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