Shenmue Patch Code Guide Shenmue I (Sega Dreamcast) Version 1.10 By SSJ2 Dark ------------------------------------------------------------------------------- Table of Contents: ------------------------------------------------------------------------------- For your browsing convenience, I've created a shortcut feature within this guide. Simply press Ctrl + F, and type in the character code next to the desired chapter. You'll be brought straight to that section! 1. Preface (P1) 2. Copyright Information (I2) 3. Version History (V3) 4. Hexadecimal Review (H4) 5. The Basics of Codes (T5) 6. General Codes (G6) 7. Menu Item Codes (I7) 8. Collectable Item Codes (I8) 9. Cassette Codes (I9) 10. Move Codes (M10) 11. Value List Codes (V11) 12. Custom Code Tutorial (T12) 13. Future Updates (U13) 14. Thanks (T14) ------------------------------------------------------------------------------- Preface (P1) ------------------------------------------------------------------------------- Welcome to the Shenmue Patch Code Guide, a full listing of unencrypted and encrypted codes for the greatest video game series ever: Shenmue! I've worked long and hard to uncover some elusive codes to make your gaming experience better. Whether you just want to "trade" in some of those slot machine prizes for Passport figures, or you want to completely open up the game, this guide will surely be of use to you. To use these codes, you'll need a game enhancing device such as GameShark or Code Breaker, DCcrypt, and a basic understanding of hex base. If you don't have the latter, don't worry. There is a section outlining hex base that will get you going in no time. Enjoy! Note: DCcrypt can be found at www.angelfire.com/planet/ssj2dark/DCcrypt.zip ------------------------------------------------------------------------------- Copyright Information (I2) ------------------------------------------------------------------------------- This FAQ is copyright 2006 SSJ2 Dark (Jesse McCaffrey), and is intended for free public use. It may be printed, provided that it has not been modified with the intent to disguise the identity of the original author. Under no circumstances should anyone generate profits with this guide, nor should I find this document on any unauthorized website. Stealing other people's work is an insult to authors everywhere that work hard on projects, and is a federal and moral crime. ------------------------------------------------------------------------------- Version History (V3) ------------------------------------------------------------------------------- V 0.30 [12-28-05] Began patch code search for codes. Expanded Collectables codes, uncovered cassettes and move scrolls. V 0.60 [01-04-06] Refined codes, removed errors from address misallocations. V 0.90 [07-31-06] Developed code list into guide. Added explanations and tutorials to make codes fully accessible. V 1.00 [08-02-06] First version of guide complete. V 1.10 [12-20-06] Fixed code errors, revamped customization section. ------------------------------------------------------------------------------- Hexadecimal Review (H4) ------------------------------------------------------------------------------- Game enhancing codes generally use hexadecimal (hex) base for all numbers, including addresses and values. To use codes effectively, you should understand hex. The decimal system is base ten; once a digit is increased ten times, the next digit increases by one. The hexadecimal system is base sixteen; once a digit is increased sixteen times, the next digit increases by one. The extra six "numbers" in hex are the letters A-F. This is a progression table comparing sixteen decimal and hexadecimal values: Decimal | Hexadecimal --------------------- 1 | 1 2 | 2 3 | 3 4 | 4 5 | 5 6 | 6 7 | 7 8 | 8 9 | 9 10 | A 11 | B 12 | C 13 | D 14 | E 15 | F 16 | 10 The most convenient method to convert decimal to hex is by using the basic Calculator program on your computer. Enable the Scientific option, then type in your decimal value, and enable hex mode. Your decimal number will be converted to a hexadecimal value. There are also freeware programs such as Hexit available, if you prefer. ------------------------------------------------------------------------------- The Basics of Codes (T5) ------------------------------------------------------------------------------- Before you begin executing lines of code with your game enhancer of choice, it's a good idea to understand how those sequences of numbers and letters make things happen in your game. Similar to a computer, the memory for a video game is comprised of thousands of addresses, each holding a particular two bit value, which I often call 'xx'. The range of xx is from 0 to FF, or in decimal, 0 to 255. Game enhancing codes overwrite these values by specifying a certain address and a value to be written to that address. A template for these types of codes (while unencrypted) looks like this: ttaaaaaa zzyyxxww (Address Format) Where tt denotes the code type, aaaaaa is the starting address the code will modify, and zzyyxxww contains the quantities to be written (in hex base). An address line (ttaaaaaa) must be immediately followed by a quantity line (zzyyxxww), unless it is an advanced type (04 or higher). For our purposes, basic code types will suffice. These code types used are type 00, 01, and 02. Following is a table comparing code types and abilities: Type | Example | Effect ------------------------------------------------------------------ 00 |00aaaaaa 000000xx| Assigns xx to aaaaaa ------------------------------------------------------------------ 01 |01aaaaaa 0000yyxx| Assigns xx to aaaaaa and yy to aaaaa(a+1) ------------------------------------------------------------------ 02 |02aaaaaa zzyyxxww| Assigns ww to aaaaaa | | xx to aaaaa(a+1) | | yy to aaaaa(a+2) | | zz to aaaaa(a+3) At first, type 01 and 02 codes can be difficult to understand. In these codes, the quantity line possesses two or four values (xx and yy for 01 or ww, xx, yy, and zz for 02). Each of these values is written to a different address. The first value (xx for 01 or ww for 02) is written to the address aaaaaa. The second value (yy for 01 or xx for 02) is written to the address aaaaa(a+1), the address right after the address in the code. The third and fourth values for type 02 work similarly, affecting subsequent addresses. An important rule to remember is that the quantities for type 01 and 02 codes follow right to left, in that values on the right affect the first addresses, and values on the left affect the latter addresses. One aspect of codes that can be confusing is code encryption and decryption. For one reason or another, many game enhancers choose to encrypt their code lines, meaning that the lines themselves are meaningless, and give little insight as to what they do. The process of encryption basically reassigns values based on the sequence and identity of the original characters in the code. A useful rule is that unencrypted codes always begin with a 0, while encrypted codes do not. For the Sega Dreamcast, there are two main choices for game enhancers: the GameShark, and the Code Breaker. The GameShark requires encrypted codes, and their encryption method is quite complicated. You won't be encrypting codes in your head by adding 1 to every value. Fortunately for us, a tool has been created called DCcrypt. This nifty utility allows us to encrypt and decrypt codes for the GameShark CDX, giving the average gamer access into the code realm. Operation of DCcrypt is as simple as type and click, with no settings to worry about. However, if you own a Code Breaker or other rare game enhancing device, you don't need to encrypt your codes. Since the GameShark/Action Replay is the most common game enhancer, I have written this guide assuming that you are using one. If you're lucky enough to have a Code Breaker or Xploder, skip the steps concerning encryption. Keep in mind the laws of game hacking: use codes carefully, in small groups, and check carefully before saving. In rare cases, an improperly entered code can have disastrous effects, but the threat is minimized if you only save when certain that the desired effect is the only change in the game. Only enable a few codes at a time to prevent interference and a halted load. Also, when deciding quantities and customizing codes, always try to hack within the limits of the game. Giving Ryo 255 Phoenix Mirrors may seem harmless, but you may run into a problem later in the game. Your goal should be to create the illusion that your game was never hacked at all. Finally, it is good to note that in Shenmue, subsequent addresses contain information for similar items. For example, the addresses for all the Sonic collectables are right next to each other, and the addresses for all the move scrolls increase by two for each scroll. These patterns can be useful when you know the address of one item, but want to modify a similar item. Say you have the starting address for Hand moves (aaaaaa), but want to modify Elbow Assault, the fourth hand move. Knowing that addresses for moves increase by two for each move, you can deduce that the address for Elbow Assault is aaaaa(a + 2*(4-1) = a + 6), that is, six addresses after the starting address. This is the basic concept for custom code creation; advancing from a known address until the address for the item of interest is found. ------------------------------------------------------------------------------- General Codes (G6) ------------------------------------------------------------------------------- * (M) Code [Must be entered to allow use of other codes!] GameShark 22C5F54A 00000002 Address Format 0B400000 00000002 * Funds Modifier GameShark 2A27ADC8 xxxxxxxx Address Format 02220A38 xxxxxxxx * Token Modifier GameShark 1C74D81C xxxxxxxx Address Format 02220A3C xxxxxxxx ------------------------------------------------------------------------------- Menu Item Codes (I7) ------------------------------------------------------------------------------- * Quest Items GameShark 1E905818 000000xx 1E9C5818 000000xx 1E985818 000000xx 1EA45818 000000xx 1EA05818 000000xx 1EAC5818 000000xx 1EA85818 000000xx Address Format 00221A85 000000xx 00221A86 000000xx 00221A87 000000xx 00221A88 000000xx 00221A89 000000xx 00221A8A 000000xx 00221A8B 000000xx * Saturn Games GameShark 1E205818 000000xx 1E2C5818 000000xx Address Format 00221AA9 000000xx 00221AAA 000000xx * Photographs GameShark 1EB45818 000000xx 1EB05818 000000xx 1EBC5818 000000xx 1EB85818 000000xx 1EC45818 000000xx 1EC05818 000000xx 1ECC5818 000000xx 1EC85818 000000xx 1ED45818 000000xx Address Format 00221A8C 000000xx 00221A8D 000000xx 00221A8E 000000xx 00221A8F 000000xx 00221A90 000000xx 00221A91 000000xx 00221A92 000000xx 00221A93 000000xx 00221A94 000000xx * Move Scrolls GameShark 1ED05818 000000xx 1ED85818 000000xx 1EE05818 000000xx 1EE85818 000000xx 1EF05818 000000xx 1EF85818 000000xx 1E005818 000000xx 1E085818 000000xx 1E105818 000000xx 1E185818 000000xx 1E245818 000000xx Address Format 00221A95 000000xx 00221A97 000000xx 00221A99 000000xx 00221A9B 000000xx 00221A9D 000000xx 00221A9F 000000xx 00221AA1 000000xx 00221AA3 000000xx 00221AA5 000000xx 00221AA7 000000xx 00221AA8 000000xx * Maps GameShark 1E385818 000000xx 1E445818 000000xx 1E405818 000000xx 1E4C5818 000000xx 1E485818 000000xx 1E545818 000000xx 1E505818 000000xx 1E5C5818 000000xx Address Format 00221AAF 000000xx 00221AB0 000000xx 00221AB1 000000xx 00221AB2 000000xx 00221AB3 000000xx 00221AB4 000000xx 00221AB5 000000xx 00221AB6 000000xx * Trip Fliers GameShark 1E305818 000000xx 1E3C5818 000000xx Address Format 00221AAD 000000xx 00221AAE 000000xx * Winning Can Stock GameShark 1F9C5818 000000xx Address Format 00221AC6 000000xx * Shenmue Snacks GameShark 1F885818 000000xx 1F945818 000000xx 1F905818 000000xx Address Format 00221AC3 000000xx 00221AC4 000000xx 00221AC5 000000xx * Kitten Food GameShark 1E705818 000000xx 1E7C5818 000000xx 1E785818 000000xx 1F845818 000000xx 1F805818 000000xx 1F8C5818 000000xx Address Format 00221ABD 000000xx 00221ABE 000000xx 00221ABF 000000xx 00221AC0 000000xx 00221AC1 000000xx 00221AC2 000000xx * Household Items GameShark 1E585818 000000xx 1E645818 000000xx 1E605818 000000xx 1E6C5818 000000xx 1E685818 000000xx 1E745818 000000xx Address Format 00221AB7 000000xx 00221AB8 000000xx 00221AB9 000000xx 00221ABA 000000xx 00221ABB 000000xx 00221ABC 000000xx ------------------------------------------------------------------------------- Collectables Codes (I8) ------------------------------------------------------------------------------- * Complete Collection GameShark 16755819 E06B1041 24943CAD 00000000 Address Format 02221CBC zzyyxxww 02221CC0 zzyyxxww 02221CC4 zzyyxxww 02221CC8 zzyyxxww 02221CCC zzyyxxww 02221CD0 zzyyxxww 02221CD4 zzyyxxww 02221CD8 zzyyxxww 02221CDC zzyyxxww 02221CE0 zzyyxxww 02221CE4 zzyyxxww 02221CE8 zzyyxxww 02221CEC zzyyxxww 02221CF0 zzyyxxww 02221CF4 zzyyxxww 02221CF8 zzyyxxww 02221CFC zzyyxxww 02221D00 zzyyxxww 02221D04 zzyyxxww 02221D08 zzyyxxww 02221D0C zzyyxxww 02221D10 zzyyxxww 02221D14 zzyyxxww 02221D18 zzyyxxww 02221D1C zzyyxxww 02221D20 zzyyxxww 02221D24 zzyyxxww 02221D28 zzyyxxww 02221D2C zzyyxxww 02221D30 zzyyxxww 02221D34 zzyyxxww 02221D38 zzyyxxww 02221D3C zzyyxxww 02221D40 zzyyxxww 02221D44 zzyyxxww 02221D48 zzyyxxww 02221D4C zzyyxxww 02221D50 zzyyxxww 02221D54 zzyyxxww 02221D58 zzyyxxww 02221D5C zzyyxxww 02221D60 zzyyxxww ------------------------------------------------------------------------------- Cassette Codes (I9) ------------------------------------------------------------------------------- * Cassette Collection GameShark 1274D819 bbyyaaxx 1384D819 bbyyaaxx 1394D819 bbyyaaxx 13A4D819 bbyyaaxx 13B4D819 bbyyaaxx 13C4D819 bbyyaaxx 13D4D819 bbyyaaxx 13E4D819 bbyyaaxx 13F4D819 bbyyaaxx 1304D819 bbyyaaxx 1314D819 bbyyaaxx 1324D819 bbyyaaxx 1334D819 bbyyaaxx 134C1819 bbyyaaxx Address Format 02221DBC bbyyaaxx 02221DC0 bbyyaaxx 02221DC4 bbyyaaxx 02221DC8 bbyyaaxx 02221DCC bbyyaaxx 02221DD0 bbyyaaxx 02221DD4 bbyyaaxx 02221DD8 bbyyaaxx 02221DDC bbyyaaxx 02221DE0 bbyyaaxx 02221DE4 bbyyaaxx 02221DE8 bbyyaaxx 02221DEC bbyyaaxx 01221DF2 bbyyaaxx Note: aa and bb refer to Cassette Values, the identity of the cassette, while xx and yy refer to the quantity of that particular cassette. ------------------------------------------------------------------------------- Move Codes (M10) ------------------------------------------------------------------------------- * Hand Move Proficiencies GameShark 1A94D818 00yy00xx 1AA4D818 00yy00xx 1AB4D818 00yy00xx 1AC4D818 00yy00xx 1AD4D818 00yy00xx 1AE4D818 00yy00xx 1AF4D818 00yy00xx 1A04D818 00yy00xx 1A141818 000000xx Address Format 02221B84 00yy00xx 02221B88 00yy00xx 02221B8C 00yy00xx 02221B90 00yy00xx 02221B94 00yy00xx 02221B98 00yy00xx 02221B9C 00yy00xx 02221BA0 00yy00xx 01221BA4 000000xx * Leg Move Proficiencies GameShark 1BDC1818 000000xx 1BE4D818 00yy00xx 1BF4D818 00yy00xx 1B04D818 00yy00xx 1B14D818 00yy00xx 1B24D818 00yy00xx 1B34D818 00yy00xx 1B44D818 00yy00xx Address Format 01221BD6 000000xx 02221BD8 00yy00xx 02221BDC 00yy00xx 02221BE0 00yy00xx 02221BE4 00yy00xx 02221BE8 00yy00xx 02221BEC 00yy00xx 02221BF0 00yy00xx * Throw Move Proficiencies GameShark 1424D819 00yy00xx 1434D819 00yy00xx 1444D819 00yy00xx 1454D819 00yy00xx 1464D819 00yy00xx 1474D819 00yy00xx 1584D819 00yy00xx Address Format 02221C28 00yy00xx 02221C2C 00yy00xx 02221C30 00yy00xx 02221C34 00yy00xx 02221C38 00yy00xx 02221C3C 00yy00xx 02221C40 00yy00xx Note: a value of 64 corresponds to complete mastery. Also, giving a value to a move not yet on the move scroll can be done, but the move will not be available until it is learned in the game. ------------------------------------------------------------------------------- Value Lists (V11) ------------------------------------------------------------------------------- * Quest Items List 1: Cassette Player 2: Letter to Father 3: Watch 4: Sword Handguard 5: Phoenix Mirror 6: Master Chen Introduction Letter 7: Amulet * Sega Saturn Games List 1: Hang On 2: Space Harrier * Photograph List 1: Father 2: Friends 3: Nozomi Fair Close 4: Nozomi Cloudy Close 5: Nozomi Cloudy Apart 6: Nozomi Fair Apart 7: Nozomi Snowy Close 8: Nozomi Snowy Apart 9: Hazuki Family * Move Scrolls List 1: Twin Blades 2: Shadow Reaper 3: Stab Armor 4: Twin Swallow Leap 5: Mud Spider 6: Rising Flash 7: Crawl Cyclone 8: Tiger Storm 9: Arm Break Fire 10: Poetry Scroll 10.5: Mysterious Scroll (Unlike other move scrolls, this scroll's address is only one higher than the previous address.) * Map List 1: Route Map 1 2: Route Map 2 3: Route Map 3 4: Route Map 4 5: Route Map 5 6: Race Course Map 7: Old Depot Map (Original) 8: Old Depot Map (Altered) * Trip Fliers List 1: Hong Kong Flier 2: Bargain Flier * Shenmue Snacks List 1: Potato Chips 2: Chocolate 3: Caramel * Kitten Food List 1: Squid Legs 2: Sliced Fish 3: Milk 4: Dried Fish 5: Tuna 6: Salami * Household Items List 1: Flashlight 2: C Batteries 3: AA Batteries 4: Candles 5: Matches 6: Light Bulbs * Hand Moves List 1: Tiger Knuckle 2: Elbow Slam/Pit Blow 3: Twist Knuckle 4: Elbow Assault 5: Upper Knuckle 6: Sleeve Strike 7: Rain Thrust 8: Big Wheel 9: Twin Hand Waves/Double Blow 10: Backfist Willow 11: Avalanche Mist 12: Katana Mist Slash 13: Mistral Flash 14: Twin Blades 15: Rising Flash 16: Stab Armor 17: Swallow Flip * Leg Moves List 1: Crescent Kick 2: Trample Kick 3: Side Reaper Kick/Swallow Dive 4: Against Cascade/Tornado Kick 5: Surplice Slash 6: Thunder Kick 7: Hold Against Leg 8: Brutal Tiger 9: Dark Moon 10: Cyclone Kick 11: Windmill 12: Shadow Reaper 13: Mud Spider 14: Crawl Cyclone 15: Twin Swallow Leap * Throw Moves List 1: Overthrow 2: Sweep Throw 3: Vortex Throw 4: Mist Reaper 5: Demon Drop 6: Shoulder Buster 7: Tengu Drop 8: Darkside Hazuki 9: Back Twist Drop 10. Tiger Storm 11: Arm Break Fire 12: Shadow Step 13: Shadow Blade 14: Cross Charge * Complete Collection List 1: Akira 1 2: Akira 2 3: Jacky 1 4: Jacky 2 5: Sarah 1 6: Sarah 2 7: Lau 1 8: Lau 2 9: Pai 1 10: Pai 2 11: Wolf 1 12: Wolf 2 13: Jeffry 1 14: Jeffry 2 15: Kage 1 16: Kage 2 17: Dural Silver 18: Dural Gold 19: Wooden Man 20: Rent-A-Hero 21: TRY-Z 22: Solo Wing 23: Mr. Yukawa Happi 24: Mr. Yukawa Suit 25: Kids Akira 1 26: Kids Akira 2 27: Kids Jacky 1 28: Kids Jacky 2 29: Kids Sarah 1 30: Kids Sarah 2 31: Kids Lau 1 32: Kids Lau 2 33: Kids Pai 1 34: Kids Pai 2 35: Kids Wolf 1 36: Kids Wolf 2 37: Kids Jeffry 1 38: Kids Jeffry 2 39: Kids Kage 1 40: Kids Kage 2 41: Kids Shun Di 1 42: Kids Shun Di 2 43: Kids Lion 1 44: Kids Lion 2 45: Kids Dural Silver 46: Kids Dural Gold 47: NiGHTS 1 48: NiGHTS 2 49: Sonic 1 50: Sonic 2 51: Super Sonic 52: Tails 53: Knuckles 54: Bark 55: Bean 56: Fang 57: Amy 58: Espio 59: Metal Sonic 60: Eggman 61: Hang On 1 62: Hang On 2 63: Hang On 3 64: Hang On 4 65: Hang On 5 66: Hang On Gold 67: Space Harrier 68: Ruber 69: Binsbein 1 70: Binsbein 2 71: Binsbein 3 72: Binsbein Gold 73: Pochi 74: John 75: Kelly 76: Kuro 77: Tora 78: Big Robin 79: Little Robin 80: Robins 81: Big Philip 82: Little Philip 83: Philips 84: Chip 85: Rap 86: Pop 87: Pip 88: Mary 89: Pyonta 90: Myau 91: Chicken Leg 92: Chao & Pian 93: Ristar 94: Alex Kidd 95: Opa-Opa 96: Jet Opa-Opa 97: Poppors 98: Coba Beach 99: Aida II 100: Shop 101: Heavy Bomb 1 102: Heavy Bomb 2 103: Heavy Bomb 3 104: MOBO 105: ROBO 106: Bonanza Brothers 107: Motor Scooter 108: Delivery Moped 109: Coupe' 1 110: Coupe' 2 111: Coupe' 3 112: Coupe' 4 113: Coupe' 5 114: Hornet 115: Wagon 1 116: Wagon 2 117: Wagon 3 118: Wagon 4 119: Truck 1 120: Truck 2 121: Truck 3 122: Truck 4 123: Hot Dog Truck 124: Bus 125: Forklift 126: Forklift No. 1 127: Forklift No. 2 128: Forklift No. 3 129: Forklift No. 4 130: Forklift No. 5 131: Forklift Red 132: Forklift Blue 133: Crane 134: Shenmue Container 135: Container 136: Wooden Crate 137: Anchor 138: Ferry 139: Steering Wheel 140: Float 141: X Button 142: Y Button 143: A Button 144: B Button 145: Cherry 146: Mini Jukebox 147: Mini Slot Game 148: Mini QTE Title 149: Mini Harrier 150: Mini Hang On 151: R-360 152: Mini Darts 153: Mini QTE 154: Mini Pool 155: Matsuyama Prize 156: Mitsuzuka Prize 157: Megadra Brother 158: Gear-O 159: Sataro 160: Dreamcasko 161: Harrier Token 162: Hang On Token 163: Super Ball 1 164: Super Ball 2 165: Super Ball 3 166: Dice 1 167: Dice 2 168: Dice 3 * Cassette Values (Used in quantity lines, not address advancement) 00: Go Go 01: Feel Tired Song 02: Hip De Hop 03: Like a Feeling 04: Heart Beats 05: Flower Girl 06: Antiquity Tree 07: Dandy Old Man 08: Liquor 09: Linda 0A: M.S. Shower 0B: Hang On 0C: Space Harrier 0D: Final Takeoff 0E: Destiny 0F: Boz Nov 10: Be-Witch 11: MJQ 12: Harbor Bar 13: NaNa 14: Spider 15: Glyfada 16: Y.A.D.A. 17: Yokosuka Blues 18: Strong 19: Harbor Beats 1A: Shenmue 1B: Sha Hua ------------------------------------------------------------------------------- Custom Code Tutorial (T12) ------------------------------------------------------------------------------- Many of the codes listed here are code type 02, meaning that they modify four address values. In certain cases, you may only want to modify only one or two address values. The best solution for this situation is a custom code; one that is created entirely by you. A code is comprised of three parts: a code type, starting address, and quantity line. When you create a custom code, you must determine each of these parts. This section is devoted to helping you finalize each section of code, and putting it all together to form the complete custom code. * Code Type The code type will determine how many address values are modified. So, you need to know how many address values need to be changed. The following list notes the recommended number of address value changes for particular items: Menu/Collectable Items: 1 Cassettes/Moves: 2 Now, recall that the 00 code type modifies one address value, and the 01 code type modifies two address values. Now you have your code type. Later on, you'll need a number called n, which is equal to the number of address values changed by your code (found in the list above). Note whether n = 1 or 2, and keep that in mind for the next step. * Starting Address Determining the starting address is the most difficult procedure in creating custom codes. First, your item of interest has a value associated with it. The following list outlines the guidelines for these values: Menu Items: its order in a value list Collectable Items: its order in the Complete Collection value list Cassettes: the cassette slot to be modified Moves: its order in the Hand, Leg, or Throw value list Record the item's value (v) and the name of the value list it appears in (or Cassette Collection for cassettes). Next, scroll up to the code list with the same name as the value list. Look at the Address Format section, and record the first address in the list (remember that Address Format is ttaaaaaa, where aaaaaa is the address). This address will be called s. Now, you need to solve for t, the value to be added to s. Use this formula to solve for t: t = (v - 1) * n Convert t to hex base (0h[t]), and add it to s just as you would two values. The final result is your custom code's starting address! * Quantity Line Finally, you need to write a quantity line to accompany your address line. The following list will help you create the proper quantity line: Menu/Collectable Items: 000000xx (xx = quantity of item) Cassettes: 0000aaxx (aa = identity of cassette, xx = quantity of cassette) Moves: 000000xx (xx = proficiency of move, 64 is complete mastery) Once you have written your quantity line, you have all three sections for your custom code! Simply place them together following the code model: ttaaaaaa xxxxxxxx. If you are using a GameShark, there is one final step before your custom code is usable. * Encryption (GameShark Only) In order for your custom code to work on a GameShark, you must now encrypt the code. Open DCcrypt, and paste the address line into the text box. Click Encrypt, and place the result above your quantity line. This is your encrypted custom code, ready to use with your GameShark! * Examples In order to help you through your first custom codes, I've written two common examples of custom codes, and the steps required for the final result. * Super Sonic Example (Set 1 Super Sonic figure to collection) * Step 1: Code Type Code Type: 00 n = 1 * Step 2: Starting Address v = 51 (Found in Complete Collection Value list) Value List Name: Complete Collection s = 221CBC (first Address Format code line in Complete Collection list is 02221CBC, remove first two characters to get starting address) t = (v - 1) * n = (51 - 1) * 1 = 50 0h[t] = 32 (50 in decimal = 32 in hex) Starting Address = s + 0h[t] = 221CBC + 32 = 221CEE * Step 3: Quantity Line Quantity Line Model: 000000xx xx = 01 (One figure desired) Quantity Line: 00000001 * Unencrypted Code: 00221CEE 00000001 * Encrypted Code: 173C5819 00000001 * Hip De Hop Example (Set 3 Hip De Hop cassettes to the tenth cassette slot) * Step 1: Code Type Code Type: 01 n = 2 * Step 2: Starting Address v = 10 (tenth cassette slot) Value List Name: Cassette Collection s = 221DBC (first Address Format code line in Cassette Collection list is 02221DBC, remove first two characters to get starting address) t = (v - 1) * n = (10 - 1) * 2 = 18 0h[t] = 12 (18 in decimal = 12 in hex) Starting Address = s + 0h[t] = 221DBC + 12 = 221DCE * Step 3: Quantity Line Quantity Line Model: 0000aaxx aa = 02 (Found in Cassette Values list) xx = 03 (Three cassettes desired) Quantity Line: 00000203 * Unencrypted Code: 01221DCE 00000203 * Encrypted Code: 13BC1819 00000203 ------------------------------------------------------------------------------- Future Updates (U13) ------------------------------------------------------------------------------- Look for these additions in the future! * Addresses to enable moves not yet learned. * Addresses to unlock Passport features. * Addresses to unlock Notebook entries. ------------------------------------------------------------------------------- Thanks (T14) ------------------------------------------------------------------------------- Thanks to these people who made this guide possible: Interact, for providing starting addresses to search. ADnova, for the thorough Dreamcast Hacking guide. Unknown, for writing DCcrypt (I wish I knew who made this). Yu Suzuki, for creating the greatest video game series ever: Shenmue. CJayC, for making GameFAQs the best place for gamers to communicate. Hellraiser and LanDC, for maintaining the Shenmue Dojo. You, the readers, for reading my guide! ------------------------------------------------------------------------------- * * * * * * * END * * * * * * * -------------------------------------------------------------------------------