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                        Final Fantasy Legend II
                          Game Shark Codes FAQ

                          Version 1.2 By: Esc27
                             APRIL 10, 2001

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CONTENTS:

       INTRO
       EXPLANATION
               HOW CODES WORK
               HEXADECIMAL
               CONVERTING
               UNDERSTANDING MULTI PART CODES
       CHARACTER EDITING CODES
               TYPE CODE VALUES
               CONDITION CODE VALUES
       ITEM LIST CODES
               ITEM CODE VALUESS
       CHARACTER’S NAME CODES
       MISC CODES
       REMARKS
       VERSION HISTORY


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INTRO
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        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
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

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.

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UNDERSTANDING HEXADECIMAL
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Game Shark codes use a special type of numbers called hexadecimal or just hex.
Unlike normal numbers which are based on 10, hexadecimal is based on 16. In hex
there are 16 digits. Zero through nine (Just like normal) and then A through F
(to make up the rest.) Counting to ten in hex we get 1, 2, 3, 4, 5, 6, 7, 8, 9,
A, B, C, D, E, F, 10. Notice that 10 Hex = 16 Decimal not 10. The numbers A
through F represent the Decimal numbers 10 through 15 respectively.

Number systems can be broken down into columns to show how they work. Each
column has a base value which is multiplied by the number in that column and
combined with the other columns to form the complete number.

For example: the number 1243 in Normal numbers:


   |10000| 1000|  100|   10|    1|  Base Value
   =================================================
   |     |    1|    2|    4|    3|  Value in column

Multiply the base value of each column by the value in that column.
(1 × 1000) + (2 × 100) + (4 × 10) + (3 × 1) = 1243


   |10000|   1000|  100|   10|    1|
   =================================
   |     |       |    4|    D|    B|

Remember that 10 Hex = 16 Decimal. D is actually being multiplied by 16 Decimal.

Multiply the base value of each column by the value in that column.
(4 × 100) + (D × 10) + (B × 1) = 4DB
Remember D = 13 and B =11

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CONVERTING
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To convert from hex to decimal numbers:
   1) Write the column values for hex in base 10
   2) Write the decimal values for the hex numbers in their appropriate column.
   3) Multiply

   For example the number 4DB:

   1)  |65536|  4096|  256|  16|   1|    (Hex values in base 10)
   ==============================
   2)  |     |      |    4|  13|  11|

       Remember D = 13 and B =11

   3) Multiply: (4 × 256) + (13 × 16) + (11 × 1) = 1243

To convert from decimal to hex: (working in decimal)
1) Remainder divide the decimal number by the highest hex column value (in
decimal, values like 65536, 4096, 256 , 16 ,and 1) that is smaller than
the number being converted.
2) Write that number in the appropriate Hex column.
3) Repeat steps one and two for each remainder until the remainder is less
than 16. Write this value in the one’s column.
4) Convert numbers in columns to Hex.

   For example the number 1243:

   1)  1243/256 = 4 with a remainder of 219

   2)  |65536|  4096|  256|  16|   1|
       ==============================
       |     |      |    4|    |    |

   3) 219/16 = 13 R11
      Notice: 11 < 16

       |65536|  4096|  256|  16|   1|
       ==============================
       |     |      |    4|  13|  11|

5) 4=4, 13=D, 11=B, 65536=10000, 4096=1000, 256=100, etc.

       |10000|  1000|  100|  10|   1|
       ==============================
       |     |      |    4|   D|   B|



It is easiest to use a calculator that understands Hex values to convert.

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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.

      | 1000|  100||   10|    1|
      ============||============
      |   0AC2    ||   09C2    |

Simply assign the first two digits to the 0AC2 code and the second to the 09C2
code.

For example to assign a player 1000 HP:

Convert 1000 to get 03E8 in Hex. The first two digits are 03 so the first code
will be 01-03-0AC2. The last two digits are E8 so the second code will be
01-E8-09C2. The first code contains the first two digits and the last code
contains the last two.

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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:
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

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

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CONDITION CODE VALUES
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

There are 265 (00-FF) values that can be assigned to change your characters
condition, but they all are repeats of the same basic 8 conditions.

Below I have listed one code for each condition a character can suffer.

00=Normal     01=Slep     02=Para     04=Pois
08=Conf       10=Ston     40=Blnd     08=Stun

Example: To make character #2 sleep use the code 01-01-26C2


¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
ITEM LIST CODES
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

These codes allow you to change the items and numbers of items in the main
items list. It uses the same item number codes as the items held by group
members.

To use these codes insert the number given below for YY in the code 01-XX-YYC2
and either a number or one of the item codes for XX.

B9 = 1st item            BA = Amount of 1st Item
BB = 2nd item            BC = Amount of 2nd Item
BD = 3rd item            BE = Amount of 3rd Item
BF = 4th item            C0 = Amount of 4th Item
C1 = 5th item            C2 = Amount of 5th Item
C3 = 6th item            C4 = Amount of 6th Item
C5 = 7th item            C6 = Amount of 7th Item
C7 = 8th item            C8 = Amount of 8th Item
C9 = 9th item            CA = Amount of 9th Item
CB = 10th item           CC = Amount of 10th Item
CD = 11th item           CE = Amount of 11th Item
CF = 12th item           D0 = Amount of 12th Item
D1 = 13th item           D2 = Amount of 13th Item
D3 = 14th item           D4 = Amount of 14th Item
D5 = 15th item           D6 = Amount of 15th Item
D7 = 16th item           D8 = Amount of 16th Item

Example: To make the first item a pair of giant gloves use the code 01-3D-B9
        To make there 25 giant gloves as the first item add the code 01-19-BAC2


¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
ITEM CODE VALUES
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

These numbers represent items. Used with any of the item codes they can
Change the items held by characters or the group.

Note: Abilities that are placed in the main item section that normally cannot be
removed from a character (Ex. Resistance to sleep) become fixed when equipped to
a character.

There are several different types of items/abilities and many have the same
name. To tell them apart I will use the following identification key.

Sc=Scepters      K=knifes      M=Magi      Sw=Sword      P=Potion
Hl= helmets      W=Whip        B=Books     O=Resistance  A=Axes
Gl = Gloves      F=Shoes       Sh=Shields  Gn=gun        Bw=Bows
X=Weakness       Ar=Armor      Art=Artillery             Sp=Spear


00 Hammer          40 Hecate(F)          80 Nail          C0 Squirt
01 Long(Sw)        41 Elixer (P)         81 Tusk          C1 Sunburst
02 Axe(A)          41 Soft(P)            82 Tongue        C2 SleepGas
03 Battle(Sw)      43 Power(P)           83 Stab          C3 Sleep
04 Katana(Sw)      44 Speed(P)           84 Branch        C4 StonGaze
05 Gold(Sw)        45 Magic(P)           85 Bash          C5 Stone
06 Coral(K)        46 Body(P)            86 Punch         C6 StonGas
07 Ogre(A)         47 Tent(P)            87 Kick          C7 FatalGas
08 Dragon(Sw)      48 Whip(W)            88 Harm          C8 X-Gaze
09 Sun(Sw)         49 Blitz(W)           89 Thorn         C9 Erase
0A Flame(Sw)       4A ChainSaw           8A Sword         CA Blind
0B Ice(Sw)         4B Counter            8B Head          CB Flash
0C Thunder(A)      4C Colt(Gn)           8C Beak          CC Ink
0D Defend(Sw)      4D Musket(Gn)         8D Tail          CD Poison
0E Rune(A)         4E Magnum(Gn)         8E Pincer        CE Gaze
0F Rapier(Sw)      4F Punch              8F Fin           CF Stunner
10 Sabre(Sw)       50 Kick               90 Tentacle      D0 Gaze
11 Cat Claw(K)     51 HeadBut            91 W-Pincer      D1 Charm
12 Vampic(Sw)      52 X-Kick             92 W-attack      D2 Hypnos
13 Glass(Sw)       53 Jyudo              93 4-Heads       D3 Sand
14 Revenge (Sw)    54 Karate             94 8-legs        D4 Cobweb
15 Bow (Bw)        55 Tempat             95 Touch         D5 Blitz
16 Gold (Bw)       56 StunGun(Gn)        96 Saw           D6 Drain
17 Bronze (Sh)     57 Heat               97 Dissolve      D7 Stench
18 Silver (Sh)     58 ComVirus           98 Absorb        D8 Mirror
19 Gold(Sh)        59 DNA                99 Cure          D9 Tornado
1A Flame(Sh)       5A Smg(Gn)            9A Defense       DA Quake
1B Ice(Sh)         5B Grenade            9B Shell         DB Whirl
1C Dragon(Sh)      5C Bazooka(Art)       9C Shell         DC Flare
1D Cure(P)         5D Vulcan (Art)       9D Mirror        DD Steal
1E X-Cure(P)       5E Tank(Art)          9E Counter       DE Explode
1F Curse(P)        5F Fire(Gn)           9F Burning       DF Acid
20 Eyedrop(P)      60 Missle(Art)        A0 Z-Swords      E0 Riddle
21 Xcalibr(Sw)     61 Nukebomb           A1 Z-Tusks       E1 Cursong
22 Abacus          62 Giant(Ar)          A2 3-Heads       E2 MadSong
23 Samuri (Bw)     63 Army(Hl)           A3 3-Horns       E3 Surprise
24 Cure(B)         64 Army(Ar)           A4 6-arms        E4 Warning
25 Prayer(B)       65 Geta(F)            A5 Critical      E5 Multiply
26 Fire(B)         66 Sypha              A6 Axe           E6 Quake (O)
27 Ice(B)          67 Coin               A7 Honey         E7 Change(O)
28 Thunder(B)      68 Kimono(Ar)         A8 Heal          E8 Fire (O)
29 Fog(B)          69 Samuri(Sh)         A9 Life(P)       E9 Poison(O)
2A Sleep(B)        6A Muramas(Sw)        AA W-Kick        EA Damage(O)
2B Stone(B)        6B Gungnir(Sp)        AB Paranail      EB Weapon (O)
2C Death(B)        6C Lazer (Sw)         AC Wind up       EC Pa/Po(O)
2D Mage (Sc)       6D Psi(k)             AD Tie up        ED Para(O)
2E Wizard(Sc)      6E Psi(Sw)            AE Breath        EE Ice(O)
2F Heal(Sc)        6F Lazer(Gn)          AF Poison        EF Stone(O)
30 Flare(B)        70 Speedup            B0 Poison        F0 Fire(X)
31 Bronze(Hl)      71 Rocket             B1 P-skin        F1 Ice(X)
32 Silver(Hl )     72 Psi(Gn)            B2 Paraskin      F2 Thunder(X)
33 Gold(Hl)        73 Giant(Hl)          B3 Petrify       F3 Teleport
34 Dragon(Hl)      74 Hyper(?)           B4 Stonskin      F4 Heal
35 Bronze (Ar)     75 Battle(Ar)         B5 Thunder       F5 All(O)
36 Silver(Ar)      76 Parasuit(?)        B6 Ice           F6 Poison
37 Gold(Ar)        77 Door(?)            B7 Fire          F7 Aegis(M)
38 Dragon(Ar)      78 Micron(P)          B8 Flame         F8 Masmune(M)
39 Arthur(Ar)      79 Key(?)             B9 Gas           F9 Masmune(M)
3A Bronze(Gl)      7A Masmune(M)         BA Blizzard      FA Flare
3B Silver(Gl)      7B Aegis(M)           BB Lightng       FB Trueeye(M)
3C Gold(Gl)        7C Heart(M)           BC Beam          FC [Blank]
3D Giant(Gl)       7D Pegasus(M)         BD P-Blast       FD Smasher!
3E Ninja(Gl)       7E Selfix (?)         BE Dispel        FE Recover
3F Hermes(F)        7F Seven(Sw)         BF P-Beam        FF [Blank]

Example: To give the first character the seven sword use the code 01-7F-0FC2

¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
CHARACTER’S NAME CODES
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

This is the same as the character editing codes 01-XX-YYC2. I haven’t tried all
these, but the should work, in theory.


YY Values:
1st | 2nd| 3rd| 4th| 5th|
=========================
 00|  20|  40|  60|  80|  First letter
 01|  21|  41|  61|  82|  Second letter
 02|  22|  42|  62|  82|  Third letter
 03|  23|  43|  63|  83|  Fourth letter

XX: Values

Soon to come: A list of the different characters used in the names.

¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
MISC CODES
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

Magi Count Modifier:    01-XX-D9C2
           Changes the number of magi you have found.
           Just convert number desired to Hex(Base 16)
           and substitute for the XX's above.

Chests give infinite items: 01-00-11C3
           Empty chests have items

Skippy Music:   01-01-14CB

Tempo Modifier:    01-XX-01CB
           substitute values for XX to change tempo
           00=Slow      FF=Fast

Money modifier: 01-XX-A2C2
               01-XX-A3C2
               01-XX-A4C2
           Note: the money code is a 3 part code.

Invisible people:  01-CF-DFC7

No music: 01-03-1ACB

Feet don’t move: 01-C1-DFC7

Face Direction:  01-XX-36C4
             00=Down    01-up
             02=Left    03=Right

People don’t move: 01-75-ACC0

Position: 01-XX-2CC4 Horizontal
         01-XX-2DC4 Vertical
       Change your relative position on the map. These are most useful if you
       know the value for your current position and want to move around a
       certain obstical.

Soon to come: Music Codes

¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
REMARKS
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

This is my first FAQ.  All the codes I found myself using my Game shark, but
some of them were already found and are available at several sites on-line. The
format and attempt to explain the codes are my work.

Please do not copy this material for use on your own web page or FAQ.
I have no problem with this document being printed or saved to a hard drive
for reference.

VERSION HISTORY
1.0 Original FAQ
1.1 Some formatting changes
1.2 Rewrote several parts for clarity.
   Changed font to Courier New
   Added several codes
   General improvements


This document Copyright 2001   esc27