origin)

=======================================
         6.2. Moves values
=======================================

Those values are used for moves codes (the tables [index 5.1.2.]
and the moves modifier code [index 4.12.]).
For the moves arrays, you want to use the hex column.
For the moves modifier code, you want to use the dec column

dec|hex
1  | 1 = Nothing
2  | 2 = Iron Tail
3  | 3 = Ice Ball
4  | 4 = Yawn
5  | 5 = Lovely Kiss
6  | 6 = Nightmare
7  | 7 = Morning Sun
8  | 8 = Secret Power
9  | 9 = Dig
10 | A = Thrash
11 | B = Sweet Scent
12 | C = Charm
13 | D = Rain Dance
14 | E = Confuse Ray
15 | F = Hail
16 | 10 = Aromatherapy
17 | 11 = Bubble
18 | 12 = Encore
19 | 13 = Cut
20 | 14 = Rage
21 | 15 = Super Fang
22 | 16 = Pain Split
23 | 17 = Torment
24 | 18 = String Shot
25 | 19 = Swagger
26 | 1A = Snore
27 | 1B = Heal Bell
28 | 1C = Screech
29 | 1D = Rock Throw
30 | 1E = Rock Smash
31 | 1F = Rock Slide
32 | 20 = Weather Ball
33 | 21 = Whirlpool
34 | 22 = Fake Tears
35 | 23 = Sing
36 | 24 = Spite
37 | 25 = Air Cutter
38 | 26 = Smokescreen
39 | 27 = Pursuit
40 | 28 = Doubleslap
41 | 29 = Mirror Move
42 | 2A = Overheat
43 | 2B = Aurora Beam
44 | 2C = Memento
45 | 2D = Octazooka
46 | 2E = Flatter
47 | 2F = Astonish
48 | 30 = Will-O-Wisp
49 | 31 = Return
50 | 32 = Grudge
51 | 33 = Strength
52 | 34 = Counter
53 | 35 = Flame Wheel
54 | 36 = Flamethrower
55 | 37 = Odor Sleuth
56 | 38 = Sharpen
57 | 39 = Double Team
58 | 3A = Gust
59 | 3B = Harden
60 | 3C = Disable
61 | 3D = Razor Wind
62 | 3E = Bide
63 | 3F = Crunch
64 | 40 = Bite
65 | 41 = Thunder
66 | 42 = Thunderpunch
67 | 43 = Endeavor
68 | 44 = Facade
69 | 45 = Karate Chop
70 | 46 = Clamp
71 | 47 = Withdraw
72 | 48 = Constrict
73 | 49 = Brick Break
74 | 4A = Rock Tomb
75 | 4B = Focus Energy
76 | 4C = Focus Punch
77 | 4D = Giga Drain
78 | 4E = Reversal
79 | 4F = Smellingsalt
80 | 50 = Spore
81 | 51 = Leech Life
82 | 52 = Slash
83 | 53 = Silver Wind
84 | 54 = Metal Sound
85 | 55 = Grasswhistle
86 | 56 = Tickle
87 | 57 = Spider Web
88 | 58 = Crabhammer
89 | 59 = Haze
90 | 5A = Mean Look
91 | 5B = Cross Chop
92 | 5C = Outrage
93 | 5D = Low Kick
94 | 5E = Ancientpower
95 | 5F = Synthesis
96 | 60 = Agility
97 | 61 = Rapid Spin
98 | 62 = Icy Wind
99 | 63 = Mind Reader
100 | 64 = Cosmic Power
101 | 65 = Sky Attack
102 | 66 = Powder Snow
103 | 67 = Follow Me
104 | 68 = Meteor Mash
105 | 69 = Endure
106 | 6A = Rollout
107 | 6B = Scary Face
108 | 6C = Psybeam
109 | 6D = Psywave
110 | 6E = Psychic
111 | 6F = Psycho Burst
112 | 70 = Hypnosis
113 | 71 = Uproar
114 | 72 = Water Spout
115 | 73 = Signal Beam
116 | 74 = Psych Up
117 | 75 = Submission
118 | 76 = Recover
119 | 77 = Earthquake
120 | 78 = Nature Power
121 | 79 = Lick
122 | 7A = Flail
123 | 7B = Tail Whip
124 | 7C = Selfdestruct
125 | 7D = Stun Spore
126 | 7E = Bind
127 | 7F = Shadow Punch
128 | 80 = Shadow Ball
129 | 81 = Charge
130 | 82 = Thunderbolt
131 | 83 = Mist
132 | 84 = Fissure
133 | 85 = Extremespeed
134 | 86 = Extrasensory
135 | 87 = Safeguard
136 | 88 = Absorb
137 | 89 = Sky Uppercut
138 | 8A = Skill Swap
139 | 8B = Sketch
140 | 8C = Headbutt
141 | 8D = Double-Edge
142 | 8E = Sandstorm
143 | 8F = Sand-Attack
144 | 90 = Sand Tomb
145 | 91 = Spark
146 | 92 = Swift
147 | 93 = Kinesis
148 | 94 = Smog
149 | 95 = Growth
150 | 96 = Sacred Fire
151 | 97 = Sheer Cold
152 | 98 = Solarbeam
153 | 99 = Sonicboom
154 | 9A = Fly
155 | 9B = Tackle
156 | 9C = Explosion
157 | 9D = Dive
158 | 9E = Fire Blast
159 | 9F = Waterfall
160 | A0 = Muddy Water
161 | A1 = Stockpile
162 | A2 = Slam
163 | A3 = Twister
164 | A4 = Bullet Seed
165 | A5 = Twineedle
166 | A6 = Softboiled
167 | A7 = Egg Bomb
168 | A8 = Faint Attack
169 | A9 = Barrage
170 | AA = Minimize
171 | AB = Seismic Toss
172 | AC = Supersonic
173 | AD = Taunt
174 | AE = Moonlight
175 | AF = Peck
176 | B0 = Arm Thrust
177 | B1 = Horn Attack
178 | B2 = Horn Drill
179 | B3 = Wing Attack
180 | B4 = Aerial Ace
181 | B5 = Icicle Spear
182 | B6 = Swords Dance
183 | B7 = Vine Whip
184 | B8 = Conversion
185 | B9 = Conversion 2
186 | BA = Helping Hand
187 | BB = Iron Defense
188 | BC = Teleport
189 | BD = Thundershock
190 | BE = Shock Wave
191 | BF = Quick Attack
192 | C0 = Sweet Kiss
193 | C1 = Thunder Wave
194 | C2 = Zap Cannon
195 | C3 = Block
196 | C4 = Howl
197 | C5 = Poison Gas
198 | C6 = Toxic
199 | C7 = Poison Fang
200 | C8 = Poisonpowder
201 | C9 = Poison Sting
202 | CA = Spike Cannon
203 | CB = Acid Armor
204 | CC = Take Down
205 | CD = Jump Kick
206 | CE = Bounce
207 | CF = Hi Jump Kick
208 | D0 = Tri Attack
209 | D1 = Dragon Claw
210 | D2 = Trick
211 | D3 = Triple Kick
212 | D4 = Drill Peck
213 | D5 = Mud Sport
214 | D6 = Mud-Slap
215 | D7 = Thief
216 | D8 = Amnesia
217 | D9 = Night Shade
218 | DA = Growl
219 | DB = Slack Off
220 | DC = Surf
221 | DD = Role Play
222 | DE = Needle Arm
223 | DF = Double Kick
224 | E0 = Sunny Day
225 | E1 = Leer
226 | E2 = Wish
227 | E3 = Fake Out
228 | E4 = Sleep Talk
229 | E5 = Pay Day
230 | E6 = Assist
231 | E7 = Heat Wave
232 | E8 = Sleep Powder
233 | E9 = Rest
234 | EA = Ingrain
235 | EB = Confusion
236 | EC = Body Slam
237 | ED = Swallow
238 | EE = Curse
239 | EF = Frenzy Plant
240 | F0 = Hydro Cannon
241 | F1 = Hydro Pump
242 | F2 = Hyper Voice
243 | F3 = Hyper Beam
244 | F4 = Superpower
245 | F5 = Steel Wing
246 | F6 = Spit Up
247 | F7 = Dynamicpunch
248 | F8 = Guillotine
249 | F9 = Vicegrip
250 | FA = Knock Off
251 | FB = Pound
252 | FC = Razor Leaf
253 | FD = Baton Pass
254 | FE = Petal Dance
255 | FF = Splash
256 | 100 = Bubblebeam
257 | 101 = Doom Desire
258 | 102 = Belly Drum
259 | 103 = Barrier
260 | 104 = Light Screen
261 | 105 = Scratch
262 | 106 = Hyper Fang
263 | 107 = Ember
264 | 108 = Secret Power
265 | 109 = Dizzy Punch
266 | 10A = Bulk Up
267 | 10B = Imprison
268 | 10C = Featherdance
269 | 10D = Whirlwind
270 | 10E = Beat Up
271 | 10F = Blizzard
272 | 110 = Stomp
273 | 111 = Blast Burn
274 | 112 = Flash
275 | 113 = Teeter Dance
276 | 114 = Crush Claw
277 | 115 = Blaze Kick
278 | 116 = Present
279 | 117 = Eruption
280 | 118 = Sludge
281 | 119 = Sludge Bomb
282 | 11A = Glare
283 | 11B = Transform
284 | 11C = Poison Tail
285 | 11D = Roar
286 | 11E = Bone Rush
287 | 11F = Camouflage
288 | 120 = Covet
289 | 121 = Tail Glow
290 | 122 = Bone Club
291 | 123 = Bonemerang
292 | 124 = Fire Spin
293 | 125 = Fire Punch
294 | 126 = Perish Song
295 | 127 = Wrap
296 | 128 = Spikes
297 | 129 = Magnitude
298 | 12A = Magical Leaf
299 | 12B = Magic Coat
300 | 12C = Mud Shot
301 | 12D = Mach Punch
302 | 12E = Protect
303 | 12F = Defense Curl
304 | 130 = Rolling Kick
305 | 131 = Substitute
306 | 132 = Detect
307 | 133 = Pin Missile
308 | 134 = Water Sport
309 | 135 = Water Gun
310 | 136 = Mist Ball
311 | 137 = Water Pulse
312 | 138 = Fury Attack
313 | 139 = Fury Swipes
314 | 13A = Destiny Bond
315 | 13B = False Swipe
316 | 13C = Foresight
317 | 13D = Mirror Coat
318 | 13E = Future Sight
319 | 13F = Milk Drink
320 | 140 = Calm Mind
321 | 141 = Mega Drain
322 | 142 = Mega Kick
323 | 143 = Mega Punch
324 | 144 = Megahorn
325 | 145 = Hidden Power
326 | 146 = Metal Claw
327 | 147 = Attract
328 | 148 = Mimic
329 | 149 = Frustration
330 | 14A = Leech Seed
331 | 14B = Metronome
332 | 14C = Dream Eater
333 | 14D = Acid
334 | 14E = Meditate
335 | 14F = Snatch
336 | 150 = Luster Purge
337 | 151 = Leaf Blade
338 | 152 = Recycle
339 | 153 = Reflect
340 | 154 = Refresh
341 | 155 = Revenge
342 | 156 = Dragon Rage
343 | 157 = Dragonbreath
344 | 158 = Dragon Dance
345 | 159 = Ice Punch
346 | 15A = Ice Beam
347 | 15B = Fury Cutter
348 | 15C = Comet Punch
349 | 15D = Skull Bash
350 | 15E = Lock-On
351 | 15F = Rock Blast
352 | 160 = Cotton Spore
353 | 161 = Struggle
354 | 162 = Aeroblast
355 | 163 = Volt Tackle
356 | 164 = Regular attack (A button attack)
357 | 165 = is watching (Releases Bide energy)
358 | 166 = Bide (Releases Bide energy)
359 | 167 = Revenge (Releases Bide energy)
360 | 168 = Avalanche (Releases Bide energy)
361 | 169 = Wide Slash
362 | 16A = $$$ (Rocky)
363 | 16B = $$$ (Snatch)
364 | 16C = See-Trap
365 | 16D = Takeaway (Mug)
366 | 16E = Rebound
367 | 16F = Lob
368 | 170 = Switcher
369 | 171 = Blowback
370 | 172 = Warp
371 | 173 = Transfer
372 | 174 = Slow Down (Slow)
373 | 175 = Speed Boost (Agility with more PP)
374 | 176 = Searchlight (Luminous)
375 | 177 = Petrify
376 | 178 = Stay Away
377 | 179 = Pounce
378 | 17A = Trawl
379 | 17B = Cleanse
380 | 17C = Observer (Paralyzes enemies)
381 | 17D = Decoy Maker
382 | 17E = Siesta (For those of you who don't know, this means sleep)
383 | 17F = Totter
384 | 180 = Two-Edge
385 | 181 = No-Move (Silence)
386 | 182 = Escape
387 | 183 = Scan (Scanner)
388 | 184 = Power-Ears (Radar)
389 | 185 = Drought
390 | 186 = Trap Buster (Trapbust)
391 | 187 = Wild Call (Rollcall)
392 | 188 = Invisify
393 | 189 = One-Shot
394 | 18A = HP Gauge
395 | 18B = Vacuum-Cut
396 | 18C = Reviver
397 | 18D = Shocker
398 | 18E = Echo (Sizeburst)
399 | 18F = Famish
400 | 190 = One-Room
401 | 191 = Fill-In
402 | 192 = Trapper
403 | 193 = Possess
404 | 194 = Itemize
405 | 195 = Blank
406 | 196 = projectile
407 | 197 = Hurl
408 | 198 = Mobile
409 | 199 = Item-Toss
410 | 19A = See Stairs
411 | 19B = Long Toss
412 | 19C = Blank
413 | 19D = Pierce
414-429 | 19E-1AD = Blank (Description: $$$; PP 22)
430 | 1AE = Hammer Arm
431 | 1AF = Iron Head
432 | 1B0 = Aqua Jet
433 | 1B1 = Aqua Tail
434 | 1B2 = Aqua Ring
435 | 1B3 = Spacial Rend
436 | 1B4 = Dark Pulse
437 | 1B5 = Ominous Wind
438 | 1B6 = Gastro Acid
439 | 1B7 = Healing Wish
440 | 1B8 = Close Combat
441 | 1B9 = Wood Hammer
442 | 1BA = Air Slash
443 | 1BB = Energy Ball
444 | 1BC = Tailwind
445 | 1BD = Punishment
446 | 1BE = Chatter
447 | 1BF = Lucky Chant
448 | 1C0 = Guard Swap
449 | 1C1 = Heal Order
450 | 1C2 = Heal Block
451 | 1C3 = Shadow Sneak
452 | 1C4 = Thunder Fang
453 | 1C5 = Rock Wrecker
454 | 1C6 = Focus Blast
455 | 1C7 = Giga Impact
456 | 1C8 = Defog
457 | 1C9 = Trump Card
458 | 1CA = Grass Knot
459 | 1CB = Cross Poison
460 | 1CC = Attack Order
461 | 1CD = Ice Fang
462 | 1CE = Ice Shard
463 | 1CF = Psycho Cut
464 | 1D0 = Psycho Shift
465 | 1D1 = Me First
466 | 1D2 = Embargo
467 | 1D3 = $$$ (Does nothing)
468 | 1D4 = $$$ (Does nothing)
469 | 1D5 = Brine
470 | 1D6 = X-Scissor
471 | 1D7 = Natural Gift
472 | 1D8 = Payback
473 | 1D9 = Zen Headbutt
474 | 1DA = Wring Out
475 | 1DB = Gyro Ball
476 | 1DC = Shadow Claw
477 | 1DD = Shadow Force
478 | 1DE = Gravity
479 | 1DF = Vacuum Wave
480 | 1E0 = Stealth Rock
481 | 1E1 = Stone Edge
482 | 1E2 = Switcheroo
483 | 1E3 = Dark Void
484 | 1E4 = Earth Power
485 | 1E5 = Gunk Shot
486 | 1E6 = Seed Bomb
487 | 1E7 = Double Hit
488 | 1E8 = Assurance
489 | 1E9 = Charge Beam
490 | 1EA = Pluck
491 | 1EB = Night Slash
492 | 1EC = Acupressure
493 | 1ED = Magnet Rise
494 | 1EE = Roar of Time
495 | 1EF = Poison Jab
496 | 1F0 = Toxic Spikes
497 | 1F1 = Last Resort
498 | 1F2 = Dragon Rush
499 | 1F3 = Trick Room
500 | 1F4 = Drain Punch
501 | 1F5 = Mud Bomb
502 | 1F6 = U-Turn
503 | 1F7 = Fling
504 | 1F8 = Worry Seed
505 | 1F9 = Crush Grip
506 | 1FA = Heart Swap
507 | 1FB = Force Palm
508 | 1FC = Aura Sphere
509 | 1FD = Roost
510 | 1FE = Bullet Punch
511 | 1FF = Power Whip
512 | 200 = Power Gem
513 | 201 = Power Swap
514 | 202 = Power Trick
515 | 203 = Sucker Punch
516 | 204 = Feint
517 | 205 = Flare Blitz
518 | 206 = Brave Bird
519 | 207 = Lava Plume
520 | 208 = Defend Order
521 | 209 = Discharge
522 | 20A = Fire Fang
523 | 20B = Magnet Bomb
524 | 20C = Magma Storm
525 | 20D = Copycat
526 | 20E = Lunar Dance
527 | 20F = Mirror Shot
528 | 210 = Miracle Eye
529 | 211 = Bug Bite
530 | 212 = Bug Buzz
531 | 213 = Wake-Up Slap
532 | 214 = Metal Burst
533 | 215 = Head Smash
534 | 216 = Captivate
535 | 217 = Avalanche
536 | 218 = Flash Cannon
537 | 219 = Leaf Storm
538 | 21A = Draco Meteor
539 | 21B = Dragon Pulse
540 | 21C = Rock Polish
541 | 21D = Rock Climb
542 | 21E = Nasty Plot

=======================================
       6.3. Field warp values
=======================================

Those values are from me. They are solely to be used with the warp modifier
code (index 4.18. ). Be very careful to not save the game with a
Kangaskan statue inside an area you can't escape. If that happens you are
good to restart a new game from scratch.
Many values lead to a freeze or softlock. Not listed values are guaranted
to freeze.
Values with no freeze mentionned in parenthesis work fine.
Values are given in hex.
0-A = Freeze on black screen
B = Beach
C = Beach (Freeze)
D = Beach cave ending (Freeze)
E = Drenched Bluff entrance (Freeze)
F = Drenched Bluff ending (Freeze)
10 = Mt. Bristle (Freeze)
11 = Mt. Bristle (Freeze)
12 = Waterfall Cave entrance (in front of waterfall) (Freeze)
13 = Waterfall Cave entrance (behind the waterfall) (Freeze)
14 = Waterfall Cave ending (Freeze)
15 = Apple Woods entrance (Freeze)
16 = Apple Woods ending (Freeze)
17 = Craggy Coast entrance (can move around and save but not escape)
18 = Mt. Horn entrance (can move around and save but not escape)
19 = Base camp (can move around and save but not escape)
1A = Steam Cave entrance
1B = Steam Cave middle
1C = Steam Cave (Fake Groudon) (Freeze)
1D = Amp Plains entrance (Freeze)
1E = Amp Plains middle
1F = Deep amp plains (Manectric encounter) (Freeze)
20 = Northern Desert (Freeze)
23 = Quicksand cave middle
24 = Underground lake
25 = ?? (Freeze)
26 = Crystal crossing puzzle (Puzzle must be made again before exiting)
This map works fine.
27 = Crystal crossing (Freeze)
28 to 2C = Crystal Lake (Freeze)
2D = Chasm Cave entrance
2E = Dark Hill entrance
2F = Sealed Ruin entrance
30 = Sealed Ruin middle
31 = Sealed Ruin (Freeze)
32 = Dusk Forest
33 = Deep Dusk Forest
34 = Treeshroud Forest entrance
35 = Treeshroud Forest (Freeze)
37 = Brine Cave
38 = Brine Cave middle
39 = Brine Cave Deeps (Freeze)
3A = Brine Cave Deeps 2 (Freeze)
3B = Hidden Land entrance
3C = Hidden Land middle
3D = Mew paintings (Freeze)
3E = Ruins (Freeze)
3F = Ancient Ruins (Freeze)
42 = Ancient Ruins (Dusknoir) (Freeze)
43 = Temporal Tower entrance
44 = Temporal Tower middle
45 to 48 = Temporal Tower summit (Freeze)
49 to 4C = Freeze on a black screen
4D = Aegis Cave Ice
4E = Aegis Cave Rock
4F = Aegis Cave Steel
50 to 59 = Freeze on a black screen
5A = Miracle Sea middle
5B to 60 = Freeze on a black screen
61 = Spacial Rift entrance
62 = Spacial Rift middle
66 = Dark Crater middle
68 = Star Cave middle - Entrance to Deep Star Cave
69 to 6D = Freeze on a black screen
6E = Fortune Ravine middle
71 = Barren Valley entrance
72 = Barren Valley middle
75 = Dark Wasteland entrance
76 = Future Temporal Tower entrance
77 = Future Temporal Tower middle
79 = Spacial Cliffs entrance
7A = Dark Ice Mountain entrance
7B = Dark Ice Mountain middle
7D = Icicle Forest entrance
81 = Vast Ice Mountain entrance
83 = Vast Ice Mountain middle
87 = Southern Jungle entrance
8A = Boulder Quarry entrance
8B = Boulder Quarry middle
91 = Limestone Cavern middle
92 to 9B = Freeze on a black screen
9C to A6 = Shaymin village + Sky peak stops (A4 is 8th stop, A6 is summit)
C3 = Guild door
C5 = Guild door (Freeze)
C7 = Guild door at night (Freeze)
C9 = Guild entrance
CA = Guild B1F
CB = Guild B2F
CD = Guild B2F (Freeze)
CF = Guild's Master Room
D0 = Guild's Master Room (Freeze)
D1 = Guild Mess
D2 = Guild Mess (Freeze)
D3 = Team's Dormitory
D4 = Team's Dormitory (Freeze)
D5 = Guild's Corridor
D6 = Dormitory (Sunflora)
D8 = Dormitory (Bidoof)
DA = Sharpedo Cliff 1F
DE = Sharpedo Cliff Underground
DF = Sea view at neight (Freeze)
E0 = Crossroads
E1 = Path to the Beach
E3 = Spinda's Cafe
E4 = Hot Spring


|                                     |
-+-------------------------------------+-
|          7. Going further           |
-+-------------------------------------+-
|                                     |

This section teaches technical informations about action replay codes in
general. You can use content from this section for other games on the
Nintendo DS. They work for any game, in any version and regions (Europe, USA,
Japan...)

More content may come later

========================================
 7.1. Input buttons to activate codes
========================================

It is possible to assign 1 or more button(s) to a code to activate it.
If a code uses a button you don't like, you can change it.
I recommand using a calculator for button codes. Something like calc
for Windows works perfect for operations and conversions in hexadecimal.

Defining a button for a code is done with this structure :

Button line
(the code to activate)
D2000000 00000000 or D0000000 00000000

The list of buttons available is
Up =     94000130 FFBF0000
Right =  94000130 FFEF0000
Left =   94000130 FFDF0000
Down =   94000130 FF7F0000
L =      94000130 FDFF0000
R =      94000130 FEFF0000
A =      94000130 FFFE0000
B =      94000130 FFFD0000
X =      927FFFA8 FBFF0000
Y =      927FFFA8 F7FF0000
Start =  94000130 FFF70000
Select = 94000130 FFFB0000

For combos buttons in the same slot, substract both buttons from the FFFF.
In different slots, just combine them.
Examples :
L + R is 94000130 FCFF0000 (substract 1 for R and 2 for L, F-3=C)
F-E is 1 for R and F-D is 2 for L. 1+2 = 3 and F-3 is C.

Start + select : 94000130 FFF30000 (substract 8 for Start, 4 for Select.
F-C is 3).
Select + Up + R is 94000130 FEBB0000 (all slots are differents)

Y + R + A + B + Select :
Addresses for X and Y are not the same so I need 2 lines.
927FFFA8 F7FF0000 (line for Y button)
94000130 FEF80000 (line for the rest)

Some examples of codes with buttons added to them :
</pre><pre id="faqspan-3">
Press Up + Right + Start to spawn an enemy
The code is the enemy respawn timer (index 5.7.1. ) : 221BADF6 000000XX
It has no button or D line so I must add both.
94000130 FFA70000 <- Button line
221BADF6 00000030
D0000000 00000000 <- D line

Press A + B + start + select + down + left + L + R to trigger a luminous orb
The luminous orb code is 221D48B3 00000001. It has no button or D line so I
must add both.
94000130 FC500000 <- Button line
221D48B3 00000001
D2000000 00000000 <- D line

I want to press something else to use Bide...
The code for the bide OHKO (Index 5.7.6. ) is :
94000130 FEFB0000
121BAF20 000001F4
121BAF3A 00000001
D2000000 00000000

The first line is a button. (Select + R). Let's say I want to use Y instead.
I replace the old button by the new one :
927FFFA8 F7FF0000
121BAF20 000001F4
121BAF3A 00000001
D2000000 00000000
It already has a D2000000 00000000 at the end so I don't need to add another.
I can use a D0 at the end instead if I want. It works the same.

========================================
 7.2. Action Replay codes structures
========================================

This section is about creating certain types of codes that can be used to make
shorter codes or create specific behaviors.

7.2.1. Loops

A loop is a structure mostly used to make a code shorter. It allows you
to set the same value for several addresses that are spaced by the same
lenght between them.

The structure for a loop is
C0000000 XXXXXXXX
The addresses with a value to set
DC000000 YYYYYYYY
D2000000 00000000 OR D1000000 00000000 (both work)

X is the number of iterations to make (aka how many addresses you want to set)
in hexadecimal.
Y is the lenght between each consecutive address in hexadecimal.

Some examples of loops are the status codes starting by a C line and the
codes to lock / unlock all dungeons (indexes 4.7. and 4.8. )
Another good example of a loop is the item quantity code (index 5.5.2. ) :

C0000000 0000002E <- 2E iterations (48 in decimal) for 48 items in the bag.
122A4166 0000XXXX <- The address with a value to set.
DC000000 00000006 <- Lenght between addresses.
D2000000 00000000 <- End of the code.

You can see in the item array that each address for the quantity of an item
are separated by a lenght of 6 (I need to add 6 to one address to get
the next one). So I put 6 for the lenght.

Using a loop this way is doing the same thing than listing the 48 addresses
in the array for item quantities. It's the same but shorter.

Don't include something else in a loop or it will crash your game very easily
(something like buttons, tests, pointers, etc. can't be put in a loop).
However you can activate the loop with those if you write them first. It is
also possible to use several addresses in a loop and not just one.
One example with items : I want the first 8 slots in my bag to be rare fossil
x99 each. I want to press Select for this. A code for that can be :

94000130 FFFB0000 <- The button is listed before the loop. It won't crash.
C0000000 00000008 <- The first 8 items in the bag.
122A4168 0000000A <- The address for item index (A the value for rare fossil)
122A4166 00000063 <- The address for item quantity.
DC000000 00000006 <- Lenght between addresses.
D2000000 00000000 <- End of the code.

(Note I use a button + a loop here so I need a D2 line at the end.
I could use
D1000000 00000000
D0000000 00000000
instead but it's one line longer so it's worse anyway).

Sometimes the numbers to put for the C and DC lines can vary sightly. I don't
know why, if that happens with you, experiment a bit for your loop
to work right (status codes do this with the C line, 2 instead of 4).



7.2.2. Tests

A test allows a portion of code to execute only if the value of an address
satisfies a condition of your choice. A basic structure for a test is :

Test line(s)
Code to execute
D2000000 00000000 OR D0000000 00000000

Buttons are also tests by definition.
Tests can be placed inside tests themselves.
Test lines are made with the address you want to test starting by the type of
test you want to do on it.
A test must be placed above the lines to execute or it won't work.
Test lines start by...

3 : The value of the address is lower than the one you put, on 4 bytes (<)
4 : The value of the address is greater than the one you put, on 4 bytes (>)
5 : The value of the address is equal to the one you put, on 4 bytes (==)
6 : The address has a different value than the one you put, on 4 bytes (!=)
7 : The value of the address is lower than the one you put, on 2 bytes (<)
8 : The value of the address is greater than the one you put, on 2 bytes (>)
9 : The value of the address is equal to the one you put, on 2 bytes (==)
A : The address has a different value than the one you put, on 2 bytes (!=)

All of them are strictly greater or lower when evaluating the values.
There's no <= and >= operators.

To make an "AND" test type, you must put all the tests the ones after the
others.
To make an "OR" test type, you must repeat the code and change the test each
time.
"XOR" can be done with with an "OR" type that includes != in both tests for
the "OR", though I didn't use this myself.

On 2 bytes or on 4 bytes ?
It depends on how high the values can go. Anything that can go higher than
FFFF (65535 in decimal) MUST use 4 bytes. Anything else can use both, but
should use 2 bytes.

Some examples of codes using tests are :
The future map code (index 4.9. ),
Move modifier for team leader (index 4.12. ),
Increase enemies spawn rate (index 5.6.13. ),
Random music selector (index 5.7.17. ).

Small examples of "OR" and "AND" test types :

If my money is 7 and the invisible force will blow me in less than 100 turns,
trigger a Kecleon invasion :
721BADF8 00000064 <- Invisible force countdown
522A54F8 00000007 <- Money on me
121BAE04 00000101 <- Kecleon invasion
D0000000 00000000 <- End of the code

Invisible force countdown is never higher than FFFF so I use 2 bytes.
Money can go over FFFF so I use 4 bytes.
Both tests are listed together so this is an "AND" test : both conditions
must be fullfilled for the code below to be executed.

If my money is 70000 or the invisible force will blow me in more than
950 turns, Keep a mud sport effect active :

821BADF8 000003B6 <- Invisible force countdown
221C73CF 00000002 <- Mud Sport effect
D0000000 00000000
522A54F8 00011170 <- Money on me
221C73CF 00000002 <- Mud Sport effect
D0000000 00000000

Yes I must repeat the same code in both tests and no there's no way I know
to shorten this.



7.2.3. Storing and assigning values - value modifiers and replicators

It is possible to make codes that let the player save the value of an address
and assigning it later to an address (the same or another). The value can be
modified in the middle of this process.
Applications for this is making codes to cycle through values, modifying
something into a range of values that the player wants to set or replicating
values for several addresses.
Most of the time, those codes use buttons, sometimes with tests to prevent
going out of bounds.

The structure is :

Button line or test
DX000000 Address to store, starting by 0
D4000000 YYYYYYYY
DZ000000 Address to assign, starting by 0
D2000000 00000000

DX and DZ vary depending on the bytes you want to use.
DB and D8 work for values with 1 byte (from 0 to FF / 0 to 255)
DA and D7 are for 2 bytes values (from 0 to FFFF / 0 to 65535)
D9 and D6 are for 4 bytes values (from 0 to even higher)

The D4 line is for changing the value. What you put in place of the the Y is
added to the value you save. To substract, use FFFFFFFF - value + 1.
You can also substract from FFFFFFFF on 4 bytes, 0000FFFF on 2 bytes
and 000000FF on 1 byte, it will work the same.
If you don't want to change the value, you can simply remove this line.
The value is not carried past the D2 line.

Some codes using this structure :
- Belly never decreases (index 5.7.14. )
Saves one value -1 and assigns it to the other address
- Floor number modifier (index 5.7.16. )
Saves the value and reassigns it to the same address with a D4 line :
the player can modify it with buttons at will.
- Entities spy (index 5.4.5. )
Uses 2 cycles (one to slow the other) + tests and buttons
- Random music selector (index 5.7.17. )
Stores the value of the RNG into the music value and controls its range.
In additions, tests are used.

The easiest code to learn from is the floor number modifier.



7.2.4. Specific lines you may see

This section lists lines you may have seen in action replay codes
(here or elsewhere), what they are and used for.


Lines that simply affect a value to an address
- 0 lines (addresses starting by 0)
An address with a value set on 4 bytes

- 1 lines (addresses starting by 1)
An address with a value set on 2 bytes (from 0 to FFFF / 0 to 65535)

- 2 lines (addresses starting by 2)
An address with a value set on 1 byte (from 0 to FF / 0 to 255)


Lines that test the value of an address (see index 7.2.2. for more details)
3 : The value of the address is lower than the one you put, on 4 bytes (<)
4 : The value of the address is greater than the one you put, on 4 bytes (>)
5 : The value of the address is equal to the one you put, on 4 bytes (==)
6 : The address has a different value than the one you put, on 4 bytes (!=)
7 : The value of the address is lower than the one you put, on 2 bytes (<)
8 : The value of the address is greater than the one you put, on 2 bytes (>)
9 : The value of the address is equal to the one you put, on 2 bytes (==)
A : The address has a different value than the one you put, on 2 bytes (!=)


Pointer lines
- B lines (Starting by B) : Pointers.
A pointer allows a code to work in whatever circumstances it is used.
Pointers can be used inside pointers.
In some games, codes requires pointers to work properly, else they will work
only in a very specific case.
An example is Mario Kart DS. Let's say I just found the address for an
infinite star power duration.
I used Time Trial mode with Yoshi on the Egg1 kart, I didn't select a ghost
and I played on SNES Mario Circuit 1.
The code will work as long as I use it in this context, but if I change
something (I change my kart or character) then it will stop working.
The purpose of a pointer is to keep the code working even if I change the
context (in this case, keep it working whatever mode, kart, character
I select [and combination of those] and so on)
Pokemon mystery dungeon (sky and previous versions) don't use pointers.


Loop lines
- C lines (starting by C) : The start of a loop and its number of iterations.
- DC lines (starting by DC) : The lenght between addresses to set in a loop.


Value storage lines
- DB, DA, D9 lines (starting by DB, DA or D9)
Store the value of the address written in the right part of the line.
DB is 1 byte, DA is 2 bytes and D9 is 4 bytes.

- D8, D7, D6 lines (starting by D8, D7 or D6)
Assign the stored value to the address written in the right part of the line.
D8 is 1 byte, D7 is 2 bytes and D6 is 4 bytes.

- D4 lines (starting by D4)
Adds the number written in the right part of the line to the previously
stored value (or substracts if written with FFFFFFFF like numbers)


Ending lines
- D0000000 00000000 lines : End tests and buttons conditions.
- D1000000 00000000 lines : End loops.
- D2000000 00000000 lines : End all types of codes.
- D3000000 00000000 lines : End pointers.


|                                     |
-+-------------------------------------+-
|       8. Things left undone         |
-+-------------------------------------+-
|                                     |

- Item values that include sky version items
- Values for musics in dungeons
- Values for dungeons tilesets
- Moves values for Seed Flare and Judgment
- Add codes of type "list of values" to section 7 once understood.
- Add a section about codes order and shortening codes (when applyable)
- Find a stable code to change the floor tiles. (Fails in sky but works in
previous games)

|                                     |
-+-------------------------------------+-
|             9. Credits              |
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- I first give credits to OgreGunner for the Dungeons FAQ. The values in this
FAQ were very useful for me to make several codes for the floor generation.
(link :
http://www.gamefaqs.com/ds/955859-pokemon-mystery-dungeon-explorers-of-sky/
faqs/58190 )

- SuperCheats for providing the values for the lists.
(link : https://www.supercheats.com/)

- Nintendo and Chunsoft for making this excellent game.