_____ __. __ __. .____ __. _____ .____ __ __.._____.____. ____. .__ .__
NNNNN NN) NN (NN) JNNNN. NN) NNNNN JNNNN. NN (NN)(NNNNN)NNNNL NNNNNN)(NN.JNN
NNF"" NN) NNN(NN) NNNNN) NN) NNF"" NNNNN) NNN(NN)`"4NN`(NNNNN NNN`NN) NN)NN)
NNL__ NN) NNNNNN) NN)NN) NN) NNL__ NN)NN) NNNNNN) (NN (NN(NN NNNN_ (NLNN
NNNNN NN) NNNNNN)(NN)NNN NN) NNNNN(NN)NNN NNNNNN) (NN NNN(NN)`NNNNN) `NNNF
NNF"" NN) NNNNNN)(NN_JNN NN) NNF""(NN_JNN NNNNNN) (NN NNL_NN)__.4NNN 4NN`
NN) NN) NN NNN)NNNNNNN)NNL_. NN) NNNNNNN)NN NNN) (NN(NNNNNNNNNN NNN (NN
NN) NN) NN (NN)NN) NN)NNNN) NN) NN) NN)NN (NN) (NN(NN (NNNNNNNNN (NN
""` ""` "" `""`""` ""`""""` ""` ""` ""`"" `""` `""`"" `"" `"""` `""
._____. ____. ___. ______ __. .___ .____ .
(NNNNN).NNNNL .NNNNNN NNNNNN NN) JNNNNN)(NNNNNN
`"4NN"`(NNNNN (NN`4NN ""NNF" NN) NNF`NN)(NN)4NN
(NN (NN(NN (NN (NN NN) NN) NN) NN)(NNNL.
(NN NNN(NN)(NN NN) NN) NN) 4NNNNN
(NN NNL_NN)(NN (NN NN) NN) NN) NN).__`NNN)
(NN (NNNNNNN(NN.JNN NN) NN) NNL.NN)(NN)(NN)
(NN (NN (NN(NNNNNF NN) NN) NNNNNN`(NNNNNN)
`"" `"" `"" """` ""` ""` `""" """"
===============================================================================
############################[ GAMESHARK HANDBOOK ]#############################
-------------------------------------------------------------------------------
version 4.1
23 June 2002
-------------------------------------------------------------------------------
Written by
Aerostar <
[email protected]>
-------------------------------------------------------------------------------
-===============-
CONTENTS IN BRIEF
-===============-
New in this version
Credits / Disclaimer
CODES #
PART ONE: Menu screen codes ............. 1 - 96
- Statistics
- Names
- Jobs & abilities learnt
- Items, work history & brave story
PART TWO: In-battle codes ................ 97 - 150
- Statistics
- Job names
- Control everyone
PART THREE: Debug codes .................... 151 - 152
- World debug
- Battle debug
PART FOUR: CzarDragon's codes ............. 153 - 238
- Class modifiers
- Job wheel modifiers
PART FIVE: `Hard mode' code ............... 239
PART SIX: Lists of value digits
- Jobs and sprites
- Command sets
- Reaction / support / move abilities
- Equipment
- Text
PART SEVEN: Command set modifiers
- Command set modification with the
`conditional code' trick
- List of individual action abilities
APPENDIX: Advanced ability & equipment modification
- Action ability attributes
- Equipment attributes I
- Equipment attributes II
-===================-
NEW IN THIS VERSION
-===================-
4.1
- Corrected several of the in-battle codes, and added some new ones
- Renumbered codes
4.0
- Completely restructured the guide
- Found the byte that controls whether a character's
stats are shrouded by `???' in battle
- Added tons of codes! Look through and see :)
3.5
- Totally revised lists of job & sprite modifiers (part 3)
- Added several command sets in part 14
- Added sub-sections in parts 3, 4, 5, and 14 for clarity
3.2
- Added part 2
- Added part 14
- Renumbered parts
- Removed appendix and replaced it with a reference to the mechanics FAQ
- Made ASCII art for the heading (woohoo! big deal!)
- Made sundry revisions throughout the handbook
3.0
- Added parts 7, 11, 12, and 13
- Added appendix
- Revised charts again
-==================-
CREDITS & DISCLAIMER
-==================-
The codes contained in this file were thrown together from a bunch of sources
on the Internet. The people who actually did the hardest work -- finding the
codes or doing the RAM dumps -- deserve the most credit. Though I typed it all
up, my role in the compilation of this file is relatively small.
Credit, then, goes to:
- The Game Shark Code Creators' Club (
http://www.cmgsccc.com/) for creating
many of these codes and putting them on their site (particularly to
[email protected]).
- Ignacio de Lucas (
[email protected]) who wrote a file containing some
of the base codes, which he created for the Japanese version.
- CzarDragon, who created an amazing amount of codes via a RAM dump
- NeoKamek, who created the wonderful Final Fantasy
- Jay McGavren <
[email protected]>, who created the `control everyone'
code
- The Dark Forsaken <
[email protected]>, who found many of the in-battle
statistical codes
- Yeah, I made some of the codes too... the command set modifiers, notably. :)
Neither I nor the creators of the codes assume any liability for malignant
effects which occur as a result of usage or misusage of the codes, including
but not limited to loss of data, incapacitation of the Game Shark, and
breakage of the game. Use the codes at your own risk (which should be very
low if you use the codes right and have a Game Shark version 1.99 or above).
For more details on the game's different classes, how damage and sucess rates
of attacks are determined, how stat growth works, what 'Counter-grasp' is, et
cetera, take a look at my FFT Battle Mechanics Handbook, the latest version of
which can be found at GameFAQs or at
http://www.fftactics.net/fftmech/
Enjoy the FAQ, and happy Sharking!
` Aerostar
*******************************************************************************
* FONT CHECK: This file does not exceed 80 characters on a line at its widest *
* point. For optimal viewing, ensure that this entire box, bounded by the *
* asterisks, is fully visible and properly aligned. *
*******************************************************************************
-------------------------------------------------------------------------------
===============================================================================
For updates to the guide, look on the following websites:
*
http://www.fftactics.net/fftmech/
The FFT Battle Mechanics Handbook homepage. Find the latest version
of the FFT Battle Mechanics and Game Shark Handbooks along with an
archive of all previous versions of FFTMech. Special thanks go to
George Greer for allowing me to host the site on his server space.
*
http://www.gamefaqs.com/
New versions of the handbook, unless they contain extremely minor
revisions, will usually be posted to GameFAQs as well. This is a
wonderful site and, if you haven't been there, you must check it
out. The site is run single-handedly (!) by CJayC.
===============================================================================
-------------------------------------------------------------------------------
NNNNL PART ONE
NNNNN -=====================================================================-
NNN menu screen codes
NNN
NNN
NNN
NNN
NNN
""`
Listed in order of memory address.
In the codes, the digits 'xx' and 'yy', where they occur, determine which
character on your roster the code will affect. Here are the value lists for
'xx' and 'yy':
xx = 7F for Ramza (1) 80 for the character with index number of 2
81 for char. 3 82 for char. 4 83 for char. 5 84 for char. 6
85 for char. 7 86 for char. 8 87 for char. 9 88 for char. 10
89 for char. 11 8A for char. 12 8B for char. 13 8C for char. 14
8D for char. 15 8E for char. 16.
yy = 80 for Ramza (1) 81 for the character with index number of 2
82 for char. 3 83 for char. 4 84 for char. 5 85 for char. 6
86 for char. 7 87 for char. 8 88 for char. 9 89 for char. 10
8A for char. 11 8B for char. 12 8C for char. 13 8D for char. 14
8E for char. 15 8F for char. 16.
```````````````````````````````````````````````````````````````````````````````
Codes are numbered sequentially for now, but if I add one in later I'm not
going to renumber them all; I will just stick the next available number in
where available.
The bracketed number indicates the number of bits that the relevant piece
of game data occupies. One byte = 2 hex digits = 8 bits (*b*inary dig*it*s).
Ready, get set....
CODE
NO. INPUT CODE LENGTH EFFECT
1 3005xx74 00?? [8] Base class modifier. See Part 6.
2 3005xx75 00?? [8] Roster number. unit number = value + 1.
Makes things glitchy if you change it.
3 3005xx76 00?? [8] Current job modifier. See Part 6.
4 3005xx78 00?0 [4] Gender modifier. Note that this is the high
half of the byte.
2 = monster
4 = female
8 = male
I'm not sure what the lower half of the byte
does, but it seems to always be set to 0 or 1.
5 3005xx7A 00?0 [4] Zodiac sign. Note that this is the high
half of the byte.
0 = Aries
1 = Taurus
2 = Gemini
3 = Cancer
4 = Leo
5 = Virgo
6 = Libra
7 = Scorpio
8 = Sagittarius
9 = Capricorn
A = Aquarius
B = Pisces
C = Serpentarius (neutral to all signs)
6 3005xx7B 00?? [8] Secondary action ability.
7 8005xx7C 0??? [12] Reaction ability.
8 8005xx7E 0??? [12] Support ability.
9 8005xx80 0??? [12] Move ability.
10 3005xx82 00?? [8] Head equipment.
11 3005xx83 00?? [8] Body equipment.
12 3005xx84 00?? [8] Accessory.
13 3005xx85 00?? [8] Right hand (if weapon).
14 3005xx86 00?? [8] Right hand (if shield).
15 3005xx87 00?? [8] Left hand (if weapon).
16 3005xx88 00?? [8] Left hand (if shield).
17 3005xx89 00?? [8] Experience.
18 3005xx8A 00?? [8] Level.
19 3005xx8B 00?? [8] Brave.
20 3005xx8C 00?? [8] Faith.
21 3005xx8D 00??
8005xx8E ???? [24] HP Points (HPP).
3005xx8D low
3005xx8E middle
3005xx8F high
HPP = low + (middle * 256) + (high * 65536)
HP = [(HPP * ClassHPMultiplier) / 1638400]
22 3005xx90 ????
3005xx92 00?? [24] MP Points (MPP).
3005xx90 low
3005xx91 middle
3005xx92 high
MPP = low + (middle * 256) + (high * 65536)
MP = [(MPP * ClassMPMultiplier) / 1638400]
23 3005xx93 00??
8005xx94 ???? [24] Speed Points (SpP).
3005xx93 low
3005xx94 middle
3005xx95 high
SpP = low + (middle * 256) + (high * 65536)
Sp = [(SpP * ClassSpMultiplier) / 1638400]
24 8005xx96 ????
3005xx98 00?? [24] Physical AT Points (PAP).
3005xx96 low
3005xx97 middle
3005xx98 high
PAP = low + (middle * 256) + (high * 65536)
PA = [(PAP * ClassSpMultiplier) / 1638400]
25 3005xx99 00??
8005xx9A ???? [24] Magical AT Points (MAP).
3005xx99 low
3005xx9A middle
3005xx9B high
MAP = low + (middle * 256) + (high * 65536)
MA = [(MAP * ClassSpMultiplier) / 1638400]
26 8005xx9E ????
3005xxA0 00?? [24] Abilities learnt: Squire / base class
8005xx9E FFFF
3005xxA0 00FF = mastered
27 3005xxA1 00??
8005xxA2 ???? [24] Abilities learnt: Chemist
28 8005xxA4 ????
3005xxA6 00?? [24] Abilities learnt: Knight
29 3005xxA7 00??
8005xxA8 ???? [24] Abilities learnt: Archer
30 8005xxAA ????
3005xxAC 00?? [24] Abilities learnt: Monk
31 3005xxAD 00??
8005xxAE ???? [24] Abilities learnt: Priest
32 8005xxB0 ????
3005xxB2 00?? [24] Abilities learnt: Wizard
33 3005xxB3 00??
8005xxB4 ???? [24] Abilities learnt: Time Mage
34 8005xxB6 ????
3005xxB8 00?? [24] Abilities learnt: Summoner
35 3005xxB9 00??
8005xxBA ???? [24] Abilities learnt: Thief
36 8005xxBC ????
3005xxBE 00?? [24] Abilities learnt: Mediator
37 3005xxBF 00??
8005xxC0 ???? [24] Abilities learnt: Oracle
38 8005xxC2 ????
3005xxC4 00?? [24] Abilities learnt: Geomancer
39 3005xxC5 00??
8005xxC6 ???? [24] Abilities learnt: Lancer
40 8005xxC8 ????
3005xxCA 00?? [24] Abilities learnt: Samurai
41 3005xxCB 00??
8005xxCC ???? [24] Abilities learnt: Ninja
42 8005xxCE ????
3005xxD0 00?? [24] Abilities learnt: Calculator
43 3005xxD1 00??
8005xxD2 ???? [24] Abilities learnt: Bard
44 8005xxD4 ????
3005xxD6 00?? [24] Abilities learnt: Dancer
45 3005xxD7 00??
8005xxD8 ???? [24] Abilities learnt: Mime
46 8005xxE2 ???? [16] Available Job Points: Squire / base class
270F = 9999 JP
47 8005xxE4 ???? [16] Available Job Points: Chemist
48 8005xxE6 ???? [16] Available Job Points: Knight
49 8005xxE8 ???? [16] Available Job Points: Archer
50 8005xxEA ???? [16] Available Job Points: Monk
51 8005xxEC ???? [16] Available Job Points: Priest
52 8005xxEE ???? [16] Available Job Points: Wizard
53 8005xxF0 ???? [16] Available Job Points: Time Mage
54 8005xxF2 ???? [16] Available Job Points: Summoner
55 8005xxF4 ???? [16] Available Job Points: Thief
56 8005xxF6 ???? [16] Available Job Points: Mediator
57 8005xxF8 ???? [16] Available Job Points: Oracle
58 8005xxFA ???? [16] Available Job Points: Geomancer
59 8005xxFC ???? [16] Available Job Points: Lancer
60 8005xxFE ???? [16] Available Job Points: Samurai
61 8005yy00 ???? [16] Available Job Points: Ninja
62 8005yy02 ???? [16] Available Job Points: Calculator
63 8005yy04 ???? [16] Available Job Points: Bard
64 8005yy06 ???? [16] Available Job Points: Dancer
65 8005yy08 ???? [16] Available Job Points: Mime
66 8005yy0A ???? [16] Total Job Points: Squire / base class
=> Determines Job Level:
0000 - 0063 = Level 0 (x <= 99 JP)
0064 - 00C7 = Level 1 (100 <= x <= 199 JP)
00C8 - 015D = Level 2 (200 <= x <= 349 JP)
015E - 0225 = Level 3 (350 <= x <= 549 JP)
0226 - 031F = Level 4 (550 <= x <= 799 JP)
0320 - 047D = Level 5 (800 <= x <= 1149 JP)
047E - 060D = Level 6 (1150 <= x <= 1549 JP)
060E - 0833 = Level 7 (1550 <= x <= 2099 JP)
0834 - FFFF = Level 8 (x >= 2100 JP)
67 8005yy0C ???? [16] Total Job Points: Chemist
68 8005yy0E ???? [16] Total Job Points: Knight
69 8005yy10 ???? [16] Total Job Points: Archer
70 8005yy12 ???? [16] Total Job Points: Monk
71 8005yy14 ???? [16] Total Job Points: Priest
72 8005yy16 ???? [16] Total Job Points: Wizard
73 8005yy18 ???? [16] Total Job Points: Time Mage
74 8005yy1A ???? [16] Total Job Points: Summoner
75 8005yy1C ???? [16] Total Job Points: Thief
76 8005yy1E ???? [16] Total Job Points: Mediator
77 8005yy20 ???? [16] Total Job Points: Oracle
78 8005yy22 ???? [16] Total Job Points: Geomancer
79 8005yy24 ???? [16] Total Job Points: Lancer
80 8005yy26 ???? [16] Total Job Points: Samurai
81 8005yy28 ???? [16] Total Job Points: Ninja
82 8005yy2A ???? [16] Total Job Points: Calculator
83 8005yy2C ???? [16] Total Job Points: Bard
84 8005yy2E ???? [16] Total Job Points: Dancer
85 8005yy30 ???? [16] Total Job Points: Mime
SERIAL CODES : These write to multiple addresses using a single code
and require a GS 2.2 or higher to use.
----------------------------------------------------------------------
86 50001D02 0000
8005xx9E FFFF [480] All abilities learnt for all jobs.
87 50001302 0000
8005xxE2 270F [320] 9999 JP available for all jobs.
88 50001302 0000
8005yy0A 270F [320] 9999 total JP for all jobs (level 8).
----------------------------------------------------------------------
89 -------- ---- [112] Name modifier, byte codes
3005yy32 00?? [8] Name, first letter
3005yy33 00?? [8] Name, second letter
3005yy34 00?? [8] Name, third letter
3005yy35 00?? [8] Name, fourth letter
3005yy36 00?? [8] Name, fifth letter
3005yy37 00?? [8] Name, sixth letter
3005yy38 00?? [8] Name, seventh letter
3005yy39 00?? [8] Name, eighth letter
3005yy3A 00?? [8] Name, ninth letter
3005yy3B 00?? [8] Name, tenth letter
3005yy3C 00?? [8] Name, eleventh letter
3005yy3D 00?? [8] Name, twelfth letter
3005yy3E 00?? [8] Name, thirteenth letter
3005yy3F 00?? [8] Name, fourteenth letter
90 -------- ---- [112] Name modifier, word codes
8005yy32 ???? [16] Letters 2 & 1
8005yy34 ???? [16] Letters 4 & 3
8005yy36 ???? [16] Letters 6 & 5
8005yy38 ???? [16] Letters 8 & 7
8005yy3A ???? [16] Letters 10 & 9
8005yy3C ???? [16] Letters 12 & 11
8005yy3E ???? [16] Letters 14 & 13
91 3005yy42 00?? [8] Quote displayed when you press
'Select' on unit's name
01 = Ramza, ch. 1
02 = Ramza, ch. 2/3
03 = Ramza, ch. 4
04 = Delita
0C = Ovelia
0D = Orlandu
0F = Reis (human)
16 = Mustadio
17 = Gafgarion
19 = Rafa
1A = Malak
1E = Agrias
1F = Beowulf
21 = Balmafula
22 = Mustadio
29 = Rafa
2A = Meliadoul (#1)
2F = Meliadoul (#2)
30 = Alma
32 = Cloud
34 = Agrias
48 = Reis (Dragon)
75 = Worker 8
76 = Boco
78 = Lavian
79 = Alicia
7F = Rad
92 3005yy44 00?? [8] Proposition status
00 = Normal
01 = Leaving temp.
02 = Missing
93 800577CC ???? [24] Gil total
300577CE 00??
The following three codes are serial codes and require GS version 2.2
or above:
94 50007F02 0000
80059700 6363 [2048] Have 99 of all items; supply never goes down
as long as the GameShark is turned on.
95 50000502 0000
80057942 FFFF [96] Have all records in Brave Story.
96 50001802 0000
80057978 FFFF [400] Have Work History completed.
.NNNNNL PART TWO
(NNNNNNNN -================================================================-
NNNF `NNN) in-battle codes
4NN) .NNN)
JNNNF
.NNNN`
JNNNN___
(NNNNNNNN)
""""""""
These codes let you change just about everything about any character
in battle. (original list compiled by
[email protected]; revised
heavily by Aerostar)
Instead of being based on unit number like the codes in Part 1, these
codes are based upon a character's position in the "character list", which
is determined at the start of the battle and can be different from battle
to battle.
At the beginning of each battle, enemy and ally characters are
assigned numbers in a character list, as follows.
(1) Each enemy (red) formation comes with pre-selected enemy
index numbers. These units are numbered first in the character list,
starting at 01.
(2) The numbers of the player (blue) units are determined by the
player's placement of the units on the map before battle, in this
order:
________________
\_C_\_F_\_I_\_L_\
\_B_\_E_\_H_\_K_\
\_A_\_D_\_G_\_J_\
(the actual perspective seen in the game is this drawing rotated
roughly 30 degrees counter-clockwise)
The four 'rows' are ABC, DEF, GHI, and JKL. Sometimes a map will
have more rows than this, and each row may have more or less than
three squares in it, but you should be able to deduce the pattern
for any map from this drawing.
Squares are alphabetized (well, not really, but it makes it
easier to visualize) in rows, the leftmost row being considered first
and the rightmost being considered last. Letter 'A' is assigned to the
foremost square in the leftmost row. Blue units are then numbered
sequentially on the character list, starting from 17, based on the
squares they are standing on in alphabetical order.
If you are using the battle debug code, you can apply this same
process to the enemy (red) formation; in a debug battle, the members
of the blue team will be No. 17, No. 18, No. 19, and No. 20; the
members of the red team will be No. 01, No. 02, No. 03, and No. 04.
The codes in this section are stated in general form; you must enter
the substitution digits from the table below to make the codes apply
to a particular character in the character list. Three digits in each
code are variable; I represent these with "ppp", "qqq", "rrr", "sss",
"ttt", and "uuu". Each code in this section uses only one of these
six possible three-digit combinations; make sure you are using the
correct one for the code you want.
UNIT | ppp qqq rrr sss ttt uuu DETAILS
======================================================
No. 17 | 24C 24D 24E 24F 250 251 [Ally #1]
------------------------------------------------------
No. 18 | 268 269 26A 26B 26C 26D [Ally #2]
------------------------------------------------------
No. 19 | 284 285 286 287 288 289 [Ally #3]
------------------------------------------------------
No. 20 | 2A0 2A1 2A2 2A3 2A4 2A5 [Ally #4]
------------------------------------------------------
No. 21 | 2BC 2BD 2BE 2BF 2C0 2C1 [Ally #5]
------------------------------------------------------
No. 01 | 08C 08D 08E 08F 090 091 [Enemy / Guest #1]
------------------------------------------------------
No. 02 | 0A8 0A9 0AA 0AB 0AC 0AD [Enemy / Guest #2]
------------------------------------------------------
No. 03 | 0C4 0C5 0C6 0C7 0C8 0C9 [Enemy]
------------------------------------------------------
No. 04 | 0E0 0E1 0E2 0E3 0E4 0E5 [Enemy]
------------------------------------------------------
No. 05 | 0FC 0FD 0FE 0FF 000 001 [Enemy]
------------------------------------------------------
No. 06 | 118 119 11A 11B 11C 11D [Enemy]
------------------------------------------------------
No. 07 | 134 135 136 137 138 139 [Enemy]
------------------------------------------------------
No. 08 | 150 151 152 153 154 155 [Enemy]
------------------------------------------------------
No. 09 | 16C 16D 16E 16F 170 171 [Enemy]
------------------------------------------------------
No. 10 | 188 189 18A 18B 18C 18D [Enemy]
------------------------------------------------------
No. 11 | 1A4 1A5 1A6 1A7 1A8 1A9 [Enemy]
------------------------------------------------------
No. 12 | 1C0 1C1 1C3 1C4 1C5 1C6 [Enemy]
------------------------------------------------------
No. 13 | 1DC 1DE 1DF 1E0 1E1 1E2 [Enemy]
------------------------------------------------------
No. 14 | 1F8 1F9 1FA 1FB 1FC 1FD [Enemy]
------------------------------------------------------
No. 15 | 214 215 216 217 218 219 [Enemy]
------------------------------------------------------
No. 16 | 230 231 232 233 234 235 [Enemy]
------------------------------------------------------
97 3019pppC 00?? [8] Base class modifier.
98 3019pppE 00?? [8] Unit number modifier.
99 3019pppF 00?? [8] Current job modifier.
100 3019qqq0 000? [4] Sprite palette modifier.
0 = default
1 = Hokuten
2 = Nanten
3 = Death Corps
4 = Glabados Church
5 = shadows (sprites are completely black)
6 and up = default
101 3019qqq2 00?x [4] "x": Various flags.
1 = stars instead of death countdown when Dead
2 = unknown
4 = shroud stats with ???;
enable HP, MP > 999;
MaxHP, MaxMP multiplied by 10 on level up
Setting this bit will allow you to create
a character with up to 65535 HP using the
HP modifier code. The best way to do this
is to set the MaxHP to what you want using
code 126, then use a conditional code
(D0xxxxxx) in combination with code 125 to
set your current HP to the > 999 value
when the battle starts. For instance, if
you had a character with 512 HP in position
1, and you wanted to give him 32,767 HP
instead:
301924D2 0084 Set status shroud bit;
Keep sex male
801924F6 7FFF MaxHP = 32767
D01924F4 0200 If CurHP = 512, then...
801924F4 7FFF CurHP = 32767.
8 = stars instead of death countdown when Dead
[4] "?": Sex modifier.
1 = unknown, but sometimes used
2 = monster
4 = female
8 = male
Sex flags can be `stacked' -- i.e., it is
possible to create a unit that is male,
female, AND monster!
102 3019qqq3 000? [4] Zodiac sign modifier.
103 8019qqq6 ???? [16] Inherent ability #1 modifier.
104 8019qqq8 ???? [16] Inherent ability #2 modifier.
105 8019qqqA ???? [16] Inherent ability #3 modifier.
106 8019qqqC ???? [16] Inherent ability #4 modifier.
107 3019qqqE 00?? [8] 'Act' menu command 1 modifier.
108 3019qqqF 00?? [8] 'Act' menu command 2 modifier.
(lasts even after battle)
109 8019rrr0 0??? [16] Reaction ability modifier.
(lasts even after battle)
110 8019rrr2 0??? [16] Support ability modifier.
(lasts even after battle)
111 8019rrr4 0??? [16] Move ability modifier.
(lasts even after battle)
Equip codes will also last after battle:
112 3019rrr6 00?? [8] Head equipment modifier.
113 3019rrr7 00?? [8] Body equipment modifier.
114 3019rrr8 00?? [8] Accessory modifier.
115 3019rrr9 00?? [8] Right hand modifier (if weapon).
116 3019rrrA 00?? [8] Right hand modifier (if shield).
117 3019rrrB 00?? [8] Left hand modifier (if weapon).
118 3019rrrC 00?? [8] Left hand modifier (if shield).
119 3019rrrD 00?? [8] Exp. modifier.
120 3019rrrE 00?? [8] Level modifier.
121 3019rrrF 00?? [8] Brave at start of battle modifier.
(To determine your Brave level after
the battle ends, the game subtracts
this number from "Current Brave"
[code #118], divides by 4 with
truncation, then adds the result
to this byte.)
122 3019sss0 00?? [8] Current Brave modifier.
123 3019sss1 00?? [8] Faith at start of battle modifier.
124 3019sss2 00?? [8] Current Faith modifier.
125 8019sss4 ???? [16] Current HP modifier.
126 8019sss6 ???? [16] Max HP modifier.
127 8019sss8 ???? [16] Current MP modifier.
128 8019sssA ???? [16] Max MP modifier.
129 3019ttt2 00?? [8] Physical AT (PA) modifier.
130 3019ttt3 00?? [8] Magical AT (MA) modifier.
131 3019ttt4 00?? [8] Speed modifier.
132 3019ttt5 00?? [8] CT modifier.
133 3019ttt6 00?? [8] Move modifier.
134 3019ttt7 00?? [8] Jump modifier.
135 3019ttt8 00?? [8] Displayed (not actual) right hand weapon power.
136 3019ttt9 00?? [8] Displayed (not actual) left hand weapon power.
137 3019tttA 00?? [8] Displayed (not actual) right hand weapon evade.
138 3019tttB 00?? [8] Displayed (not actual) left hand weapon evade.
139 3019tttC 00?? [8] Physical accessory-evade modifier.
140 3019tttE 00?? [8] Physical shield-evade modifier.
141 3019tttF 00?? [8] Physical class-evade modifier.
142 3019uuu0 00?? [8] Magical accessory-evade modifier.
143 3019uuu2 00?? [8] Magical shield-evade modifier.
144 80192608 bbaa [112] Ally 1 job name. Each code alters two
8019260A ddcc letters: "aa" forms the first character of the
8019260C ffee name; "bb", the second; "cc" the third, etc.
8019260E hhgg
80192610 jjii
80192612 llkk
80192614 nnmm
145 801927C8 bbaa [112] Ally 2 job name.
801927CA ddcc
801927CC ffee
801927CE hhgg
801927D0 jjii
801927D2 llkk
801927D4 nnmm
146 80192988 bbaa [112] Ally 3 job name
8019298A ddcc
8019298C ffee
8019298E hhgg
80192990 jjii
80192992 llkk
80192994 nnmm
147 80192B48 bbaa [112] Ally 4 job name
80192B4A ddcc
80192B4C ffee
80192B4E hhgg
80192B50 jjii
80192B52 llkk
80192B54 nnmm
148 80192D08 bbaa [112] Ally 5 job name
80192D0A ddcc
80192D0C ffee
80192D0E hhgg
80192D10 jjii
80192D12 llkk
80192D14 nnmm
149 8019@@@8 bbaa [112] Enemies' job names
8019@@@A ddcc Replacement digits:
8019@@@C ffee Enemy @@@ ***
8019@@@E hhgg ----- --- ---
8019***0 jjii 1 0A0 0A1
8019***2 llkk 2 0BC 0BD
8019***4 nnmm 3 0D8 0D9
4 0F4 0F5
5 110 111
6 12C 12D
7 148 149
8 164 165
9 180 181
10 19C 19D
11 1B8 1B9
150 301908D1 0098 Control every unit on the battlefield --
30190A91 0098 ally or enemy. Due to its length, you must
30190C51 0098 enter this code in two separate parts.
30190E11 0098
30190FD1 0098 This code allows for some very interesting
30191191 0098 new play options: try to beat your own party
30191351 0098 with the enemies by putting your allies on
30191511 0098 Auto-battle, or, even better, play two-player
301916D1 0098 Tactics with a friend! Have one player control
30191891 0098 the blue-dot units, the other player control
the red-dot units, and pass the controller
+ back and forth.
30191A51 0098 (created by Jay McGavren)
30191C11 0098
30191DD1 0098
30191F91 0098
30192151 0098
30192311 0098
.NNNNNL PART THREE
NNNNNNNL -=================================================================-
NNN (NNN debug codes
NNNN) created by CzarDragon
__ `4NNN)
NNN) (NN)
4NNN_JNNN)
4NNNNNNF
""""
I will only briefly mention these codes -- they are too useful for me to
ignore them completely in my FAQ, but Fred Oliver has already written an
excellent FAQ on them, and therefore it would be redundant to explain them
here. You can retrieve Fred Oliver's FAQ from the GameFAQs FFT FAQ database,
which can be found at
http://www.gamefaqs.com/console/psx/game/20051.html
151 D0198090 0000 World debug code
80198090 0006
On the main menu on the world map screen, when you put your cursor on the
first option, it will move automatically to a secret option that looks like
it's below the menu. This is a 'battle tester' which will allow you to have
a four-on-four combat using members of your party on a battleground of your
choosing. See Fred Oliver's FAQ for more information, including a near
complete list of the battlegrounds. I have a few notes, though, in addition
to what Fred has observed about the battle tester:
- If the 'good guys' (blue-dot units) win, any characters that crystallized
during the battle will remain crystallized. If the 'bad guys' (red-dot
units) win and you see a 'GAME OVER' (which isn't really), then all the
characters that crystallized during the battle will be restored to normal.
- Level, Brave and Faith changes effected during a test battle will remain
if the blue team wins, but will be undone if the red team wins.
- Equip changes will remain after battle regardless of which team wins.
Bring the cursor two more options down from the battle tester, and you will
will be at the 'party selector', which will allow you to pick any one of 511
different parties -- allies, enemies, monsters, you name it! Again, take a
look at Fred Oliver's file for more detailed information, and look at Goryus'
Battle List (also on GameFAQs) for the debug number for every enemy party in
the game (and then some!).
152 D016BC1C 0000 Battle debug code
8016BC1C 0003
These debug options are found on the menu that appears when you press
'triangle' on an unoccupied square. The only useful thing here is the option
just below the end of the normal menu, which will enable to you to change
various statistics of all the characters in battle. Once again, see Fred's
FAQ. I have a couple notes to supplement Fred's commentary on this menu,
as well:
- Move, Jump and Speed modification will only last until the end of the
battle.
- If you change a character's Speed using the debug menu, it will be
immediately reset to its normal value if the character levels up during
the course of the battle (so if you're setting a character to 50 Sp or 1
Sp for testing game-flow or something, it's a good idea to either set the
Level to 99 as well, or prevent them from ever accruing Exp. via the code
in Part 2).
JNNNN. PART FOUR
JNNNNN) -===============================================================-
JNNNNNN) CzarDragon's codes
NNNF NNN)
NNNF NNN)
NNNNNNNNNNN
`"""""NNNN"
NNN)
`""
These codes, discovered by CzarDragon after he made a dump of the game's
RAM, allow you to modify the inherent characteristics of all the game's
different jobs!
I present them here in `algebraic' form in case any of the following
Internet resources ever go down, but you can find them in easier-to-
navigate form at CzarDragon's Den:
http://www.geocities.com/CzarDragon/
NeoKamek has also made a program called GameShark Helper to automatically
generate some of these codes; you can find that program here:
http://www.fftactics.net/fftmech/fftgsh.zip
Now, the codes. First come the substitution values for each class:
CLASS www xxx yyy zzz
----------------------------- --- --- --- ---
01 Squire Ramza1 10E 10F 110 111
02 Squire Ramza2 111 112 113 114
03 Squire Ramza3 114 115 116 117
04 Squire Delita1 117 118 119 11A
05 Holy Knight Delita2 11A 11B 11C 11D
06 Arc Knight Delita3 11D 11E 11F 120
07 Squire Algus 120 121 122 123
08 Arc Knight Zalbag 123 124 125 126
09 Lune Knight Dycedarg 126 127 128 129
0A Duke Larg 129 12A 12B 12C
0B Duke Goltana 12C 12D 12E 12F
0C Princess Ovelia 12F 130 131 132
0D Holy Swordsman Orlandu 132 133 134 135
0E High Priest Funeral 135 136 137 138
0F Dragoner Reis 138 139 13A 13B
10 Holy Priest Zalmo 13B 13C 13D 13E
11 Dark Knight Gafgarion 13E 13F 140 141
12 Hell Knight Malak ? 141 142 143 144
13 Bishop Simon 144 145 146 147
14 Cleric Alma ? 147 148 148 14A
15 Astrologist Olan 14A 14B 14C 14D
16 Engineer Mustadio 14D 14E 14F 150
17 Dark Knight Gafgario 150 151 152 153
18 Cardinal Draclau 153 154 155 156
19 Heaven Knight Rafa 156 157 158 159
1A Hell Knight Malak 159 15A 15B 15C
1B Arc Knight Elmdor 15C 15D 15E 15F
1C Delita's Sis Teta 15F 160 161 162
1D Arc Duke Barinten 162 163 164 165
1E Holy Knight Agrias 165 166 167 168
1F Temple Knight Beowulf 168 169 16A 16B
20 White Knight Wiegraf1 16B 16C 16D 16E
21 Arc Witch Balmaful 16E 16F 170 171
22 Engineer Mustadio 171 172 173 174
23 Bi-count Rudvich 174 175 176 177
24 Divine Knight Vormav 177 178 179 17A
25 Divine Knight Rofel 17A 17B 17C 17D
26 Knight Blade Izlude 17D 17E 17F 180
27 Sorcerer Kletian 180 181 182 183
28 White Knight Wiegraf2 183 184 185 186
29 Heaven Knight Rafa 186 187 188 189
2A Divine Knight Meliadou 189 18A 18B 18C
2B Engineer Balk 18C 18D 18E 18F
2C Cleric Alma ? 18F 190 191 192
2D Assassin Celia 192 193 194 195
2E Assassin Lede 195 196 197 198
2F Divine Knight Meliadou 198 199 19A 19B
30 Cleric Alma 19B 19C 19D 19E
31 Phony Saint Ajora 19E 19F 1A0 1A1
32 Soldier Cloud 1A1 1A2 1A3 1A4
33 Arc Knight Undead Zal. 1A4 1A5 1A6 1A7
34 Holy Knight Agrias 1A7 1A8 1A9 1AA
35 Chemist ??? 1AA 1AB 1AC 1AD
36 Priest ??? 1AD 1AE 1AF 1B0
37 Wizard ??? 1B0 1B1 1B2 1B3
38 Oracle ??? 1B3 1B4 1B5 1B6
39 ------------- ------ 1B6 1B7 1B8 1B9
3A ------------- ------ 1B9 1BA 1BB 1BC
3B ------------- ------ 1BC 1BD 1BE 1BF
3C Warlock Velius 1BF 1C0 1C1 1C2
3D Knight from Hell 1C2 1C3 1C4 1C5
3E Angel of Death Zalera 1C5 1C6 1C7 1C8
3F Archer from Hell 1C8 1C9 1CA 1CB
40 Regulator Hashmalu 1CB 1CC 1CD 1CE
41 Holy Angel from Hell 1CE 1CF 1D0 1D1
42 Wizard from Hell 1D1 1D2 1D3 1D4
43 Impure King Queklain 1D4 1D5 1D6 1D7
44 Time Mage from Hell 1D7 1D8 1D9 1DA
45 Ghost of Fury Adramelk 1DA 1DB 1DC 1DD
46 Oracle from Hell 1DD 1DE 1DF 1E0
47 Summoner from Hell 1E0 1E1 1E2 1E3
48 Holy Dragon Reis 1E3 1E4 1E5 1E6
49 Arch Angel Altima2 1E6 1E7 1E8 1E9
4A Squire generic 1E9 1EA 1EB 1EC
4B Chemist generic 1EC 1ED 1EE 1EF
4C Knight generic 1EF 1F0 1F1 1F2
4D Archer generic 1F2 1F3 1F4 1F5
4E Monk generic 1F5 1F6 1F7 1F8
4F Priest generic 1F8 1F9 1FA 1FB
50 Wizard generic 1FB 1FC 1FD 1FE
51 Time Mage generic 1FE 1FF 200 201
52 Summoner generic 201 202 203 204
53 Thief generic 204 205 206 207
54 Mediator generic 207 208 209 20A
55 Oracle generic 20A 20B 20C 20D
56 Geomancer generic 20D 20E 20F 210
57 Lancer generic 210 211 212 213
58 Samurai generic 213 214 215 216
59 Ninja generic 216 217 218 219
5A Calculator generic 219 21A 21B 21C
5B Bard generic 21C 21D 21E 21F
5C Dancer generic 21F 220 221 222
5D Mime generic 222 223 224 225
5E Chocobo Chocobo 225 226 227 228
5F Black Chocobo Chocobo 228 229 22A 22B
60 Red Chocobo Chocobo 22B 22C 22D 22E
61 Goblin Goblin 22E 22F 230 231
62 Black Goblin Goblin 231 232 233 234
63 Gobbledeguck Goblin 234 235 236 237
64 Bomb Bomb 237 238 239 23A
65 Grenade Bomb 23A 23B 23C 23D
66 Explosive Bomb 23D 23E 23F 240
67 Red Panther Panther 240 241 242 243
68 Cuar Panther 243 244 245 246
69 Vampire Panther 246 247 248 249
6A Pisco Demon Mindflayer 249 24A 24B 24C
6B Squidlarkin Mindflayer 24C 24D 24E 24F
6C Mindflare Mindflayer 24F 250 251 252
6D Skeleton Skeleton 252 253 254 255
6E Bone Snatch Skeleton 255 256 257 258
6F Living Bone Skeleton 258 259 25A 25B
70 Ghoul Ghost 25B 25C 25D 25E
71 Gust Ghost 25E 25F 260 261
72 Revenant Ghost 261 262 263 264
73 Flotiball Ahriman 264 265 266 267
74 Ahriman Ahriman 267 268 269 26A
75 Plague Ahriman 26A 26B 26C 26D
76 Juravis Cockatrice 26D 26E 26F 270
77 Steel Hawk Cockatrice 270 271 272 273
78 Cockatoris Cockatrice 273 274 275 276
79 Uribo Uribo 276 277 278 279
7A Porky Uribo 279 27A 27B 27C
7B Wildbow Uribo 27C 27D 27E 27F
7C Woodman Treant 27F 280 281 282
7D Trent Treant 282 283 284 285
7E Taiju Treant 285 286 287 288
7F Bull Demon Minotaur 288 289 28A 28B
80 Minitaurus Minotaur 28B 28C 28D 28E
81 Sacred Minotaur 28E 28F 290 291
82 Morbol Morbol 291 292 293 294
83 Ochu Morbol 294 295 296 297
84 Great Morbol Morbol 297 298 299 29A
85 Behemoth Behemoth 29A 29B 29C 29D
86 King Behemoth Behemoth 29D 29E 29F 2A0
87 Dark Behemoth Behemoth 2A0 2A1 2A2 2A3
88 Dragon Dragon 2A3 2A4 2A5 2A6
89 Blue Dragon Dragon 2A6 2A7 2A8 2A9
8A Red Dragon Dragon 2A9 2AA 2AB 2AC
8B Hyudra Hydra 2AC 2AD 2AE 2AF
8C Hydra Hydra 2AF 2B0 2B1 2B2
8D Tiamat Hydra 2B2 2B3 2B4 2B5
8E <nothing> 2B5 2B6 2B7 2B8
8F <nothing> 2B8 2B9 2BA 2BB
90 Byblos Apanda 2BB 2BC 2BD 2BE
91 Steel Giant Worker 2BE 2BF 2C0 2C1
92 ------------ ------- 2C1 2C2 2C3 2C4
93 ------------ ------- 2C4 2C5 2C6 2C7
94 ------------ ------- 2C7 2C8 2C9 2CA
95 ------------ ------- 2CA 2CB 2CC 2CD
96 Apanda Apanda 2CD 2CE 2CF 2D0
97 Serpentarius Elidibs 2D0 2D1 2D2 2D3
98 Holy Dragon Reis? 2D3 2D4 2D5 2D6
99 Archaic Demon Demon 2D6 2D7 2D8 2D9
9A Ultima Demon Demon 2D9 2DA 2DB 2DC
Now the codes:
153 3006www8 00?? [8] First command modifier.
154 3006www9 00?? [16] Inherent ability #1.
3006wwwA 000?
155 3006wwwB 00?? [16] Inherent ability #2.
3006wwwC 000?
156 3006wwwD 00?? [16] Inherent ability #3.
3006wwwE 000?
157 3006wwwF 00?? [16] Inherent ability #4.
3006xxx0 000?
158 3006xxx1 00?? [8] Equippable items #1.
159 3006xxx2 00?? [8] Equippable items #2.
160 3006xxx3 00?? [8] Equippable items #3.
161 3006xxx4 00?? [8] Equippable items #4.
162 3006xxx5 00?? [8] "C" value for HP points.
163 3006xxx6 00?? [8] HP point multiplier.
164 3006xxx7 00?? [8] "C" value for MP points.
165 3006xxx8 00?? [8] MP point multiplier.
166 3006xxx9 00?? [8] "C" value for Speed points.
167 3006xxxA 00?? [8] Speed point multiplier.
168 3006xxxB 00?? [8] "C" value for PA points.
169 3006xxxC 00?? [8] PA point multiplier.
170 3006xxxD 00?? [8] "C" value for MA points.
171 3006xxxE 00?? [8] MA point multiplier.
172 3006xxxF 00?? [8] Move.
173 3006yyy0 00?? [8] Jump.
174 3006yyy1 00?? [8] Class evade.
175 3006yyy2 00?? [8] Permanent statuses #1.
176 3006yyy3 00?? [8] Permanent statuses #2.
177 3006yyy4 00?? [8] Permanent statuses #3.
178 3006yyy5 00?? [8] Permanent statuses #4.
176 3006yyy6 00?? [8] Permanent statuses #5.
177 3006yyy7 00?? [8] Status immunities #1.
178 3006yyy8 00?? [8] Status immunities #2.
179 3006yyy9 00?? [8] Status immunities #3.
180 3006yyyA 00?? [8] Status immunities #4.
181 3006yyyB 00?? [8] Status immunities #5.
182 3006yyyC 00?? [8] Status at start of battle #1.
183 3006yyyD 00?? [8] Status at start of battle #2.
184 3006yyyE 00?? [8] Status at start of battle #3.
185 3006yyyF 00?? [8] Status at start of battle #4.
186 3006zzz0 00?? [8] Status at start of battle #5.
Status #1 (168, 173, 178):
01 = Performing
02 = Defending
04 = Jump
08 = Charging
10 = Undead
20 = Dead
40 = Crystal
80 = ?
Stauts #2 (169, 174, 179):
01 = Treasure
02 = ?
04 = Blood Suck
08 = Silence
10 = Confusion
20 = Darkness
40 = Invite
80 = Petrify
Status #3 (170, 175, 180):</pre><pre id="faqspan-2">
01 = Critical
02 = Frog
04 = Chicken
08 = Berserk
10 = Transparent
20 = Reraise
40 = Float
80 = Oil
Status #4 (171, 176, 181):
01 = (cannot be hit by spells or effects)
02 = Stop
04 = Slow
08 = Haste
10 = Shell
20 = Protect
40 = Regen
80 = Poison
Stauts #5 (172, 177, 182):
01 = Death Sentence
02 = Reflect
04 = Don't Act
08 = Don't Move
10 = Sleep
20 = Charm
40 = Innocent
80 = Faith
187 3006zzz1 00?? [8] Absorb elements.
01 = Dark
02 = Holy
04 = Water
08 = Earth
10 = Wind
20 = Ice
40 = Lightning
80 = Fire
Add values together to affect
multiple elements.
188 3006zzz2 00?? [8] Cancel elements.
189 3006zzz3 00?? [8] Half elements.
190 3006zzz4 00?? [8] Weak elements.
191 3006zzz5 00?? [8] Monster's portrait.
192 3006zzz6 00?? [8] Monster's palette.
193 3006zzz7 00?? [8] Monster's graphic.
01 = Chocobo 0D = Marlboro
02 = Goblin 0E = Dragon
03 = Bomb 0F = Behemoth
04 = Panther 10 = Hydra
05 = Mindflayer 11 = Apanda
06 = Skeleton 12 = Steel Giant
07 = Ghost 13 = Archaic Demon
08 = Ahriman 14 = Ultima Demon
09 = Cockatrice
0A = Uribo
0B = Treant
0C = Minotaur
JOB CHANGE WHEEL MODIFIERS: These codes will modify the jobs that appear
on the job-changing wheel. Some jobs may not work properly.
194 801C83F0 00?? [16] Number of jobs
195 801C83F8 00?? [16] Job #1 modifier
196 801C83FA 00?? [16] Job #2 modifier
197 801C83FC 00?? [16] Job #3 modifier
198 801C83FE 00?? [16] Job #4 modifier
199 801C8400 00?? [16] Job #5 modifier
200 801C8402 00?? [16] Job #6 modifier
201 801C8404 00?? [16] Job #7 modifier
202 801C8406 00?? [16] Job #8 modifier
203 801C8408 00?? [16] Job #9 modifier
204 801C840A 00?? [16] Job #10 modifier
205 801C840C 00?? [16] Job #11 modifier
206 801C840E 00?? [16] Job #12 modifier
207 801C8410 00?? [16] Job #13 modifier
208 801C8412 00?? [16] Job #14 modifier
209 801C8414 00?? [16] Job #15 modifier
210 801C8416 00?? [16] Job #16 modifier
211 801C8418 00?? [16] Job #17 modifier
212 801C841A 00?? [16] Job #18 modifier
213 801C841C 00?? [16] Job #19 modifier
214 801C841E 00?? [16] Job #20 modifier
215 801C8420 00?? [16] Job #21 modifier
216 801C8422 00?? [16] Job #22 modifier
217 801C8424 00?? [16] Job #23 modifier
218 801C8426 00?? [16] Job #24 modifier
219 801C8428 00?? [16] Job #25 modifier
220 801C842A 00?? [16] Job #26 modifier
221 801C842C 00?? [16] Job #27 modifier
222 801C842E 00?? [16] Job #28 modifier
223 801C8430 00?? [16] Job #29 modifier
224 801C8432 00?? [16] Job #30 modifier
225 801C8434 00?? [16] Job #31 modifier
226 801C8436 00?? [16] Job #32 modifier
227 801C8438 00?? [16] Job #33 modifier
228 801C843A 00?? [16] Job #34 modifier
229 801C843C 00?? [16] Job #35 modifier
230 801C843E 00?? [16] Job #36 modifier
231 801C8440 00?? [16] Job #37 modifier
232 801C8442 00?? [16] Job #38 modifier
233 801C8444 00?? [16] Job #39 modifier
234 801C8446 00?? [16] Job #40 modifier
235 801C8448 00?? [16] Job #41 modifier
236 801C844A 00?? [16] Job #42 modifier
237 801C844C 00?? [16] Job #43 modifier
238 801C844E 00?? [16] Job #44 modifier
.NNNNNNN. PART FIVE
(NNNNNNN` -================================================================-
NNNL__. `hard mode' code
NNNNNNNN. from NeoWeird's site
`NNNL
http://neoweird.tripod.com/gameshark/Hard_Mode.html
__. (NNN
(NNNL_NNNF
4NNNNNNF
""""
Courtesy of NeoWeird's site,
http://neoweird.tripod.com/gameshark/Hard_Mode.html
This code will make all humans you meet in battle master _all_ of their jobs.
This means you'll start seeing enemies casting Holy, Bahamut, and Flare,
using Move +3 and Blade Grasp, and a bunch of other abilities that the AI
normally does not have enough JP to use. GS 2.2 or higher is required.
Note that because the GS cannot handle more than 15 lines of code in a single
cheat, you'll have to enter this as three separate 'codes'.
239 50003901 0000 Hard mode
30190965 00FF
50003901 0000
30190B25 00FF
50003901 0000
30190CE5 00FF
50003901 0000
30190EA5 00FF
50003901 0000
30191065 00FF
50003901 0000
30191225 00FF
50003901 0000
301913E5 00FF
50003901 0000 Hard mode (continued)
301915A5 00FF
50003901 0000
30191765 00FF
50003901 0000
30191925 00FF
50003901 0000
30191AE5 00FF
50003901 0000
30191CA5 00FF
50003901 0000
30191E65 00FF
50003901 0000 Hard mode (continued)
30192025 00FF
50003901 0000
301921E5 00FF
50003901 0000
301921A5 00FF
.NNN PART SIX
(NNNF -===============================================================-
JNNNN_. substitution digits for parts 1 - 5
JNNNNNNNL
NNN` `NNN)
(NNN JNN)
NNNN_JNNN)
`NNNNNNN`
`"""`
You might want to print this part out as a separate packet so you can
conveniently use it with all the codes contained in the previous part.
-===================-
JOB AND SPRITE DIGITS
-===================-
relevant codes
````````````````````````````````````````````````````````
SPRITE / BASE CURRENT JOB
FORMATION CODES 1: 3005xx74 00## 3: 3005xx76 00??
IN-BATTLE CODES 97: 3019pppC 00## 99: 3019pppF 00??
````````````````````````````````````````````````````````
JOB WHEEL MODIFIER -> See codes 195 - 238
auxiliary codes
````````````````````````````````````````````````````````
SEX CHANGE 4: 3005xx78 00s0 s = 2 -> monster
4 -> female
8 -> male
````````````````````````````````````````````````````````
The first code (1 or 97) defines "who the character is", including the
graphic.
- For a normal human (male), replace ## with 80. \
> Base job is "Squire"
- For a normal female, replace ## with 81. /
- For a special human (e.g., one with a non-generic sprite), replace ##
with the appropriate two-digit combination from the list for
the next code.
- If ?? > 82 (most monsters), then ## = 82. That is, if the number on
the left hand side of the chart below is greater than 82 for the
sprite & base class that you desire, you will input "82" rather
than the number on the chart in this code.
The second code (3 or 99) defines which job the character is currently,
and with it, their primary battle command, equippable items, base stats,
and inherent abilities/limitations. For a special human, the value for
this code and for the code above should be the same. For a monster, the
value for the first code (##) should be 82 and the value of the second code
(??) should correspond to the monster you want.
Some notes (read before e-mailing me):
* MAKE SURE you begin the codes with a _3_, not an 8!
* If you change Ramza's sprite, you will not be able to pass the following
battles:
- vs. Wiegraf in Riovanes Castle
- opening the floodgate at Bethla Garrison
So, if you're going to change Ramza's sprite, make sure you've either
already finished these battles or you know how to change it back to
the original.
* Make sure you _have_ a character to modify in the slot you're trying to
modify.
* It's best if the character you're trying to create is the same sex as
the one you're creating it from: i.e., change females to females, males
to males, and monsters to monsters. If you want to align the sex via
GameShark, see code 4.
* If you input more than 16 codes at once, the game may appear to hang at the
"Checking memory card..." screen. If this happens, just turn the GS off
and turn it back on once your game is loaded.
* If you use a combination for the sprite code (3005xx74 00##) that is
different from the one you use for the current job code (8005XX76 00??),
you may find that you don't know any abilities for your current job and
can't learn any. To fix this, make both the sprite and current job codes
equal to the current job you want. You should now be able to learn all
the abilities of that job. When you have learned them all, simply switch
back to the original sprite, and you will now be able to use all the
abilities of the job! (Or, instead of doing this, you can just enter
code 26 to master your base class; this will apply no matter what your
base class is.)
REMEMBER:
## is the substitution in the code 3005xx74 00##
?? is the substitution in the code 8005xx76 00??
----------------------------------------------------------------------
Key for human classes:
{3} {4}
05 | Holy Knight{2} SPRITE: Delita, second incarnation M
{1} |-----------------------------------------------------------------
| COMMAND: Holy Sword, 1D{5} FORMATION SCREEN: Ramza{6}
| EQUIP: Swd, Shl, Hlm, Arm, Rbe{7}
| NOTES: Looks screwy on the party placement screen before battle{8}
| Delita as a Holy Black Sheep Knight.{9}
{1} Combination in question. Enter as ## in [3005xx74 00##] to change
sprite and base class. Enter as ?? in [8005xx76 00??] to change
current job.
{2} Name of job the combination will yield
{3} Sprite that the combination will yield
{4} Whether a male (M) or female (F) should be transformed into this
{5} Primary command that this job will yield; GS digit for that command
in 3005xx7B 00?? (code 6).
{6} Sprite that will appear on the formation screen if you use this
combination in the 'sprite' code. 'same' indicates that the sprite
used on the formation screen will be the same as that used in battle;
'Ramza' indicates that the formation screen sprite will appear as a
Chapter 1 Ramza (though the battle sprite will look normal). There
is NO WAY TO FIX THIS; characters that appear as Ramza on the
formation screen were not intended to be playable, and thus their
formation screen sprites are understandably glitched. It's not
that big of a deal, as most of the game is battle anyway. :)
(7} Equippable items if you use this combination in the 'current job'
code:
Knf - Knife Nja - Ninja Sword Swd - Sword
KnS - Knight Sword Lan - Lance Fla - Flail
Axe - Axe Bow - Bow XBw - Crossbow
Sta - Staff Rod - Rod Stk - Stick
Dic - Dictionary Kta - Katana Cth - Cloth
Hrp - Harp Shl - Shield Hat - Hat
Hlm - Helmet Clt - Clothes Rbe - Robe
Arm - Armor
(8) Inherent abilities of the job or other important comments regarding
this combination
(9} Less important comments; a description of the job or of the person
from whom the job originates
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
SPECIAL HUMANS
Instructions for combinations 00 - 3B:
> These are all 'special humans', so ## is the same as ?? -- that is,
you can use these combinations both for sprites and current jobs.
00 | [none] SPRITE: [none]
|-----------------------------------------------------------------
| COMMAND: [none] FORMATION SCREEN: [none]
| EQUIP: [none]
| PROPERTIES: [none]
| Null.
01 | Squire SPRITE: Ramza, chapter 1 M
|-----------------------------------------------------------------
| COMMAND: Guts, 19 FORMATION SCREEN: same
| EQUIP: Swd, Knf, Fla, Shl, Hlm, Hat, Arm, Clt, Rbe
| NOTES:
| If you accidentally change Ramza's sprite in chapter 1,
| use this combination [30057F74 0001] to change it back.
02 | Squire SPRITE: Ramza, chapter 2/3 M
|-----------------------------------------------------------------
| COMMAND: Guts, 1A FORMATION SCREEN: same
| EQUIP: Swd, Knf, Fla, Shl, Hlm, Hat, Arm, Clt, Rbe
| NOTES:
| If you accidentally change Ramza's sprite in chapter 2 or 3,
| use this combination [30057F74 0002] to change it back.
03 | Squire SPRITE: Ramza, chapter 4 M
|-----------------------------------------------------------------
| COMMAND: Guts, 1B FORMATION SCREEN: same
| EQUIP: Swd, Knf, Fla, Shl, Hlm, Hat, Arm, Clt, Rbe
| NOTES:
| If you accidentally change Ramza's sprite in chapter 4,
| use this combination [30057F74 0003] to change it back.
04 | Squire SPRITE: Delita, chapter 1 M
|-----------------------------------------------------------------
| COMMAND: Guts, 1C FORMATION SCREEN: same
| EQUIP: Swd, Knf, Fla, Shl, Hat, Clt, Rbe
| NOTES:
| Delita as a squire in chapter 1.
05 | Holy Knight SPRITE: Delita, second incarnation M
|-----------------------------------------------------------------
| COMMAND: Holy Sword, 1D FORMATION SCREEN: Ramza
| EQUIP: Swd, Shl, Hlm, Arm, Rbe
| NOTES: Looks screwy on the party placement screen before battle
| Delita as a Holy Black Sheep Knight.
06 | Arc Knight SPRITE: Delita, final incarnation M
|-----------------------------------------------------------------
| COMMAND: Mighty Sword, 1E FORMATION SCREEN: Ramza
| EQUIP: Swd, KSw, Shl, Hlm, Arm, Rbe
| NOTES:
| Delita in his kingly garb.
07 | Squire SPRITE: Algus M
|-----------------------------------------------------------------
| COMMAND: Basic Skill, 1F FORMATION SCREEN: same
| EQUIP: Swd, Knf, Fla, Shl, Hat, Clt, Rbe
| NOTES:
| Algus Sadolfas, the treacherous cadet.
08 | Arc Knight SPRITE: Zalbag M
|-----------------------------------------------------------------
| COMMAND: Destroy Sword, 4B FORMATION SCREEN: Ramza
| EQUIP: Swd, KnS, Shl, Hlm, Arm, Rbe
| NOTES:
| Zalbag Beoulve, general of the Hokuten.
09 | Lune Knight SPRITE: Dycedarg M
|-----------------------------------------------------------------
| COMMAND: Sword Skill, 46 FORMATION SCREEN: Ramza
| EQUIP: Swd, KnS, Shl, Hlm, Arm, Rbe
| NOTES: Inherent Defense Up, Magic Def UP
| Dycedarg Beoulve. Should be 'Rune Knight'.
0A | Duke SPRITE: Larg M
|-----------------------------------------------------------------
| COMMAND: [none] FORMATION SCREEN: Ramza
| EQUIP: [none]
| NOTES:
| You probably only want to use this for the sprite.
0B | Duke SPRITE: Goltana M
|-----------------------------------------------------------------
| COMMAND: [none] FORMATION SCREEN: Ramza
| EQUIP: [none]
| NOTES:
| You probably only want to use this for the sprite.
0C | Princess SPRITE: Ovelia F
|-----------------------------------------------------------------
| COMMAND: Holy Magic, 24 FORMATION SCREEN: same
| EQUIP: Stf, Hat, Rbe
| NOTES: Inherent Defense UP, Mag Def UP
| Princess Ovelia.
0D | Holy Swordsman SPRITE: Orlandu M
|-----------------------------------------------------------------
| COMMAND: All Swordskill,4A FORMATION SCREEN: same
| EQUIP: Swd, KnS, Nja, Kta, Shl, Hlm, Hat, Arm, Clt, Rbe
| NOTES:
| The all-powerful 'Thunder God Cid'.
0E | High Priest SPRITE: Funeral M
|-----------------------------------------------------------------
| COMMAND: [none] FORMATION SCREEN: Ramza
| EQUIP: Rbe
| NOTES:
| Marge Funeral, High Priest of the Glabados Church. Again, good
| only for its sprite.
0F | Dragoner SPRITE: Reis (human) F
|-----------------------------------------------------------------
| COMMAND: Dragon, FORMATION SCREEN: same
| EQUIP: [none]
| NOTES: Inherent Martial Arts, Monster Talk, Train, Two Swords
| Reis' human form.
10 | Holy Priest SPRITE: Zalmo M
|-----------------------------------------------------------------
| COMMAND: White-aid, 2A FORMATION SCREEN: Ramza
| EQUIP: Rod, Stf, Stk, Dic, Hat, Clt, Rbe
| NOTES:
| Heresy Examiner Zalmo. Try Equip Sword for some new abilities
| in 'White-aid'.
11 | Dark Knight SPRITE: Gafgarion M
|-----------------------------------------------------------------
| COMMAND: Dark Sword, 20 FORMATION SCREEN: same
| EQUIP: Swd, Shl, Hlm, Arm, Rbe
| NOTES:
| Job of Gaff Gafgarion, the mercenary.
12 | Hell Knight SPRITE: Malak M
|-----------------------------------------------------------------
| COMMAND: Un-truth, 2E FORMATION SCREEN: weird bald dude
| EQUIP: [none]
| NOTES:
| This imitation Hell Knight can't equip anything.
13 | Bishop SPRITE: Simon M
|-----------------------------------------------------------------
| COMMAND: [none] FORMATION SCREEN: same
| EQUIP: [none]
| NOTES:
| The caretaker of Orbonne Monastery. Most useful as a sprite.
14 | Cleric SPRITE: Alma F
|-----------------------------------------------------------------
| COMMAND: Holy Magic, 31 FORMATION SCREEN: Male Cleric
| EQUIP: [none]
| NOTES: This isn't the real Alma -- probably used only internally
| by the game.
15 | Astrologist SPRITE: Olan M
|-----------------------------------------------------------------
| COMMAND: Starry Heaven, 2F FORMATION SCREEN: same
| EQUIP: Dic, Hat, Clt, Rbe
| NOTES:
| Olan Durai, author of the 'Durai Papers'.
16 | Engineer SPRITE: Mustadio M
|-----------------------------------------------------------------
| COMMAND: Snipe, 25 FORMATION SCREEN: same
| EQUIP: Gun, Hat, Clt, Rbe
| NOTES:
| The job of Ramza's friend, Mustadio.
17 | Dark Knight SPRITE: Gafgarion M
|-----------------------------------------------------------------
| COMMAND: Dark Sword, 20 FORMATION SCREEN: same
| EQUIP: Swd, Shl, Hlm, Arm, Rbe
| NOTES:
| As far as I can tell, the same as 11.
18 | Cardinal SPRITE: Draclau M
|-----------------------------------------------------------------
| COMMAND: [none] FORMATION SCREEN: Ramza
| EQUIP: Knf, Rbe
| NOTES:
| Suprisingly, this cardinal does not wear red. <grin>
19 | Heaven Knight SPRITE: Rafa F
|-----------------------------------------------------------------
| COMMAND: Truth, 2D FORMATION SCREEN: same
| EQUIP: Stf, Stk, Hat, Rbe
| NOTES:
| Rafa, the Heaven Knight.
1A | Hell Knight SPRITE: Malak M
|-----------------------------------------------------------------
| COMMAND: Un-truth, 2E FORMATION SCREEN: same
| EQUIP: Stf, Stk, Hat, Rbe
| NOTES:
| Rafa's brother, the Hell Knight, Malak.
1B | Arc Knight SPRITE: Elmdor M
|-----------------------------------------------------------------
| COMMAND: Sword Spirit, 3B FORMATION SCREEN: Ramza
| EQUIP: Kta, Shl, Hat, Hlm, Clt, Arm, Rbe
| NOTES: Unfortunately, Elmdor's Sword Spirit command will never
| work. Best to use the sprite and make him a different job, like
| Samurai. It's a pity too, because the Arc Knight job has great
| stats.
1C | Delita's Sis SPRITE: Teta F
|-----------------------------------------------------------------
| COMMAND: Magic, 23 FORMATION SCREEN: same
| EQUIP: [none]
| NOTES: If you use the 'Delita's Sis' job, she'll always be dead
| on the battlefield.
1D | Arc Duke SPRITE: Barinten M
|-----------------------------------------------------------------
| COMMAND: [none] FORMATION SCREEN: Ramza
| EQUIP: Rbe
| NOTES: Another useless class; just for sprite use.
1E | Holy Knight SPRITE: Agrias F
|-----------------------------------------------------------------
| COMMAND: Holy Sword, 21 FORMATION SCREEN: same
| EQUIP: Swd, KnS, Shl, Hlm, Arm, Rbe
| NOTES:
| Agrias Oaks, faithful protector of Princess Ovelia.
1F | Temple Knight SPRITE: Beowulf M
|-----------------------------------------------------------------
| COMMAND: Magic Sword, 45 FORMATION SCREEN: same
| EQUIP: Knf, Swd, KnS, Shl, Hlm, Arm, Rbe
| NOTES:
| Only slightly less powerful than the Anglo-Saxon legend....
20 | White Knight SPRITE: Wiegraf, first incarnation M
|-----------------------------------------------------------------
| COMMAND: Holy Sword, 22 FORMATION SCREEN: Balmafula (!!)
| EQUIP: Swd, KnS, Shl, Hlm, Arm, Rbe
| NOTES:
| Wiegraf Folles of the Death Corps, before possession by Lucavi.
| Ever noticed that he looks like a palette-switched Beowulf? <g>
21 | Arc Witch SPRITE: Balmafula F
|-----------------------------------------------------------------
| COMMAND: [none] FORMATION SCREEN: same
| EQUIP: Knf, Rbe
| NOTES:
| Another class that doesn't have any abilities, but does have a
| nice sprite.
22 | Engineer SPRITE: Mustadio M
|-----------------------------------------------------------------
| COMMAND: Snipe, 25 FORMATION SCREEN: same
| EQUIP: Gun, Hat, Clt, Rbe
| NOTES:
| The job of Ramza's friend, Mustadio.
23 | Bi-Count SPRITE: Rudvich M
|-----------------------------------------------------------------
| COMMAND: [none] FORMATION SCREEN: Ramza
| EQUIP: Rbe
| NOTES: Bart Rudvich, notorious black market trader. He's got no
| abilities, and his class should have been translated 'Viscount'.
24 | Divine Knight SPRITE: Vormav M
|-----------------------------------------------------------------
| COMMAND: Mighty Sword, 40 FORMATION SCREEN: Ramza
| EQUIP: Swd, KnS, Shl, Hlm, Arm, Clt, Rbe
| NOTES: Vormav Tingel, leader of the new Zodiac Braves.
| Immune to several status ailments.
25 | Divine Knight SPRITE: Rofel M
|-----------------------------------------------------------------
| COMMAND: Mighty Sword, 40 FORMATION SCREEN: Ramza
| EQUIP: Swd, KnS, Shl, Hlm, Arm, Clt, Rbe
| NOTES: Vormav's henchman. This job is also immune to several
| status ailments.
26 | Knight Blade SPRITE: Izlude M
|-----------------------------------------------------------------
| COMMAND: Battle Skill, 33 FORMATION SCREEN: Ramza
| EQUIP: Swd, KnS, Lan, Nja, Shl, Hlm, Arm, Rbe
| NOTES: The son of Vormav, he, too, is endowed with the Zodiac
| Braves' status immunities.
27 | Sorceror SPRITE: Kletian M
|-----------------------------------------------------------------
| COMMAND: All Magic, 48 FORMATION SCREEN: Ramza
| EQUIP: Rod, Stf, Stk, Hat, Clt, Rbe
| NOTES: Another of the Zodiac Braves, this is one of the few
| special magic-using classes.
28 | White Knight SPRITE: Wiegraf, second incarnation M
|-----------------------------------------------------------------
| COMMAND: Holy Sword, 30 FORMATION SCREEN: Balmafula
| EQUIP: Swd, KnS, Shl, Hlm, Arm, Rbe
| NOTES:
| Wiegraf after being possessed by Lucavi.
29 | Heaven Knight SPRITE: Rafa F
|-----------------------------------------------------------------
| COMMAND: Truth, 32 FORMATION SCREEN: same
| EQUIP: Stf, Stk, Hat, Rbe
| NOTES:
| Rafa, the Heaven Knight.
2A | Divine Knight SPRITE: Meliadoul F
|-----------------------------------------------------------------
| COMMAND: Mighty Sword, 43 FORMATION SCREEN: same
| EQUIP: Swd, KnS, Lan, XBw, Shl, Hlm, Arm, Rbe
| NOTES:
| Meliadoul Tingel, Vormav's daughter.
2B | Engineer SPRITE: Balk M
|-----------------------------------------------------------------
| COMMAND: Snipe, 25 FORMATION SCREEN: Ramza
| EQUIP: Knf, XBw, Gun, Hat, Arm, Rbe
| NOTES:
| Balk is another Zodiac Brave, with powers similar to Mustadio's.
2C | Cleric SPRITE: Alma F
|-----------------------------------------------------------------
| COMMAND: Holy Magic, 4C FORMATION SCREEN: same
| EQUIP: [none]
| NOTES:
| Another fake version of Alma's class.
2D | Assassin SPRITE: Celia F
|-----------------------------------------------------------------
| COMMAND: Use Hand, 36 FORMATION SCREEN: Ramza
| EQUIP: Kta, Hat, Clt
| NOTES: This will glitch the game if you use it in the sprite
| code. Use 2E instead for sprite, and only use this in the
| current job code. You can use this sprite, however, if you
| are playing the game on an emulator such as Bleem! or ePSXe.
2E | Assassin SPRITE: Lede F
|-----------------------------------------------------------------
| COMMAND: Use Hand, 37 FORMATION SCREEN: Ramza
| EQUIP: Nja, Hat, Clt
| NOTES: Celia, the pink Assassin, is the only Assassin sprite you
| can use without crashing the game. Assassin is one of the most
| powerful classes in the game.
2F | Divine Knight SPRITE: Meliadoul F
|-----------------------------------------------------------------
| COMMAND: Mighty Sword, 43 FORMATION SCREEN: same
| EQUIP: Swd, KnS, Lan, XBw, Shl, Hlm, Arm, Rbe
| NOTES:
| Meliadoul Tingel, Vormav's daughter.
30 | Cleric SPRITE: Alma F
|-----------------------------------------------------------------
| COMMAND: Holy Magic, 4C FORMATION SCREEN: same
| EQUIP: Stf, Hat, Rbe
| NOTES:
| The real job of Alma Beoulve, Ramza's beloved sister.
31 | Phony Saint SPRITE: Ajora M
|-----------------------------------------------------------------
| COMMAND: [none] FORMATION SCREEN: Ramza
| EQUIP: Rbe
| NOTES:
| Glitchy. Ajora before he transforms into Altima.
32 | Soldier SPRITE: Cloud M
|-----------------------------------------------------------------
| COMMAND: Limit, 29 FORMATION SCREEN: same
| EQUIP: Swd, Shl, Hat, Clt, Rbe
| NOTES:
| Cloud Strife, hero of FF7.
33 | Arc Knight SPRITE: Zalbag (possessed) M
|-----------------------------------------------------------------
| COMMAND: Destroy Sword, 4B FORMATION SCREEN: Ramza
| EQUIP: Swd, KnS, Shl, Hlm, Arm, Rbe
| NOTES: One of the best classes in the game, statistically.
| Zalbag possessed by Lucavi.
34 | Holy Knight SPRITE: Agrias F
|-----------------------------------------------------------------
| COMMAND: Holy Sword, 28 FORMATION SCREEN: same
| EQUIP: Swd, KnS, Shl, Hlm, Rib, Arm, Rbe
| NOTES:
| Agrias Oaks, faithful protector of Princess Ovelia.
35 | Chemist SPRITE: Male Chemist M
|-----------------------------------------------------------------
| COMMAND: Item, A1 FORMATION SCREEN: Ramza
| EQUIP: Knf, Gun, Hat, Clt
| NOTES:
| Fake chemist.
36 | Priest SPRITE: Male Priest M
|-----------------------------------------------------------------
| COMMAND: White Magic, A2 FORMATION SCREEN: Ramza
| EQUIP: Stf, Hat, Rbe
| NOTES:
| Fake priest.
37 | Wizard SPRITE: Male Wizard M
|-----------------------------------------------------------------
| COMMAND: Black Magic, A3 FORMATION SCREEN: Ramza
| EQUIP: Rod, Hat, Rbe
| NOTES:
| Fake wizard.
38 | Oracle SPRITE: Male Oracle M
|-----------------------------------------------------------------
| COMMAND: Yin-Yang Magic,A3 FORMATION SCREEN: Ramza
| EQUIP: Stk, Hat, Rbe
| NOTES:
| Fake oracle.
39 | [none] SPRITE: Ramza ?
|-----------------------------------------------------------------
| COMMAND: [none] FORMATION SCREEN: Ramza
| EQUIP: ???
| NOTES:
| ???
3A | [none] SPRITE: Celia ?
|-----------------------------------------------------------------
| COMMAND: [none] FORMATION SCREEN: Ramza
| EQUIP: ???
| NOTES:
| Glitches game unless you are playing on an emulator.
3B | [none] SPRITE: Lede M
|-----------------------------------------------------------------
| COMMAND: [none] FORMATION SCREEN: Ramza
| EQUIP: ???
| NOTES:
| ???
3C | Warlock SPRITE: Velius M
|-----------------------------------------------------------------
| COMMAND: Fear, 67 FORMATION SCREEN: Ramza
| EQUIP: [none]
| NOTES: Immune to several status ailments.
| The evil transformation of Wiegraf.
3D | Knight (Undead) SPRITE: Male Knight M
|-----------------------------------------------------------------
| COMMAND: Sword Skill, 9B FORMATION SCREEN: Ramza
| EQUIP: [none]
| NOTES: Undead.
| An undead Knight.
3E | Angel of Death SPRITE: Zarela M
|-----------------------------------------------------------------
| COMMAND: Fear, 6B FORMATION SCREEN: Ramza
| EQUIP: [none]
| NOTES: Immune to several status ailments.
| The evil transformation of Elmdor.
3F | Archer (Undead) SPRITE: Male Archer M
|-----------------------------------------------------------------
| COMMAND: Charge, 9C FORMATION SCREEN: Ramza
| EQUIP: [none]
| NOTES: Undead.
| An undead Archer.
40 | Regulator SPRITE: Hashmalum M
|-----------------------------------------------------------------
| COMMAND: Fear, 6F FORMATION SCREEN: Ramza
| EQUIP: [none]
| NOTES: Immune to several status ailments.
| The evil transformation of Vormav.
41 | Holy Angel SPRITE: Altima, first incarnation F
|-----------------------------------------------------------------
| COMMAND: [none] FORMATION SCREEN: Ramza
| EQUIP: [none]
| NOTES: Inherent Float, Teleport 2
| Wow, ever felt guilty ogling a video-game character? ^_^()
42 | Wizard (Undead) SPRITE: Male Wizard M
|-----------------------------------------------------------------
| COMMAND: Black Magic, 9D FORMATION SCREEN: Ramza
| EQUIP: [none]
| NOTES: Undead.
| An undead Wizard.
43 | Impure King SPRITE: Queklain M
|-----------------------------------------------------------------
| COMMAND: Fear, 73 FORMATION SCREEN: Ramza
| EQUIP: [none]
| NOTES: Immune to several status ailments.
| The evil transformation of Cardinal Draclau.
44 | Time Mage (Undead) SPRITE: Female Time Mage F
|-----------------------------------------------------------------
| COMMAND: Time Magic, 9E FORMATION SCREEN: Ramza
| EQUIP: [none]
| NOTES: Undead.
| An undead Time Mage.
45 | Ghost of Fury SPRITE: Adramelk M
|-----------------------------------------------------------------
| COMMAND: Fear, 77 FORMATION SCREEN: Ramza
| EQUIP: [none]
| NOTES: Immune to several status ailments.
| The evil transformation of Dycedarg.
46 | Oracle (Undead) SPRITE: Male Oracle M
|-----------------------------------------------------------------
| COMMAND: Yin-Yang Magic,9F FORMATION SCREEN: Ramza
| EQUIP: [none]
| NOTES: Undead.
| An undead Oracle.
47 | Summoner (Undead) SPRITE: Female Summoner F
|-----------------------------------------------------------------
| COMMAND: Summon Magic, A0 FORMATION SCREEN: Ramza
| EQUIP: [none]
| NOTES: Undead.
| An undead Summoner.
48 | Holy Dragon SPRITE: Reis (Dragon form) F
|-----------------------------------------------------------------
| COMMAND: Breath, 2C FORMATION SCREEN: same
| EQUIP: [none]
| NOTES:
| The dragon form of Reis.
49 | Arch Angel SPRITE: Altima, second incarnation F
|-----------------------------------------------------------------
| COMMAND: Complete Magic,7D FORMATION SCREEN: Ramza
| EQUIP: [none]
| NOTES: Inherent Float, Teleport 2, Face Up
| Several status immunities. The game's final boss.
GENERIC JOBS
> Use the following combinations in the 'current job'
(8005xx76 00??) code _only_.
Combinations for 8005xx76 00??
4A | Squire USE ONLY WITH CURRENT JOB CODE
|-----------------------------------------------------------------
| COMMAND: Basic Skill, 05
| EQUIP: Knf, Swd, Hat, Clt, Fla, Axe
4B | Chemist USE ONLY WITH CURRENT JOB CODE
|-----------------------------------------------------------------
| COMMAND: Item, 06
| EQUIP: Knf, Gun, Hat, Clt
4A | Knight USE ONLY WITH CURRENT JOB CODE
|-----------------------------------------------------------------
| COMMAND: Battle Skill, 07
| EQUIP: Swd, KnS, Shl, Hlm, Arm, Rbe
4D | Archer USE ONLY WITH CURRENT JOB CODE
|-----------------------------------------------------------------
| COMMAND: Charge, 08
| EQUIP: Bow, XBw, Shl, Hat, Clt
4E | Monk USE ONLY WITH CURRENT JOB CODE
|-----------------------------------------------------------------
| COMMAND: Punch Art, 09
| EQUIP: Clt
4F | Priest USE ONLY WITH CURRENT JOB CODE
|-----------------------------------------------------------------
| COMMAND: White Magic, 0A
| EQUIP: Sta, Hat, Rbe, Clt
50 | Wizard USE ONLY WITH CURRENT JOB CODE
|-----------------------------------------------------------------
| COMMAND: Black Magic, 0B
| EQUIP: Rod, Hat, Rbe, Clt
51 | Time Mage USE ONLY WITH CURRENT JOB CODE
|-----------------------------------------------------------------
| COMMAND: Time Magic, 0C
| EQUIP: Sta, Hat, Rbe, Clt
52 | Summoner USE ONLY WITH CURRENT JOB CODE
|-----------------------------------------------------------------
| COMMAND: Summon Magic, 0D
| EQUIP: Rod, Sta, Hat, Rbe, Clt
53 | Thief USE ONLY WITH CURRENT JOB CODE
|-----------------------------------------------------------------
| COMMAND: Steal, 0E
| EQUIP: Knf, Hat, Clt
54 | Mediator USE ONLY WITH CURRENT JOB CODE
|-----------------------------------------------------------------
| COMMAND: Talk Skill, 0F
| EQUIP: Knf, Gun, Hat, Clt, Rbe
55 | Oracle USE ONLY WITH CURRENT JOB CODE
|-----------------------------------------------------------------
| COMMAND: Yin-Yang Magic, 10
| EQUIP: Rod, Sta, Stk, Dic, Hat, Clt, Rbe
56 | Geomancer USE ONLY WITH CURRENT JOB CODE
|-----------------------------------------------------------------
| COMMAND: Elemental, 11
| EQUIP: Axe, Swd, Shl, Clt, Rbe
57 | Lancer USE ONLY WITH CURRENT JOB CODE
|-----------------------------------------------------------------
| COMMAND: Jump, 12
| EQUIP: Lan, Shl, Hlm, Arm
58 | Samurai USE ONLY WITH CURRENT JOB CODE
|-----------------------------------------------------------------
| COMMAND: Draw Out, 13
| EQUIP: Kta, Shl, Hlm, Arm
59 | Ninja USE ONLY WITH CURRENT JOB CODE
|-----------------------------------------------------------------
| COMMAND: Throw, 14
| EQUIP: Nja, Knf, Fla, Hat, Clt
5A | Calculator USE ONLY WITH CURRENT JOB CODE
|-----------------------------------------------------------------
| COMMAND: Math Skill, 15
| EQUIP: Stk, Dic, Hat, Clt, Rbe
5B | Bard USE ONLY WITH CURRENT JOB CODE
|-----------------------------------------------------------------
| COMMAND: Sing, 16
| EQUIP: Hrp, Hat, Clt, Rbe
5C | Dancer USE ONLY WITH CURRENT JOB CODE
|-----------------------------------------------------------------
| COMMAND: Dance, 17
| EQUIP: Knf, Cth, Hat, Clt, Rbe
5D | Mime USE ONLY WITH CURRENT JOB CODE
|-----------------------------------------------------------------
| COMMAND: [none -- mimics other characters in battle]
| EQUIP: [none]
ALWAYS LOOK LIKE A PARTICULAR TYPE OF GENERIC
Use these in the sprite modifier code if you want special classes
that look like normal characters -- for instance, a Dark Knight that
looks like a Lancer.
Instructions for combinations 60 - 7F:
> Use _only_ with "sprite" code [3005xx74 00##]
> The game did not intend you to use these combinations.
Therefore, using these codes will make the 'default' job
of the character into a monster class. Do _not_ change
jobs to this monster class, or else the game will be very screwy!
> On the formation screen, the characters will usually adopt the
sprite of their _current_ job. But their sprite will be as
designated below while in battle.
> There are no combinations for Calculator, Bard, Dancer, or Mime,
so don't ask. :)
Combinations for 3005xx74 00##
## SPRITE GENDER
-- -------------- ------
60 Squire Male
61 Squire Female
62 Chemist Male
63 Chemist Female
64 Knight Male
65 Knight Female
66 Archer Male
67 Archer Female
68 Monk Male
69 Monk Female
6A Priest Male
6B Priest Female
6C Wizard Male
6D Wizard Female
6E Time Mage Male
6F Time Mage Female
70 Summoner Male
71 Summoner Female
72 Thief Male
73 Thief Female
74 Mediator Male
75 Mediator Female
76 Oracle Male
77 Oracle Female
78 Geomancer Male
79 Geomancer Female
7A Lancer Male
7B Lancer Female
7C Samurai Male
7D Samurai Female
7E Ninja Male
7F Ninja Female
MONSTERS
Instructions for combinations 5E - 8D:
> _always_ input 3005xx74 0082, regardless of the monster type you want.
> Monsters' sprites are determined by their class. The monster's
class is changed by the code 8005xx76 00??.
> All monsters have an inherent 'Counter' ability, plus the inherent
abilities listed on the chart
Key for monster classes:
{4}
75 | Plague{2} TYPE: Ahriman (3) {3} MON
{1} |-----------------------------------------------------------------
| COMMANDS: Wing Attack MONSTER SKILL: Circle {6}
| {5} Look of Devil INHERENT: Float, Fly, half Wind,
| Death Sentence Ice weakness {7}
| Use with 3005xx74 0082. {8}
{1} Combination in question. Enter as ?? in [8005xx76 00??] to change
to this class of monster.
{2} Name of the monster class this combination will yield
{3} Type of monster that this monster class is, and rank (1,2, or 3),
with 1 being the most primitive version of the monster type and 3
being the most advanced.
{4} Reminder to use a monster as your 'template' character
{5} Attacks that this monster has access to.
{6} Attack that monster will be able to use if standing next to a
character with 'Monster Skill'
(7} Inherent abilities or limitations of this monster class
(8} Reminder to always use 3005xx74 0082 with monster codes; also
may contain what the monster's name was supposed to be if it was
translated particularly poorly.
Combinations for 8005xx76 00??
5E | Chocobo TYPE: Chocobo (1) MON
|-----------------------------------------------------------------
| COMMANDS: Choco Attack MONSTER SKILL: Choco Esuna
| Choco Cure INHERENT: Move in water
|
| Use with 3005xx74 0082.
5F | Black Chocobo TYPE: Chocobo (2) MON
|-----------------------------------------------------------------
| COMMANDS: Choco Attack MONSTER SKILL: Choco Meteor
| Choco Ball INHERENT: Fly, Move in water
| Choco Esuna
| Use with 3005xx74 0082.
60 | Red Chocobo TYPE: Chocobo (3) MON
|-----------------------------------------------------------------
| COMMANDS: Choco Attack MONSTER SKILL: Choco Cure
| Choco Ball INHERENT: Ignore Height, Move in
| Choco Meteor water
| Use with 3005xx74 0082.
61 | Goblin TYPE: Goblin (1) MON
|-----------------------------------------------------------------
| COMMANDS: Tackle MONSTER SKILL: Goblin Punch
| Eye Gouge INHERENT: Ice weakness
|
| Use with 3005xx74 0082.
62 | Black Goblin TYPE: Goblin (2) MON
|-----------------------------------------------------------------
| COMMANDS: Tackle MONSTER SKILL: Goblin Punch
| Turn Punch INHERENT: Ice weakness
|
| Use with 3005xx74 0082.
63 | Gabbledegak TYPE: Goblin (3) MON
|-----------------------------------------------------------------
| COMMANDS: Tackle MONSTER SKILL: Mutilate
| Eye Gouge INHERENT: Ice weakness
| Goblin Punch
| Use with 3005xx74 0082.
64 | Bomb TYPE: Bomb (1) MON
|-----------------------------------------------------------------
| COMMANDS: Bite MONSTER SKILL: Small Bomb
| Self-Destruct INHERENT: Float, cannot enter water,
| absorb Fire, half Ice,
| Use with 3005xx74 0082. cancel Earth, weak vs Water
65 | Grenade TYPE: Bomb (2) MON
|-----------------------------------------------------------------
| COMMANDS: Bite MONSTER SKILL: Flame Attack
| Self-Destruct INHERENT: Float, cannot enter water,
| Small Bomb absorb Fire, half Ice,
| Use with 3005xx74 0082. cancel Earth, weak vs Water
66 | Explosive TYPE: Bomb (3) MON
|-----------------------------------------------------------------
| COMMANDS: Bite MONSTER SKILL: Small Bomb
| Self-Destruct INHERENT: Float, cannot enter water,
| Spark absorb Fire, half Ice,
| Use with 3005xx74 0082. cancel Earth, weak vs Water
67 | Red Panther TYPE: Cougar (1) MON
|-----------------------------------------------------------------
| COMMANDS: Scratch MONSTER SKILL: Cat Kick
| Poison Nail INHERENT: cannot enter water, Ignore
| Height, Earth weakness
| Use with 3005xx74 0082.
68 | Cuar TYPE: Cougar (2) MON
|-----------------------------------------------------------------
| COMMANDS: Scratch MONSTER SKILL: Blaster
| Cat Kick INHERENT: cannot enter water, Ignore
| Poison Nail Height, Earth weakness
| Use with 3005xx74 0082. (should have been 'Cougar')
69 | Vampire TYPE: Cougar (3) MON
|-----------------------------------------------------------------
| COMMANDS: Scratch MONSTER SKILL: Blood Suck
| Cat Kick INHERENT: cannot enter water, Ignore
| Blaster Height, Earth weakness
| Use with 3005xx74 0082.
6A | Pisco Demon TYPE: Squid-mage (1) MON
|-----------------------------------------------------------------
| COMMANDS: Tentacle MONSTER SKILL: Black Ink
| INHERENT: Lightning weakness, absorb
| Water, move underwater
| Use with 3005xx74 0082.
6B | Squidlarkin TYPE: Squid-mage (2) MON
|-----------------------------------------------------------------
| COMMANDS: Tentacle MONSTER SKILL: Mind Blast
| Black Ink INHERENT: Lightning weakness, absorb
| Odd Soundwave Water, move underwater
| Use with 3005xx74 0082.
6C | Mindflare TYPE: Squid-mage (3) MON
|-----------------------------------------------------------------
| COMMANDS: Tentacle MONSTER SKILL: Level Blast
| Black Ink INHERENT: Lightning weakness, absorb
| Mind Blast Water, move underwater
| Use with 3005xx74 0082. (should have been 'Mind Flayer')
6D | Skeleton TYPE: Skeleton (1) MON
|-----------------------------------------------------------------
| COMMANDS: Knife Hand MONSTER SKILL: Aqua Soul
| Thunder Soul INHERENT: Undead, Fire weakness, Holy
| weakness, absorb Darkness
| Use with 3005xx74 0082.
6E | Bone Snatch TYPE: Skeleton (2) MON
|-----------------------------------------------------------------
| COMMANDS: Knife Hand MONSTER SKILL: Ice Soul
| Aqua Soul INHERENT: Undead, Fire weakness, Holy
| weakness, absorb Darkness
| Use with 3005xx74 0082.
6F | Living Bone TYPE: Skeleton (3) MON
|-----------------------------------------------------------------
| COMMANDS: Knife Hand MONSTER SKILL: Wind Soul</pre><pre id="faqspan-3">
| Ice Soul INHERENT: Undead, Fire weakness, Holy
| weakness, absorb Darkness
| Use with 3005xx74 0082.
70 | Ghoul TYPE: Ghost (1) MON
|-----------------------------------------------------------------
| COMMANDS: Throw Spirit MONSTER SKILL: Grease Touch
| Sleep Touch INHERENT: Undead, Fire weakness, Holy
| weakness, absorb Darkness,
| Use with 3005xx74 0082. Float, Teleport
71 | Gust TYPE: Ghost (2) MON
|-----------------------------------------------------------------
| COMMANDS: Throw Spirit MONSTER SKILL: Drain Touch
| Grease Touch INHERENT: Undead, Fire weakness, Holy
| (should be 'Ghost' or 'Ghast') weakness, absorb Darkness,
| Use with 3005xx74 0082. Float, Teleport
72 | Revenant TYPE: Ghost (3) MON
|-----------------------------------------------------------------
| COMMANDS: Throw Spirit MONSTER SKILL: Zombie Touch
| Drain Touch INHERENT: Undead, Fire weakness, Holy
| weakness, absorb Darkness,
| Use with 3005xx74 0082. Float, Teleport
73 | Flotiball TYPE: Ahriman (1) MON
|-----------------------------------------------------------------
| COMMANDS: Wing Attack MONSTER SKILL: Look of Fright
| INHERENT: Float, Fly, half Wind,
| Ice weakness
| Use with 3005xx74 0082. (should be 'Float Eyeball')
74 | Ahriman TYPE: Ahriman (2) MON
|-----------------------------------------------------------------
| COMMANDS: Wing Attack MONSTER SKILL: Death Sentence
| Look of Devil INHERENT: Float, Fly, half Wind,
| Look of Fright Ice weakness
| Use with 3005xx74 0082.
75 | Plague TYPE: Ahriman (3) MON
|-----------------------------------------------------------------
| COMMANDS: Wing Attack MONSTER SKILL: Circle
| Look of Devil INHERENT: Float, Fly, half Wind,
| Death Sentence Ice weakness
| Use with 3005xx74 0082.
76 | Juravis TYPE: Cockatrice (1) MON
|-----------------------------------------------------------------
| COMMANDS: Scratch Up MONSTER SKILL: Feather Bomb
| INHERENT: Fly, Earth weakness, half
| Wind, cannot enter water
| Use with 3005xx74 0082. (should be 'Shura Ibis')
77 | Steel Hawk TYPE: Cockatrice (2) MON
|-----------------------------------------------------------------
| COMMANDS: Scratch Up MONSTER SKILL: Beak
| Shine Lover INHERENT: Fly, Earth weakness, half
| Wind, cannot enter water
| Use with 3005xx74 0082.
78 | Cockatoris TYPE: Cockatrice (3) MON
|-----------------------------------------------------------------
| COMMANDS: Scratch Up MONSTER SKILL: Beaking
| Beak INHERENT: Fly, Earth weakness, half
| Feather Bomb Wind, cannot enter water
| Use with 3005xx74 0082. (should be 'Cockatrice')
79 | Uribo TYPE: Pig (1) MON
|-----------------------------------------------------------------
| COMMANDS: Straight Dash MONSTER SKILL: Oink
| INHERENT: cannot enter water
|
| Use with 3005xx74 0082.
7A | Porky TYPE: Pig (2) MON
|-----------------------------------------------------------------
| COMMANDS: Straight Dash MONSTER SKILL: Nose Bracelet
| Pooh- INHERENT: cannot enter water
|
| Use with 3005xx74 0082.
7B | Wildbow TYPE: Pig (3) MON
|-----------------------------------------------------------------
| COMMANDS: Straight Dash MONSTER SKILL: Please Eat
| Nose Bracelet INHERENT: cannot enter water
|
| Use with 3005xx74 0082. (should be 'Wild Boar')
7C | Woodman TYPE: Dryad (1) MON
|-----------------------------------------------------------------
| COMMANDS: Leaf Dance MONSTER SKILL: Protect Spirit
| INHERENT: Fire weakness
| absorb Earth
| Use with 3005xx74 0082.
7D | Trent TYPE: Dryad (2) MON
|-----------------------------------------------------------------
| COMMANDS: Leaf Dance MONSTER SKILL: Clam Spirit
| Spirit of Life INHERENT: Fire weakness
| absorb Earth
| Use with 3005xx74 0082. (should be 'Treant')
7E | Taiju TYPE: Dryad (3) MON
|-----------------------------------------------------------------
| COMMANDS: Leaf Dance MONSTER SKILL: Magic Spirit
| Protect Spirit INHERENT: Fire weakness
| Clam Spirit absorb Earth
| Use with 3005xx74 0082.
7F | Bull Demon TYPE: Minotaur (1) MON
|-----------------------------------------------------------------
| COMMANDS: Shake Off MONSTER SKILL: Gather Power
| INHERENT: Water weakness
| cannot enter water
| Use with 3005xx74 0082.
80 | Minitaurus TYPE: Minotaur (2) MON
|-----------------------------------------------------------------
| COMMANDS: Shake Off MONSTER SKILL: Blow Fire
| Wave Around INHERENT: Water weakness
| cannot enter water
| Use with 3005xx74 0082.
81 | Sacred TYPE: Minotaur (3) MON
|-----------------------------------------------------------------
| COMMANDS: Shake Off MONSTER SKILL: Blow Fire
| Mimic Titan INHERENT: Water weakness
| Gather Power cannot enter water
| Use with 3005xx74 0082.
82 | Morbol TYPE: Molbol (1) MON
|-----------------------------------------------------------------
| COMMANDS: Tentacle MONSTER SKILL: Bad Bracelet
| Lick INHERENT: Ice weakness
| move in water
| Use with 3005xx74 0082.
83 | Ochu TYPE: Molbol (2) MON
|-----------------------------------------------------------------
| COMMANDS: Tentacle MONSTER SKILL: Lick
| Goo INHERENT: Ice weakness
| move in water
| Use with 3005xx74 0082.
84 | Great Morbol TYPE: Molbol (3) MON
|-----------------------------------------------------------------
| COMMANDS: Tentacle MONSTER SKILL: Moldball Virus
| Bad Bracelet INHERENT: Ice weakness
| move in water
| Use with 3005xx74 0082.
85 | Behemoth TYPE: Behemoth (1) MON
|-----------------------------------------------------------------
| COMMANDS: Stab Up MONSTER SKILL: Giga Flare
| Sudden Cry INHERENT: cannot enter water
|
| Use with 3005xx74 0082.
86 | King Behemoth TYPE: Behemoth (2) MON
|-----------------------------------------------------------------
| COMMANDS: Stab Up MONSTER SKILL: Hurricane
| Sudden Cry INHERENT: cannot enter water
|
| Use with 3005xx74 0082.
87 | Dark Behemoth TYPE: Behemoth (3) MON
|-----------------------------------------------------------------
| COMMANDS: Stab Up MONSTER SKILL: Ulmaguest
| Sudden Cry INHERENT: cannot enter water
|
| Use with 3005xx74 0082.
88 | Dragon TYPE: Dragon (1) MON
|-----------------------------------------------------------------
| COMMANDS: Dash MONSTER SKILL: Tail Swing
| INHERENT: cannot enter water
|
| Use with 3005xx74 0082.
89 | Blue Dragon TYPE: Dragon (2) MON
|-----------------------------------------------------------------
| COMMANDS: Dash MONSTER SKILL: Thunder Brcelet
| Ice Bracelet INHERENT: absorb Ice, Fire weakness
| cannot enter water
| Use with 3005xx74 0082.
8A | Red Dragon TYPE: Dragon (3) MON
|-----------------------------------------------------------------
| COMMANDS: Dash MONSTER SKILL: Fire Bracelet
| Thnder Brcelet INHERENT: absorb Fire, Ice weakness
| cannot enter water
| Use with 3005xx74 0082.
8B | Hyudra TYPE: Hydra (1) MON
|-----------------------------------------------------------------
| COMMANDS: Triple Attack MONSTER SKILL: Triple Bracelet
| INHERENT: Fly, Ice and Wind weakness,
| cannot enter water
| Use with 3005xx74 0082.
8C | Hydra TYPE: Hydra (2) MON
|-----------------------------------------------------------------
| COMMANDS: Triple Attack MONSTER SKILL: Triple Thunder
| Triple Flame INHERENT: Fly, Ice and Wind weakness,
| cannot enter water
| Use with 3005xx74 0082.
8D | Tiamat TYPE: Hydra (3) MON
|-----------------------------------------------------------------
| COMMANDS: Triple Attack MONSTER SKILL: Dark Whisper
| Triple Flame INHERENT: Fly, Ice and Wind weakness,
| Triple Thunder cannot enter water
| Use with 3005xx74 0082.
HUMANOIDS
Instructions for combinations 90 - 9A:
> These work basically like normal monsters (## = 82). The difference
is that you can use other codes to set equipment (do not equip
weapons), secondary abilities, counter abilities, etc., which you
can't do with normal monsters. Because these monsters have human-
style command menus, the same categories that are used for humans
are used for these monsters on the chart. Note that for equipment
on these monsters to take effect, you must change their 'sex' byte
(code 4) to either 'male' or 'female', which may produce some
undesirable effects (commands being greyed out).
Combinations for 3005xx76 00??
90 | Byblos TYPE: Apanda MON
|-----------------------------------------------------------------
| COMMAND: Byblos, AA FORMATION SCREEN: same
| EQUIP: [none]
| NOTES: Counter, Martial Arts, Ignore Height, cannot enter water
| Use with 3005xx74 0082.
91 | Steel Giant TYPE: Steel Giant MON
|-----------------------------------------------------------------
| COMMAND: Work, AB FORMATION SCREEN: same
| EQUIP: [none]
| NOTES: Inherent Innocent, Defense UP, Any Ground, Any Weather
| Use with 3005xx74 0082.
96 | Apanda TYPE: Apanda MON
|-----------------------------------------------------------------
| COMMAND: Bio, AC FORMATION SCREEN: same
| EQUIP: [none]
| NOTES: Counter, Martial Arts, cannot enter water
| Use with 3005xx74 0082.
97 | Serpentarius TYPE: Deep Dungeon Boss MON
|-----------------------------------------------------------------
| COMMAND: Dark Cloud, AD FORMATION SCREEN: same
| EQUIP: [none]
| NOTES: Some status immunity; cancel Ice
| Use with 3005xx74 0082.
98 | Holy Dragon TYPE: Dragon MON
|-----------------------------------------------------------------
| COMMAND: [none] FORMATION SCREEN: same
| EQUIP: [none]
| NOTES:
| ??? - Not the real Holy Dragon; that is 48.
99 | Archaic Demon TYPE: Demon MON
|-----------------------------------------------------------------
| COMMAND: Dark Magic, AE FORMATION SCREEN: same
| EQUIP: [none]
| NOTES: Counter, Martial Arts, Short Charge, cannot enter water
| Use with 3005xx74 0082.
9A | Ultima Demon TYPE: Demon MON
|-----------------------------------------------------------------
| COMMAND: Night Magic, AF FORMATION SCREEN: same
| EQUIP: [none]
| NOTES: Counter, Martial Arts, Short Charge, cannot enter water
| Use with 3005xx74 0082.
EXAMPLES
Remember.... ## represents the substitution for the 3005xx74 00## code
?? represents the substitution for the 3005xx76 00?? code
Turn Character 2 into a Serpentarius
30058074 0082 Looking at the chart, you will see that a Serpentarius is a
monster and thus ## = 82.
80058076 0097 On the chart, the class "Serpentarius" = 97.
Turn Character 12 into an Arc Knight (Elmdor)
30058A74 001B An Arc Knight is a "special human" class, so ## is the number
listed next to that class on the chart.
80058A76 001B Arc Knight = 1B. For special humans, ## = ??.
Turn Character 10 into an Angel of Death
30058874 0082 The Angel of Death is a Lucavi beast, so he gets the 82
(monster) designation for ##.
80058876 003E Angel of Death = 3E.
Turn Character 7 into a Tiamat
30058574 0082 Tiamat is a monster.
80058576 008D Tiamat = 8D.
With special humans, you can deviate ?? from ## to create some interesting
"combination" classes...
Turn Character 13 into a Sorceror who looks like Zalbag
30058B74 0008 Makes sprite = Zalbag
80058B76 0027 Makes current job "Sorceror" and first command "All Magic"
Note that since Arc Knight is your base class here, you can set Zalbag's
"Destroy Sword" as your secondary ability.
Turn Character 2 into a Holy Swordsman who looks like a male Lancer
30058074 007A Makes sprite = Male Lancer
80058076 000D Makes current job "Holy Swordsman" and first command
"All Swordskill".
-==========-
COMMAND SETS
-==========-
relevant codes
````````````````````````````````````````````````````````
FIRST COMMAND SECOND COMMAND
FORMATION ---: N/A 6: 3005xx7B 00??
BATTLE 107: 3019qqqE 00?? 108: 3019qqqF 00??
INHERENT 150: 3006www8 00?? ---: N/A
````````````````````````````````````````````````````````
If a combination does not appear in the left-hand column, it yields
a blank space on the command menu which has no effect.
If you find that a command set contains no commands, switch your
inherent job (code 1) to the job from which the command set
originates, and learn all its abilities, then switch your inherent
job back to whatever you want.
Alternatively, you can simply use the code to master your base
class (26); this will probably do it just as well.
Abbreviations:
~~~~~~~~~~~~~~
2d - This is the character's secondary command
NAME ORIGINATING CHAR. NOTES
----------------- ----------------- --------------------------------------
00 [none] n/a
01 Attack n/a
02 Defend n/a
03 Equip Change n/a
04 [blank] n/a
05 Basic Skill Squire For these command sets, you will only
06 Item Chemist know the abilities you have learned
07 Battle Skill Knight for the appropriate job. Use the
08 Charge Archer codes in part 1 to learn all abilities
09 Punch Art Monk of all jobs, if you wish.
0A White Magic Priest .
0B Black Magic Wizard .
0C Time Magic Time Mage .
0D Summon Magic Summoner .
0E Steal Thief .
0F Talk Skill Mediator .
10 Yin Yang Magic Oracle .
11 Elemental Geomancer .
12 Jump Lancer .
13 Draw Out Samurai .
14 Throw Ninja .
15 Math Skill Calculator .
16 Sing Bard .
17 Dance Dancer .
19 Guts Ramza, ch. 1 BASIC SKILL + Yell + Wish
1A Guts Ramza, ch. 2/3 above + Cheer Up
1B Guts Ramza, ch. 4 above + Scream + Ultima
1C Guts Delita, ch. 1 BASIC SKILL + Wish
1D Holy Sword Delita, ch. 2/3 All HOLY SWORD skills + Wish
1E Mighty Sword Delita, ch. 4 All MIGHTY SWORD skills
1F Basic Skill Algus BASIC SKILL + Head Break
20 Dark Sword Gafgarion Dark Sword + Night Sword
21 Holy Sword Agrias All HOLY SWORD skills
22 Holy Sword Wiegraf, ch. 1 Stasis Sword, Split Punch, Crush Punch
23 Magic Teta Cure, Wish
24 Holy Magic Ovelia MBarrier, Deathspell 2
25 Snipe Mustadio Arm Aim, Leg Aim, Seal Evil
26 Snipe Mustadio Arm Aim, Leg Aim, Seal Evil
27 Dark Sword Gafgarion Dark Sword + Night Sword
28 Holy Sword Agrias All HOLY SWORD skills
29 Limit Cloud Need Materia Blade to use
2A White-aid Zalmo some White Magic + some Magic Sword*
2B Dragon Reis, 2nd form
2C Breath Reis, 1st form
2D Truth Rafa
2E Un-Truth Malak
2F Starry Heaven Olan BASIC SKILL + Galaxy Stop
30 Holy Sword Wiegraf #2 All HOLY SWORD skills except Explosion
31 Holy Magic Alma MBarrier, Deathspell 2, Wish
32 Truth Rafa
33 Battle Skill Izlude All eight learned
34 Jump Izlude (2d)
35 Punch Skill Wiegraf #3 (2d) Wave Fist + Earth Slash
36 Use Hand Celia Seal, S.Stitch, StopB., Allure, Ultima
37 Use Hand Lede Seal, S.Stitch, StopB., Allure, Ultima
38 Throw Celia (2d)
39 Throw Lede (2d)
3A Holy Sword Wiegraf #3 Lightning Stab
3B Sword Spirit Elmdor Cannot use
3C Mighty Sword Rofel Shl. Stab, Blstr. Punch, Hell. Punch
3D All Magic Rofel (2d) Confusion Song, Petrify, Silence Song
3E Sword Spirit Elmdor Cannot use
3F Blood Suck Elmdor (2d) Blood Suck
40 Mighty Sword Vormav All MIGHTY SWORD skills
41 All Magic Vormav (2d) Quake
42 Mighty Sword Meliadoul,enemy Shellbust Stab, Blastar Punch
43 Mighty Sword Meliadoul,ally All MIGHTY SWORD skills
44 Snipe Balk Leg Aim, Arm Aim, Seal Evil
45 Magic Sword Beowulf
46 Sword Skill Dycedarg All HOLY SWORD + MIGHTY SWORD skills
47 All Magic Dycedarg (2d) Fire 3, Bolt 3, Ice 3, Bio 3
48 All Magic Kletian Holy, Flare, Demi2, Dark Holy, Raise2
49 Phantom Kletian? (2d) Md.Swarm, Baham., Odin, Levia., Salam.
4A All Swordskill Orlandu
4B Destroy Sword Zalbag Pwr Ruin, Spd Ruin, Mnd Ruin, Mgc Ruin
4C Holy Magic Alma MBarrier, Deathspell 2, Wish, Ultima
67 Fear Velius Lose Voice, Seal, Loss
68 Warlock Summon Velius (2d) Lich, Cyclops, Titan
6B Fear Zarela Darkness, Spell, Chick.Race, Nightmare
6C Ja Magic Zarela (2d) Toad2,Grav2,Flare2,Blind2,Conf2,Sleep2
6F Fear Hashmalum Speed Ruin, Spell, Death Cold
70 Dimension Magic Hashmalum (2d) Melt, Tornado, Quake, Meteor
73 Fear Queklain Nightmare, Chicken Race, Death Cold
74 Impure Queklain (2d) Bio (x3), Bio 2 (x4), Bio 3 (x3)
77 Fear Adramelk Seal, Chicken Race, Lose Voice, Loss
78 All Magic Adramelk (2d) some BLACK and SUMMON MAGIC + Holy
7B Ultimate Magic Altima #1 Stronger version of Ultima
7C Chaos Altima #1 (2d) Grand Cross
7D Complete Magic Altima #2 All-ultima, Grand Cross
7E Saturation Altima #2 (2d) Mute, Despair 2, Return 2
9B Sword Skill Undead Knight Same as Battle Skill
9C Charge Undead Archer Up to Charge +10
9D Black Magic Undead Wizard all but Flare
9E Time Magic Undead T. Mage all but Meteor
9F Yin-Yang Magic Undead Oracle all but Dispel, Sleep Song, Petr. Song
A0 Summon Magic Undead Summoner Shiv,Ramuh,Ifrit,Car,Odin,Lev,Sal,Lich
A1 Item Undead unit (2d)
A2 White Magic Undead unit (2d) All WHITE MAGIC spells
A3 Black Magic Undead unit (2d) Fire, Fire 2, Bolt, Ice
A4 Yin-Yang Magic Undead unit (2d) All YIN-YANG MAGIC spells
AA Byblos Byblos Energy, Parasite, Shock, Difference
AB Work Steel Giant Destroy, Compress, Dispose, Crush
AC Bio Apanda Bio (x3), Bio 2 (x4), Bio 3 (x3)
AD Dark Cloud Elidibs SnakeCarrier,PoisFrog,MidSwarm,Zodiac
AE Dark Magic Archaic Demon Lifebreak,Dark Holy,Giga Flare
AF Night Magic Ultima Demon DrkHoly,Nanoflare,Ultima,Hurrc.,Ulmag.
* You need a sword to activate the Magic Sword components of WHITE-AID.
>> For a more detailed list of each command set and the commands it contains,
see the Battle Mechanics Handbook,
http://www.fftactics.net/fftmech/
>> To modify these command sets to your liking, see the codes in part 7.
-===================================-
REACTION, SUPPORT, AND MOVE ABILITIES
-===================================-
relevant codes
`````````````````````````````````````````````````````````````````````````
REACTION SUPPORT MOVE
FORMATION 7: 8005xx8C 0??? 8: 8005xx8E 0??? 9: 8005xx80 0???
BATTLE 104: 8019rrr0 0??? 105: 8019rrr2 0??? 106: 8019rrr4 0???
`````````````````````````````````````````````````````````````````````````
CLASS INHERENT 1 147: 3006www9 00?? + 3006wwwA 000?
CLASS INHERENT 2 148: 3006wwwB 00?? + 3006wwwC 000?
CLASS INHERENT 3 149: 3006wwwD 00?? + 3006wwwE 000?
CLASS INHERENT 4 150: 3006wwwF 00?? + 3006xxx0 000?
`````````````````````````````````````````````````````````````````````````
IN-BATTLE INHERENT 1 103: 8019qqq6 0???
IN-BATTLE INHERENT 2 104: 8019qqq8 0???
IN-BATTLE INHERENT 3 105: 8019qqqA 0???
IN-BATTLE INHERENT 4 106: 8019qqqC 0???
`````````````````````````````````````````````````````````````````````````
It appears that the reaction, support, and move abilities are
interchangeable -- you can place any kind ability in any slot. However,
only one reaction ability can work at once. (You can have multiple support or
movement abilities active simultaneously.)
Replace ??? with....
(In the case of the class inherent codes, the "1" goes in the second code
and the last two digits go in the first code. So to set A Save as Inherent
#3 would be 3006wwwD 00A6 + 3005wwwE 0001.)
1A6 A Save
1A7 MA Save
1A8 Speed Save
1A9 Sunken State
1AA Caution
1AB Dragon Spirit
1AC Regenerator
1AD Brave Up
1AE Face Up
1AF MP Restore
1B0 HP Restore
1B1 Critical Quick
1B2 Meatbone Slash
1B3 Counter Magic
1B4 Counter Tackle
1B5 Counter Flood
1B6 Absorb Used MP
1B7 Gilgame Heart
1B8 Reflect (casts Reflect upon Magic attack)
1B9 Auto Potion
1BA Counter
1BB (nothing)
1BC Distribute
1BD MP Switch
1BE Damage Split
1BF Weapon Guard
1C0 Finger Guard
1C1 Abandon
1C2 Catch
1C3 Blade Grasp
1C4 Arrow Guard
1C5 Hamedo
1C6 Equip Armor
1C7 Equip Shield
1C8 Equip Sword
1C9 Equip Katana
1CA Equip Crossbow
1CB Equip Spear
1CC Equip Axe
1CD Equip Gun
1CE Half of MP
1CF Gained JP-UP
1D0 Gained EXP-UP
1D1 Attack UP
1D2 Defense UP
1D3 Magic Att. UP
1D4 Magic Def. UP
1D5 Concentrate
1D6 Train
1D7 Secret Hunt
1D8 Martial Arts
1D9 Monster Talk
1DA Throw Item
1DB Maintenance
1DC Two Hands
1DD Two Swords
1DE Monster Skill
1DF Defend
1E0 Equip Change
1E1 (nothing)
1E2 Short Charge
1E3 Non-charge (Immediate use of abilities!)
1E6 Move +1
1E7 Move +2
1E8 Move +3
1E9 Jump +1
1EA Jump +2
1EB Jump +3
1EC Ignore Height
1ED Move-HP Up
1EE Move-MP Up
1EF Move-Get Exp
1F0 Move-Get Jp
1F1 Cannot enter water
1F2 Teleport
1F3 Teleport 2 (teleport anywhere! ultimate movement ability!)
1F4 Any Weather
1F5 Any Ground
1F6 Move in Water
1F7 Walk on Water
1F8 Move on Lava
1F9 Move Underwater (move [and stop] in water up to 3h deep)
1FA Float
1FB Fly
1FC Silent Walk (can't spring traps)
1FD Move-Find Item
-=======-
EQUIPMENT
-=======-
relevant codes
````````````````````````````````````````````````````````
FORMATION BATTLE
HEAD ARMOR 10: 3005xx82 00?? 112: 3019rrr6 00??
BODY ARMOR 11: 3005xx83 00?? 113: 3019rrr7 00??
ACCESSORY 12: 3005xx84 00?? 115: 3019rrr8 00??
R-HAND (weapon) 13: 3005xx85 00?? 116: 3019rrr9 00??
R-HAND (shield) 14: 3005xx86 00?? 117: 3019rrrA 00??
L-HAND (weapon) 15: 3005xx87 00?? 118: 3019rrrB 00??
L-HAND (shield) 16: 3005xx88 00?? 119: 3019rrrC 00??
````````````````````````````````````````````````````````
Replace ?? with....
00 <nothing> 01 Dagger 02 Mythril Knife
03 Blind Knife 04 Mage Masher 05 Platina Dagger
06 Main Gauche 07 Orichalcum 08 Assassin Dagger
09 Air Knife 0A Zorlin Shape 0B Hidden Knife
0C Ninja Knife 0D Short Edge 0E Ninja Edge
0F Spell Edge 10 Sasuke Knife 11 Iga Knife
12 Koga Knife 13 Broad Sword 14 Long Sword
15 Iron Sword 16 Mythril Sword 17 Blood Sword
18 Coral Sword 19 Ancient Sword 1A Sleep Sword
1B Platinum Sword 1C Diamond Sword 1D Ice Brand
1E Rune Blade 1F Nagra Rock 20 Materia Blade
21 Defender 22 Save the Queen 23 Excalibur
24 Ragnarok 25 Chaos Blade 26 Asura Knife
27 Koutetsu Knife 28 Bizen Boat 29 Murasame
2A Heaven's Cloud 2B Kiyomori 2C Muramasa
2D Kikuichimoji 2E Masamune 2F Chirijiraden
30 Battle Axe 31 Giant Axe 32 Slasher
33 Rod 34 Thunder Rod 35 Flame Rod
36 Ice Rod 37 Poison Rod 38 Wizard Rod
39 Dragon Rod 3A Faith Rod 3B Oak Staff
3C White Staff 3D Healing Staff 3E Rainbow Staff
3F Wizard Staff 40 Gold Staff 41 Mace of Zeus
42 Sage Staff 43 Flail 44 Flame Whip
45 Morning Star 46 Scorpion Tail 47 Romanda Gun
48 Mythril Gun 49 Stone Gun 4A Blaze Gun
4B Glacier Gun 4C Blast Gun 4D Bow Gun
4E Night Killer 4F Cross Bow 50 Poison Bow
51 Hunting Bow 52 Gastrafitis 53 Long Bow
54 Silver Bow 55 Ice Bow 56 Lightning Bow
57 Windslash Bow 58 Mythril Bow 59 Ultimus Bow
5A Yoichi Bow 5B Perseus Bow 5C Ramia Harp
5D Bloody Strings 5E Fairy Harp 5F Battle Dict
60 Monster Dict 61 Papyrus Plate 62 Madleegen
63 Javelin (weak) 64 Spear 65 Mythril Spear
66 Partisan 67 Oberisk 68 Holy Lance
69 Dragon Whisker 6A Javelin (strong) 6B Cypress Rod
6C Battle Bamboo 6D Musk Rod 6E Iron Fan
6F Gokuu Rod 70 Ivory Rod 71 Octagon Rod
72 Whale Whisker 73 C Bag 74 FS Bag
75 P Bag 76 H Bag 77 Persia
78 Cashmere 79 Ryozan Silk
80 Escutcheon (weak) 81 Buckler 82 Bronze Shield
83 Round Shield 84 Mythril Shield 85 Gold Shield
86 Ice Shield 87 Flame Shield 88 Aegis Shield
89 Diamond Shield 8A Platina Shield 8B Crystal Shield
8C Genji Shield 8D Kaiser Plate 8E Venetian Shield
8F Escutcheon (strong)
90 Leather Helmet 91 Bronze Helmet 92 Iron Helmet
93 Barbuta 94 Mythril Helmet 95 Gold Helmet
96 Cross Helmet 97 Diamond Helmet 98 Platina Helmet
99 Circlet 9A Crystal Helmet 9B Genji Helmet
9C Grand Helmet 9D Leather Hat 9E Feather Hat
9F Red Hood A0 Headgear A1 Triangle Hat
A2 Green Beret A3 Twist Headband A4 Holy Miter
A5 Black Hood A6 Golden Hairpin A7 Flash Hat
A8 Thief Hat A9 Capuche AA Barette
AB Ribbon
AC Leather Armor AD Linen Cuirass AE Bronze Armor
AF Chain Mail B0 Mythril Armor B1 Plate Mail
B2 Gold Armor B3 Diamond Armor B4 Platina Armor
B5 Carabini Mail B6 Crystal Mail B7 Genji Armor
B8 Reflect Mail B9 Maximillian BA Clothes
BB Leather Outfit BC Leather Vest BD Chain Vest
BE Mythril Vest BF Adaman Vest C0 Wizard Outfit
C1 Brigandine C2 Judo Outfit C3 Power Sleeve
C4 Earth Clothes C5 Secret Clothes C6 Black Costume
C7 Rubber Costume C8 Linen Robe C9 Silk Robe
CA Wizard Robe CB Chameleon Robe CC White Robe
CD Black Robe CE Light Robe CF Robe of Lords
D0 Battle Boots D1 Spike Boots D2 Germinas Boots
D3 Rubber Shoes D4 Feather Boots D5 Sprint Shoes
D6 Red Shoes D7 Power Wrist D8 Genji Gauntlet
D9 Magic Gauntlet DA Bracer DB Reflect Ring
DC Defense Ring DD Magic Ring DE Cursed Ring
DF Angel Ring E0 Diamond Armlet E1 Jade Armlet
E2 108 Gems E3 N-Kai Armlet E4 Defense Armlet
E5 Small Mantle E6 Leather Mantle E7 Wizard Mantle
E8 Elf Mantle E9 Dracula Mantle EA Feather Mantle
EB Vanish Mantle EC Chantage ED Cherche
EE Salty Rage EF Setiemson
-==-
TEXT
-==-
relevant codes
````````````````````````````````````````````````````````
FORMATION BATTLE
(name) (job name)
LETTERS 2 & 1 8005yy32 bbaa See codes 144-149
LETTERS 4 & 3 8005yy34 ddcc
LETTERS 6 & 5 8005yy36 ffee
LETTERS 8 & 7 8005yy38 hhgg
LETTERS 10 & 9 8005yy3A jjii
LETTERS 12 & 11 8005yy3C llkk
LETTERS 14 & 13 8005yy3E nnmm
````````````````````````````````````````````````````````
These codes, like the ones above, require substitution to pinpoint which
character to modify. So, wherever you see "yy" in the codes, replace it with
the appropriate value from this chart.
yy = 80 for Ramza 81 for the character with index number of 2
82 for char. 3 83 for char. 4 84 for char. 5 85 for char. 6
86 for char. 7 87 for char. 8 88 for char. 9 89 for char. 10
8A for char. 11 8B for char. 12 8C for char. 13 8D for char. 14
8E for char. 15 8F for char. 16.
Replace aa, bb, cc, etc. with...
01 - 1 02 - 2 03 - 3 04 - 4 05 - 5 06 - 6 07 - 7 08 - 8
09 - 9 0A - A 0B - B 0C - C 0D - D 0E - E 0F - F 10 - G
11 - H 12 - I 13 - J 14 - K 15 - L 16 - M 17 - N 18 - O
19 - P 1A - Q 1B - R 1C - S 1D - T 1E - U 1F - V 20 - W
21 - X 22 - Y 23 - Z 24 - a 25 - b 26 - c 27 - d 28 - e
29 - f 2A - g 2B - h 2C - i 2D - j 2E - k 2F - l 30 - m
31 - n 32 - o 33 - p 34 - q 35 - r 36 - s 37 - t 38 - u
39 - v 3A - w 3B - x 3C - y 3D - z FA - space FE - finisher
The last four digits of the code determine the letters of the name, backwards
(i.e., the eleventh and twelfth digits of the code determine the first letter,
and the ninth and tenth digits determine the second letter). At the end of the
name, add a "finisher" (FE) to truncate the name at that point. The best way
to demonstrate is through example.
Example 1: Character 2's Name --> "Golbez"
80058132 3210 32 changes 2d letter to "o"; 10 changes 1st letter to "G"
80058134 252F 25 changes 4th letter to "b"; 2F changes 3d letter to "l"
80058136 3D28 3D changes 6th letter to "z"; 28 changes 5th letter to "e"
80058138 00FE FE ends the name here
(00 is placeholder.)
Example 2: Character 2's Name --> "Edgar"
80058132 270E 27 changes 2d letter to "d"; 0E changes 1st letter to "E"
80058134 242A 24 changes 4th letter to "a"; 2A changes 3d letter to "g"
80058136 FE35 FE ends after 5th letter; 35 changes 5th letter to "r"
NNNNNNNN. PART SEVEN
`NNNNNNNN) -=================================================================-
(NNN changing command sets
.NNN) created by Aerostar
JNNN
(NNN`
NNN)
(NNN
""`
-=========-
EXPLANATION
-=========-
I've been trying to hack these codes for quite some time, and I've
finally met with some degree of success using the GS's 'conditional code'
(D0xxxxxx) feature. Enjoy! :)
Ever wanted to improve the command set of the Knight? Or add 'Dark Holy'
to your list of black magic? With these codes, you can do that and much,
much more. They will allow you to customize any command set in the game.
There are a few restrictions, though:
[1] You cannot have more commands in a command set than were originally
there (e.g., you cannot put more than 8 commands in 'Battle Skill');
[2] The codes will only work in battle (big deal; the whole game is
battle anyway);
[3] You must have learnt all the commands in the command set for the
codes to work properly (it is possible to modify them to work in other
conditions, but it is easiest to write out the codes that work for all
commands learnt, as this will give you the maximum number of
possible substitutions, anyway.
EXCEPTIONS: You need not know the Summoner's 'Zodiac' nor Ramza's
'Ultima' for their codes to work correctly.
[4] Command sets which do not directly invoke attacks -- i.e., THROW,
CHARGE, DRAW OUT, MATH SKILL and ITEM -- cannot be modified.
Substitutions for ??? can be found at the list at the end of this section.
Example: you have all Black Magic learned, and you want to change
'Fire 2' to 'Melt', 'Ice 2' to 'Dark Holy', and 'Bolt 2'
to 'Tornado'.
Looking at the chart, you look up Fire 2, Ice 2, and Bolt 2,
and you find ...
D019F3E2 701F
8019F3C6 7??? Fire 2
D019F3E2 701F
8019F3CE 7??? Bolt 2
D019F3E2 701F
8019F3D6 7??? Ice 2
Look up the values for Melt, Tornado, and Dark Holy in the
chart at the bottom of the file, and you will see that they are,
respectively, 0D8, 0D9, and 0A6. Substitute them in the appropriate
codes, and then enter the resulting codes into your GameShark:
D019F3E2 701F
8019F3C6 70D8 Fire 2 to Melt
D019F3E2 701F
8019F3CE 70D9 Bolt 2 to Tornado
D019F3E2 701F
8019F3D6 70A6 Ice 2 to Dark Holy
This will achieve the desired result. Note that though the old
spell's MP and speed value will still be displayed, the actual amount
of MP needed for the spell will be deducted from your total MP. However,
even if you don't have enough MP, you can still use the spell as long as
you were eligible to use the attack it replaced.
** You MUST enter the codes in the order that they are listed (the
D019 code first and then the 8019 code) or else the codes WILL NOT WORK.
-=======-
THE CODES
-=======-
> format:
COMMAND SET
-----------
code1
code2 Original attack that is modified by code1 + code2
-==============-
REGULAR COMMANDS
-==============-
WHITE MAGIC
-----------
D019F3E0 700F
8019F3C4 7??? Cure
D019F3E0 700F
8019F3C6 7??? Cure 2
D019F3E0 700F
8019F3C8 7??? Cure 3
D019F3E0 700F
8019F3CA 7??? Cure 4
D019F3E0 700F
8019F3CC 7??? Raise
D019F3E0 700F
8019F3CE 7??? Raise 2
D019F3E0 700F
8019F3D0 7??? Reraise
D019F3E0 700F
8019F3D2 7??? Regen
D019F3E0 700F
8019F3D4 7??? Protect
D019F3E0 700F
8019F3D6 7??? Protect 2
D019F3E0 700F
8019F3D8 7??? Shell
D019F3E0 700F
8019F3DA 7??? Shell 2
D019F3E0 700F
8019F3DC 7??? Wall
D019F3E0 700F
8019F3DE 7??? Esuna
D019F3E0 700F
8019F3E0 7??? Holy
BLACK MAGIC
-----------
D019F3E2 701F
8019F3C4 7??? Fire
D019F3E2 701F
8019F3C6 7??? Fire 2
D019F3E2 701F
8019F3C8 7??? Fire 3
D019F3E2 701F
8019F3CA 7??? Fire 4
D019F3E2 701F
8019F3CC 7??? Bolt
D019F3E2 701F
8019F3CE 7??? Bolt 2
D019F3E2 701F
8019F3D0 7??? Bolt 3
D019F3E2 701F
8019F3D2 7??? Bolt 4
D019F3E2 701F
8019F3D4 7??? Ice
D019F3E2 701F
8019F3D6 7??? Ice 2
D019F3E2 701F
8019F3D8 7??? Ice 3
D019F3E2 701F
8019F3DA 7??? Ice 4
D019F3E2 701F
8019F3DC 7??? Poison
D019F3E2 701F
8019F3DE 7??? Frog
D019F3E2 701F
8019F3E0 7??? Death
D019F3E2 701F
8019F3E2 7??? Flare
TIME MAGIC
----------
D019F3DA 702C
8019F3C4 7??? Haste
D019F3DA 702C
8019F3C6 7??? Haste 2
D019F3DA 702C
8019F3C8 7??? Slow
D019F3DA 702C
8019F3CA 7??? Slow 2
D019F3DA 702C
8019F3CC 7??? Stop
D019F3DA 702C
8019F3CE 7??? Don't Move
D019F3DA 702C
8019F3D0 7??? Float
D019F3DA 702C
8019F3D2 7??? Reflect
D019F3DA 702C
8019F3D4 7??? Quick
D019F3DA 702C
8019F3D6 7??? Demi
D019F3DA 702C
8019F3D8 7??? Demi 2
D019F3DA 702C
8019F3DA 7??? Meteor
SUMMON MAGIC
------------
D019F3E0 704A
8019F3C4 7??? Moogle
D019F3E0 704A
8019F3C6 7??? Shiva
D019F3E0 704A
8019F3C8 7??? Ramuh
D019F3E0 704A
8019F3CA 7??? Ifrit
D019F3E0 704A
8019F3CC 7??? Titan
D019F3E0 704A
8019F3CE 7??? Golem
D019F3E0 704A
8019F3D0 7??? Carbuncle
D019F3E0 704A
8019F3D2 7??? Bahamut
D019F3E0 704A
8019F3D4 7??? Odin
D019F3E0 704A
8019F3D6 7??? Leviathan
D019F3E0 704A
8019F3D8 7??? Salamander
D019F3E0 704A
8019F3DA 7??? Sylph
D019F3E0 704A
8019F3DC 7??? Fairy
D019F3E0 704A
8019F3DE 7??? Lich
D019F3E0 704A
8019F3E0 7??? Cyclops
D019F3E2 704B
8019F3E2 7??? Zodiac (enter only if you have it)
YIN-YANG MAGIC
--------------
D019F3DE 703B
8019F3C4 7??? Blind
D019F3DE 703B
8019F3C6 7??? Spell Absorb
D019F3DE 703B
8019F3C8 7??? Life Drain
D019F3DE 703B
8019F3CA 7??? Pray Faith
D019F3DE 703B
8019F3CC 7??? Doubt Faith
D019F3DE 703B
8019F3CE 7??? Zombie
D019F3DE 703B
8019F3D0 7??? Silence Song
D019F3DE 703B
8019F3D2 7??? Blind Rage
D019F3DE 703B
8019F3D4 7??? Foxbird
D019F3DE 703B
8019F3D6 7??? Confusion Song
D019F3DE 703B
8019F3D8 7??? Dispel Magic
D019F3DE 703B
8019F3DA 7??? Paralyze
D019F3DE 703B
8019F3DC 7??? Sleep Song
D019F3DE 703B
8019F3DE 7??? Petrify Song
SING
----
D019F3D0 705C
8019F3C4 7??? Angel Song
D019F3D0 705C
8019F3C6 7??? Life Song
D019F3D0 705C
8019F3C8 7??? Cheer Song
D019F3D0 705C
8019F3CA 7??? Battle Song
D019F3D0 705C
8019F3CC 7??? Magic Song
D019F3D0 705C
8019F3CE 7??? Nameless Song
D019F3D0 705C
8019F3D0 7??? Last Song
DANCE
-----
D019F3D0 7063
8019F3C4 7??? Witch Hunt
D019F3D0 7063
8019F3C6 7??? Wiznaibus
D019F3D0 7063
8019F3C8 7??? Slow Dance
D019F3D0 7063
8019F3CA 7??? Polka-Polka
D019F3D0 7063
8019F3CC 7??? Disillusion
D019F3D0 7063
8019F3CE 7??? Nameless Dance
D019F3D0 7063
8019F3D0 7??? Last Dance
BATTLE SKILL
------------
D019F3D2 7091
8019F3C4 7??? Head Break
D019F3D2 7091
8019F3C6 7??? Armor Break
D019F3D2 7091
8019F3C8 7??? Shield Break
D019F3D2 7091
8019F3CA 7??? Weapon Break
D019F3D2 7091
8019F3CC 7??? Magic Break
D019F3D2 7091
8019F3CE 7??? Speed Break
D019F3D2 7091
8019F3D0 7??? Power Break
D019F3D2 7091
8019F3D2 7??? Mind Break
PUNCH ART
---------
D019F3D2 706B
8019F3C4 7??? Spin Fist
D019F3D2 706B
8019F3C6 7??? Repeated Fist
D019F3D2 706B
8019F3C8 7??? Wave Fist
D019F3D2 706B
8019F3CA 7??? Earth Slash
D019F3D2 706B
8019F3CC 7??? Secret Fist
D019F3D2 706B
8019F3CE 7??? Stigma Magic
D019F3D2 706B
8019F3D0 7??? Chakra
D019F3D2 706B
8019F3D2 7??? Revive
STEAL
-----
D019F3D2 7073
8019F3C4 7??? Gil Taking
D019F3D2 7073
8019F3C6 7??? Steal Heart
D019F3D2 7073
8019F3C8 7??? Steal Helmet
D019F3D2 7073
8019F3CA 7??? Steal Armor
D019F3D2 7073
8019F3CC 7??? Steal Shield
D019F3D2 7073
8019F3CE 7??? Steal Weapon
D019F3D2 7073
8019F3D0 7??? Steal Accessory
D019F3D2 7073
8019F3D2 7??? Steal Exp.
TALK SKILL
----------
D019F3D6 707D
8019F3C4 7??? Invitation
D019F3D6 707D
8019F3C6 7??? Persuade
D019F3D6 707D
8019F3C8 7??? Praise
D019F3D6 707D
8019F3CA 7??? Threaten
D019F3D6 707D
8019F3CC 7??? Preach
D019F3D6 707D
8019F3CE 7??? Solution
D019F3D6 707D
8019F3D0 7??? Death Sentence
D019F3D6 707D
8019F3D2 7??? Negotiate
D019F3D6 707D
8019F3D4 7??? Insult
D019F3D6 707D
8019F3D6 7??? Mimic Daravon
BASIC SKILL
-----------
D019F3CA 7095
8019F3C4 7??? Accumulate
D019F3CA 7095
8019F3C6 7??? Dash
D019F3CA 7095
8019F3C8 7??? Throw Stone
D019F3CA 7095
8019F3CA 7??? Heal
-For Ramza's GUTS:----------
D019F3CC 7096
8019F3CC 7??? Yell
D019F3CE 7098
8019F3CE 7??? Wish
D019F3D0 7097
8019F3D0 7??? Cheer Up
D019F3D2 7099
8019F3D2 7??? Scream
D019F3D4 709A
8019F3D4 7??? Ultima
-==============-
SPECIAL COMMANDS
-==============-
HOLY SWORD
----------
D019F3CC 709F
8019F3C4 7??? Stasis Sword
D019F3CC 709F
8019F3C6 7??? Split Punch
D019F3CC 709F
8019F3C8 7??? Crush Punch
D019F3CC 709F
8019F3CA 7??? Lightning Stab
D019F3CC 709F
8019F3CC 7??? Holy Explosion
DARK SWORD
----------
D019F3C6 70A5
8019F3C4 7??? Dark Sword
D019F3C6 70A5
8019F3C6 7??? Night Sword
MIGHTY SWORD
------------
D019F3CA 70A3
8019F3C4 7??? Shellbust Stab
D019F3CA 70A3
8019F3C6 7??? Blastar Punch
D019F3CA 70A3
8019F3C8 7??? Hellcry Punch
D019F3CA 70A3
8019F3CA 7??? Icewolf Bite
SWORD SKILL
-----------
D019F3D4 70A3
8019F3C4 7??? Stasis Sword
D019F3D4 70A3
8019F3C6 7??? Split Punch
D019F3D4 70A3
8019F3C8 7??? Crush Punch
D019F3D4 70A3
8019F3CA 7??? Lightning Stab
D019F3D4 70A3
8019F3CC 7??? Holy Explosion
D019F3D4 70A3
8019F3CE 7??? Shellbust Stab
D019F3D4 70A3
8019F3D0 7??? Blastar Punch
D019F3D4 70A3
8019F3D2 7??? Hellcry Punch
D019F3D4 70A3
8019F3D4 7??? Icewolf Bite
ALL SWORDSKILL
--------------
D019F3D8 70A5
8019F3C4 7??? Stasis Sword
D019F3D8 70A5
8019F3C6 7??? Split Punch
D019F3D8 70A5
8019F3C8 7??? Crush Punch
D019F3D8 70A5
8019F3CA 7??? Lightning Stab
D019F3D8 70A5
8019F3CC 7??? Holy Explosion
D019F3D8 70A5
8019F3CE 7??? Shellbust Stab
D019F3D8 70A5
8019F3D0 7??? Blastar Punch
D019F3D8 70A5
8019F3D2 7??? Hellcry Punch
D019F3D8 70A5
8019F3D4 7??? Icewolf Bite
D019F3D8 70A5
8019F3D6 7??? Dark Sword
D019F3D8 70A5
8019F3D8 7??? Night Sword
LIMIT
-----
D019F3D2 7108
8019F3C4 7??? Braver
D019F3D2 7108
8019F3C6 7??? Cross-slash
D019F3D2 7108
8109F3C8 7??? Blade Beam
D019F3D2 7108
8019F3CA 7??? Climhazzard
D019F3D2 7108
8019F3CC 7??? Meteorain
D019F3D2 7108
8019F3CE 7??? Finish Touch
D019F3D2 7108
8019F3D0 7??? Omnislash
D019F3D2 7108
8019F3D2 7??? Cherry Blossom
MAGIC SWORD
-----------
D019F3E0 7100
8019F3C4 7??? Blind
D019F3E0 7100
8019F3C6 7??? Aspel
D019F3E0 7100
8019F3C8 7??? Drain
D019F3E0 7100
8019F3CA 7??? Faith
D019F3E0 7100
8019F3CC 7??? Innocent
D019F3E0 7100
8019F3CE 7??? Zombie
D019F3E0 7100
8019F3D0 7??? Silence
D019F3E0 7100
8019F3D2 7??? Berserk
D019F3E0 7100
8019F3D4 7??? Chicken
D019F3E0 7100
8019F3D6 7??? Confuse
D019F3E0 7100
8019F3D8 7??? Despair
D019F3E0 7100
8019F3DA 7??? Don't Act
D019F3E0 7100
8019F3DC 7??? Sleep
D019F3E0 7100
8019F3DE 7??? Break
D019F3E0 7100
8019F3E0 7??? Shock!
TRUTH
-----
D019F3CE 70AE
8019F3C4 7??? Heaven Thunder
D019F3CE 70AE
8019F3C6 7??? Asura
D019F3CE 70AE
8019F3C8 7??? Diamond Sword
D019F3CE 70AE
8019F3CA 7??? Hydragon Pit
D019F3CE 70AE
8019F3CC 7??? Space Storage
D019F3CE 70AE
8019F3CE 7??? Sky Demon
UN-TRUTH
--------
D019F3CE 70B4
8019F3C4 7??? Heaven Thunder Back
D019F3CE 70B4
8019F3C6 7??? Asura Back
D019F3CE 70B4
8019F3C8 7??? Diamond Sword Back
D019F3CE 70B4
8019F3CA 7??? Hydragon Pit Back
D019F3CE 70B4
8019F3CC 7??? Space Storage Back
D019F3CE 70B4
8019F3CE 7??? Sky Demon Back
-============-
ENEMY COMMANDS
-============-
These work well as 'templates' to create new
command sets. The number in brackets is the digit for the code
3005xx7B 00?? (see part one) that will give one of your units
the command set in question for his or her secondary command. I
don't _believe_ that the codes will have any effect on the abilities
the computer-controlled enemies use (though don't quote me on that --
I'm not 100% sure).
USE HAND [36]
--------
D019F3CC 70C9
8019F3C4 7??? Seal
D019F3CC 70C9
8019F3C6 7??? Shadow Stitch
D019F3CC 70C9
8019F3C8 7??? Stop Bracelet
D019F3CC 70C9
8019F3CA 7??? Allure
D019F3CC 70C9
8019F3CC 7??? Ultima
WHITE-AID [2A] (sword equipped)
---------
D019F3D4 700E
8019F3C4 7??? Cure 3
D019F3D4 700E
8019F3C6 7??? Cure 2
D019F3D4 700E
8019F3C8 7??? Confuse
D019F3D4 700E
8019F3CA 7??? Sleep
D019F3D4 700E
8019F3CC 7??? Drain
D019F3D4 700E
8019F3CE 7??? Silence
D019F3D4 700E
8019F3D0 7??? Don't Act
D019F3D4 700E
8019F3D2 7??? Raise 2
D019F3D4 700E
8019F3D4 7??? Esuna
WHITE-AID (no sword equipped)
---------
D019F3CA 700E
8019F3C4 7??? Cure 3
D019F3CA 700E
8019F3C6 7??? Cure 2
D019F3CA 700E
8019F3C8 7??? Raise 2
D019F3CA 700E
8019F3CA 7??? Esuna
ALL MAGIC [48]
---------
D019F3CC 7006
8019F3C4 7??? Holy
D019F3CC 7006
8019F3C6 7??? Flare
D019F3CC 7006
8019F3C8 7??? Demi 2
D019F3CC 7006
8019F3CA 7??? Dark Holy
D019F3CC 7006
8019F3CC 7??? Raise 2
PHANTOM [49]
-------
D019F3CC 7046
8019F3C4 7??? Midgar Swarm
D019F3CC 7046
8019F3C6 7??? Bahamut
D019F3CC 7046
8019F3C8 7??? Odin
D019F3CC 7046
8019F3CA 7??? Leviathan
D019F3CC 7046
8019F3CC 7??? Salamander
DESTROY SWORD [4B]
-------------
D019F3CA 70C7
8019F3C4 7??? Magic Ruin
D019F3CA 70C7
8019F3C6 7??? Speed Ruin
D019F3CA 70C7
8019F3C8 7??? Power Ruin
D019F3CA 70C7
8019F3CA 7??? Mind Ruin
WARLOCK SUMMON [68]
--------------
D019F3C8 704A
8019F3C4 7??? Titan
D019F3C8 704A
8019F3C6 7??? Lich
D019F3C8 704A
8019F3C8 7??? Cyclops
JA MAGIC [6C]
--------
D019F3CE 70E4
8019F3C4 7??? Toad 2
D019F3CE 70E4
8019F3C6 7??? Gravi 2
D019F3CE 70E4
8019F3C8 7??? Flare 2
D019F3CE 70E4
8019F3CA 7??? Blind 2
D019F3CE 70E4
8019F3CC 7??? Confuse 2
D019F3CE 70E4
8019F3CE 7??? Sleep 2
DIMENSION MAGIC [70]
---------------
D019F3CA 702C
8019F3C4 7??? Melt
D019F3CA 702C
8019F3C6 7??? Tornado
D019F3CA 702C
8019F3C8 7??? Quake
D019F3CA 702C
8019F3CA 7??? Meteor
IMPURE [74]
------
D019F3D6 70D3
8019F3C4 7??? Bio
D019F3D6 70D3
8019F3C6 7??? Bio
D019F3D6 70D3
8019F3C8 7??? Bio
D019F3D6 70D3
8019F3CA 7??? Bio 2
D019F3D6 70D3
8019F3CC 7??? Bio 2
D019F3D6 70D3
8019F3CE 7??? Bio 2
D019F3D6 70D3
8019F3D0 7??? Bio 2
D019F3D6 70D3
8019F3D2 7??? Bio 3
D019F3D6 70D3
8019F3D4 7??? Bio 3
D019F3D6 70D3
8019F3D6 7??? Bio 3
ALL MAGIC [78]
---------
D019F3D6 7046
8019F3C4 7??? Holy
D019F3D6 7046
8019F3C6 7??? Fire 4
D019F3D6 7046
8019F3C8 7??? Bolt 4
D019F3D6 7046
8019F3CA 7??? Ice 4
D019F3D6 7046
8019F3CC 7??? Flare
D019F3D6 7046
8019F3CE 7??? Demi 2
D019F3D6 7046
8019F3D0 7??? Bahamut
D019F3D6 7046
8019F3D2 7??? Odin
D019F3D6 7046
8019F3D4 7??? Leviathan
D019F3D6 7046
8019F3D6 7??? Salamander
DARK CLOUD [AD]
----------
D019F3CA 704B
8019F3C4 7??? Snake Carrier
D019F3CA 704B
8019F3C6 7??? Poison Frog
D019F3CA 704B
8019F3C8 7??? Midgar Swarm
D019F3CC 704B
8019F3CA 7??? Zodiac
DARK MAGIC [AE]
----------
D019F3C8 714E
8019F3C4 7??? Lifebreak
D019F3C8 714E
8019F3C6 7??? Dark Holy
D019F3C8 714E
8019F3C8 7??? Giga Flare
NIGHT MAGIC [AF]
-----------
D019F3CC 714D
8019F3C4 7??? Nanoflare
D019F3CC 714D
8019F3C6 7??? Dark Holy
D019F3CC 714D</pre><pre id="faqspan-4">
8019F3C8 7??? Ultima
D019F3CC 714D
8019F3CA 7??? Hurricane
D019F3CC 714D
8019F3CC 7??? Ulmaguest
-==============-
MONSTER COMMANDS
-==============-
These will let you modify monsters' abilities to your liking.
It's really cool to watch a monster cast a spell. :)
How to use: replace xxx with the digits for the monster you
want to use (monsters with one ability are a waste to modify;
I haven't included them). Replace ??? with the three-digit code
from the list in section 14.3 that corresponds to the command
you want. For instance, to replace a Red Chocobo's "Choco Ball"
ability with "Dark Holy":
- A Red Chocobo has three abilities, so you will find it under
that heading below. You find that the digits for xxx are 10B.
Look up Dark Holy in section 14.6 and you find that its ???
digits are 0A6.
So your code would be:
D019F3C8 710B
8019F3C6 70A6 Replaces Red Chocobo's second ability (Choco Ball)
with 'Dark Holy'.
MONSTERS WITH TWO ABILITIES
---------------------------
D019F3C6 7xxx
8019F3C4 7??? First Ability
D019F3C6 7xxx
8019F3C6 7??? Second Ability
Digits for xxx:
---------------
10D:Chocobo (Choco Attack, Choco Cure)
111:Goblin (Tackle, Eye Gouge)
110:Black Goblin (Tackle, Turn Punch)
115:Bomb (Bite, Self-Destruct)
11B:Red Panther (Scratch, Poison Nail)
123:Skeleton (Knife Hand, Thunder Soul)
124:Bone Snatch (Knife Hand, Aqua Soul)
125:Living Bone (Knife Hand, Ice Soul)
129:Ghoul (Throw Spirit, Sleep Touch)
12B:Gust (Throw Spirit, Grease Touch)
12A:Revenant (Throw Spirit, Drain Touch)
133:Steel Hawk (Scratch Up, Shine Lover)
139:Porky (Straight Dash, Pooh-)
137:Wildbow (Straight Dash, Nose Bracelet)
13E:Treant (Leaf Dance, Spirit of Life)
141:Minitaurus (Shake Off, Wave Around)
146:Morbol (Tentacle, Lick)
147:Ochu (Tentacle, Goo)
148:Great Morbol (Tentacle, Bad Bracelet)
14B:Behemoths (all three) (Stab Up, Sudden Cry)
151:Blue Dragon (Dash, Ice Bracelet)
152:Red Dragon (Dash, Fire Bracelet)
157:Hydra (Triple Attack, Triple Flame)
MONSTERS WITH THREE ABILITIES
-----------------------------
D019F3C8 7xxx
8019F3C4 7??? First ability
D019F3C8 7xxx
8019F3C6 7??? Second ability
D019F3C8 7xxx
8019F3C8 7??? Third ability
Digits for xxx:
---------------
10C:Black Chocobo (Choco Attack, Choco Ball, Choco Esuna)
10B:Red Chocobo (Choco Attack, Choco Ball, Choco Meteor)
10F:Gabbledegak (Tackle, Goblin Punch, Eye Gouge)
114:Grenade (Bite, Self-Destruct, Small Bomb)
117:Explosive (Bite, Self-Destruct, Spark)
11B:Cuar (Scratch, Cat Kick, Poison Nail)
11A:Vampire (Scratch, Cat Kick, Blaster)
11F:Squidlarkin (Tentacle, Black Ink, Odd Soundwave)
120:Mindflare (Tentacle, Black Ink, Mind Blast)
12E:Ahriman (Wing Attack, Look of Devil, Look of Fright)
130:Plague (Wing Attack, Look of Devil, Death Sentence)
134:Cockatoris (Scratch Up, Beak, Feather Bomb)
13D:Taiju (Leaf Dance, Protect Spirit, Clam Spirit)
143:Sacred (Shake Off, Mimic Titan, Gather Power)
157:Tiamat (Triple Bracelet, Triple Thunder, Triple Flame)
-=============-
ANY COMMAND SET
-=============-
As you've probably noticed by now, the codes are in the format
D019F3xx 7yyy
8019F3C4 7???
D019F3xx 7yyy
8019F3C6 7???
D019F3xx 7yyy
8019F3C8 7???