~*=================================*~ + + + GOLDEN SUN: THE LOST AGE + + SAVE GAME HACKING GUIDE + + Version 0.71 (3/24/05) + + + + By kaitia + + DDragon962@aol.com + + + ~*=================================*~ I cannot stress this enough: Always make a backup of your old save file! *********************** ~*== TABLE OF CONTENTS ==*~ *********************** A. INTRODUCTION A1. Update Log A2. About Golden Sun and this Guide A3. Frequently Asked Questions A4. Save Game Hacking A5. Golden Sun Hacking and Saving <> B. HEX ADDRESSES B1. Checksums B2. Character Stats B2a. Organized by Character B2b. Organized by Stat B3. Elemental Strength B4. Status B5. Psynergy B6. Djinn B7. Summons B8. Items B9. Party BA. Story Reset Codes BB. Chest Reset Codes BC. Save Locations BCa. File Select Location BD. Miscellaneous BDa. File Select Name BDb. Coins BDc. Game Settings BDd. Arena Battles C. CONCLUSION C1. Credits and Thanks C2. Contact Information C3. Legal Information and Allowed Sites C4. Still to Come ===================================================================== ************************** ~*== PART A. Introduction ==*~ ************************** ****************** == A1. Update Log == ****************** 03/24/05 (0.71) - Holy lack of update. Read the last section of the guide for some other stuff, yay. * Location values are under way to be decoded - Chest Reset Codes added - Revised some of the tutorial and FAQ 12/04/04 (0.69) - Aight, here's what's in store for today: - Arena Monster Battle modifier * Psynergy finally figured out! And it's about 100% complete! Yay! 10/31/04 (0.56) - Today's Halloween, heh. I've done a little bit of errata in various sections; nothing really important about that. This time, I've got some Elemental Strength modifiers for you to feast your eyes on. Hooray! 10/23/04 (0.52) - Yes, it's been three months since I've updated this guide. Sorry for being lazy and whatnot, but I've made up for it by discovering how to reset the entire plot of Golden Sun 2! Yay. Check out the Story Reset Code for all the juicy details. I also did a little bit of revamping to the table of contents structure. 07/24/04 (0.47) - Edited the checksum section a tidy little bit, so check out what's changed. Also, there's a new and probably completed section for Game Settings, which is a fun little piece. 07/17/04 (0.45) - Guess what! I found the checksum! It's so cool! Anyways, I've still got a couple of loose ends in Party to wrap up. Some people have emailed me about exactly how to rip your game onto the computer, so I've updated the FAQs for that. 07/10/04 (0.26) - A small update; I just wanted to wrap up Statuses. - Statuses section completed - Added a new allowed site: Gaming Vortex. 07/04/04 (0.25) - Happy July 4th everyone! I hope you're all enjoying your fireworks, cause you're gonna want to celebrate after I tell you what's this update! - Base Stats completed - Character Levels completed * Character Stats section finished. Isn't that a lovely thing? - Statuses section started - Contact Information slightly altered - Updated File Select Name with a little bit of new info I forgot to mention that last time; I changed the address display system from something like XEF2 to 3EF2. It's just a whole lot simpler to read, see? 07/01/04 (0.19) - I did a TON of stuff, both updated and new. So much new stuff, that I need to list them all out. - Names section completed - Current Luck completed * New section: File Select Name - Classes started and completed - Party section about 75% done * Summons section started and finished - Gave Status its own section, and did about 10% of it - Some FAQs for your questioning pleasures have been added. I also started fiddling around with other things, but not enough to warrant writing about it. See "Still to Come" for them. There are also a couple of smaller updates here and there. 06/18/04 (0.09) - Initial Release at GameFAQs. Yeah, it's a new guide. *************************************** == A2. About Golden Sun and this Guide == *************************************** Golden Sun is a very wonderful RPG made by Camelot for the GameBoy Advance. Combining a simple yet intuitive RPG engine with puzzle-based dungeons, it became a huge hit for RPG fans (although many people also detest this game). Anyways, the Story of Golden Sun is divided into two parts: Golden Sun, starring Isaac, Mia, Ivan, and Garet; and Golden Sun: The Lost Age, starring Felix, Jenna, Sheba, and Piers. This save game hacking guide covers The Lost Age, and The Lost Age ONLY. Don't try using hex addresses from this guide in the original Golden Sun, as I guarantee you that there will be quite some unpleasantries with your results... In addition, this guide is to be only used with the US or (U) version of the game. Games from other regions use similar formats, but they will not give you the same results (trust me, I've tried). So why did I write this guide? Fame and glory? A great contribution to society? Something like that. Basically, I liked the results of save game/state hacking with other games, so I decided to get my hands a little dirty. I hope you enjoy this guide. ********************************** == A3. Frequently Asked Questions == ********************************** Q. How am I supposed to get a copy of Golden Sun: The Lost Age onto my computer? A. Well, the two most popular methods are either to rip the ROM image directly from your GBA cart, or to download the ROM image off the internet. The former method is not recommended due to possibly high costs, while the latter method is also not recommended because it's rather illegal. There are vendors on the internet which sell cables to do the ripping; I'm not gonna list them. For your save file to appear on the computer, if you already have a ROM on the computer, the simplest way is to take a Gameshark, use the Snapshot feature to get your save into a .sps file, then import it onto your computer and VisualBoy Advance. Q. Where can I download the ROM for Golden Sun: The Lost Age? A. Get the hell out. Not only have I FORGOTTEN where to find the ROM, it's totally illegal to download these things. If you really want to download the ROM, just run it through Google and your fears may be assuaged. Q. I'm doing everything you tell me to do and my changes aren't working! A. Well, the two most probable reasons as to why it isn't working is: you messed up the checksum, or you're changing the wrong addresses. For the first reason, make sure you've selected the correct range of addresses to be checked and that you've properly reversed the values as documented further in this guide. As for the second reason, remember that just because I'm listing addresses using 3xxx doesn't mean that those are the addresses you're trying to find! Depending on your game, your values could be in the realm of 6xxx or even Cxxx! So, make sure you're hacking the right library. ************************* == A4. Save Game Hacking == ************************* What's this? You've never heard of save game hacking before? Well, allow me to attempt to explain the basics of it to you. If you are rather familiar with the concept of save game hacking (not save STATE hacking, mind you. If you are only familiar with save state hacking, read the section about checksums), then you can probably skip ahead to Section A5, which pertains specifically to Golden Sun 2's save scheme. On your little GBA cart, there's the game itself, and some RAM memory which holds all the game data from your saves. Save game hacking deals with the direct manipulation of those game saves. And by direct, I mean actually going into the save file and editing the pure machine code of the save. So how does one go about mucking inside a GBA save file? Well, you'll need a hex editor; preferably, one which can calculate hash/checksums. I personally like using WinHex the best, but most people will recommend using Hex Workshop. These programs are available via shareware, and you can get them at www.download.com. Start up the hex editor, and open up your .sav file of Golden Sun: The Lost Age. You'll be greeted with a sort of matrix of numbers: A long string of numbers and letters on the left, and sometimes a two-digit representation at the top. Usually, at the left you'll have a table of various letters and symbols. First off, let me explain the hexadecimal system to you. Every computer in the world is built off a series of switches. They can either be off or on, which leads to a two-number binary system. We count everything in like using the decimal system, which utilizes TEN numbers. It's quite unfortunate that these two systems are difficult to convert from one to another. Enter the hexadecimal system. It uses sixteen digits, 0-9, then A-F. Since sixteen is a power of 2, hex and binary can be easily swapped. That's what the hex editor does. It gives the hexadecimal version of any file on your computer, and allows you to edit it directly. You see how the hex numbers are grouped by two? Each group of two is a byte of data. It's important for you to realize this. Of course, it'd be immensely difficult to index all of this mass of hex. Enter the address, also known as the offset. At the left, you'll have a column of hex number like this: 00000000 00000010 00000020 00000030 00000040 and continues on... 00003AD0 00003AE0 00003AF0 00003B00 And so on, all the way to the very last spit of data. If your left column doesn't increment by 10 like this, I advise you to resize the window until it does. It just becomes so much easier to index this way. Each row contains the addresses of that series of numbers. Like this: 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F Remember, hex is a base sixteen numbering system, so after 0F (which is 15 in decimal, by the way), the next number is 10. Each address contains the byte stored there, which is the mass of hex numbers you see in the general center of the screen. For example: 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 00000000 34 B3 03 12 00 00 00 00 00 2E DA 0F 2A A5 EA B0 00000010 2A 92 00 27 7E 8B 00 00 00 00 32 2E 02 84 61 40 00000020 FF E3 CA 09 FF FF FF FF A2 8B 3F 3C D0 00 2E 3A String of bytes often contain long string of nothing, 00, or the maximum amount, FF, which is 255 (16 * 16 - 1). So, how does one go about storing data in these hex addresses? Let's use addresses 13 from above, 27. Just for example, let's say that Felix's level is stored at this address. 27(hex) = 39 (dec). So in this particular save, Felix's level has been saved as 39. Let's say you want to increase his level to say, 75, which is 4B in hex. So, at address 13, change the 27 into a 4B by just typing over it. MAKE SURE YOU HAVE THE CURSOR SET TO OVERWRITE MODE. If you just insert the number 4B into that slot, guess what? You've just shifted all the addresses after by a byte. And that will seriously screw up your data. So stay safe, folks, and ALWAYS BACK UP YOUR DATA. Anyways, like I said before, the maximum amount you can write into a byte is FF, or 255. So you can hack Felix's level all the way up to 255! Sweet. But what about values which will likely go over 255, like you HP? Well, the obvious thing to do would be to write it to more than one byte. So, let's say you want Felix's attack to be 874. That makes it 36A in hex. But if you look, there are only three digits, and you need four to make two bytes! Just parse extra zeroes to the left side. So now you have 036A. When writing numbers over a byte in length, the game will use the self-proclaimed "reverse byte" method. What it will do is split your address into bytes, then write them backwards into the file. So it's like this for your attack: 03 6A -> 6A 03. And for larger values like 83E27B: 83 E2 7B -> 7B E2 83. In a perfect world, you'd just edit the data you want, save the file, load up your game, and POOF! All your changes have been made without breaking a sweat. Unfortunately, it's not a perfect world (or the world of save state hacking, for that matter ^_^), and the game uses the dreaded checksum to deter hackers like you and I. A checksum is essentially the sum of all the bytes in a specific section of data. The game usually writes the checksum at its own specific address(es). When the game loads, it checks to see if the sum of the bytes is equal to the number written in the checksum. If it is, then good, your file loads and all your hard work is paid off. But if it isn't, then the game essentially refuses to recognize the data even exists, and you'll be greeted with an empty save slot. Let's say our smatch of data above has a checksum which is stored at 000000030, and includes all the numbers from 13 to 2A. Add up each individual byte, and you get the number AD4. Again, use our parsing and reversing method to change it into D4 0A, and write the checksum at 000000030. 00 01 000000030 D4 0A Luckily for you, you don't need to add up all those numbers by hand if you have WinHex or Hex Workshop. They include a built-in feature which allows you to compute the checksum of a selected piece of data. Just muck around until you find "Calculate hash/checksum" or something to that extent. Which type of checksum you want to use depends on what type of the checksum the game has used. Well, there you go. That's everything I know about save game hacking. ************************************* == A5. Golden Sun Hacking and Saving ==@@@@VERY IMPORTANT!!!!@@@@ ************************************* Golden Sun: The Lost Age uses some tricks to make life better for the gamer but worse for the hacker. First off, each save file uses at least three checksums, and to make matters worse, they're located right in the middle of your data as opposed to at the start or end of it. Second of all, there are five so-called "libraries" where a save game can be possibly stored. You probably might ask, "But wait, Mr. Kaitia, aren't there only three save files in Golden Sun: The Lost Age?" and I'll reply, "Yes little grasshopper, there ARE just three save files." Basically, whenever you save your game, your data is saved into two of these libraries at a time. This is useful because if you interrupt the save process by doing something like running out of batteries at that time (which I unfortunately had happen to me twice), your data is likely to be safe because your data was backed up at another library. Each library fits nicely into a 3000 byte block and begins with the word "CAMELOT". But which libraries correspond to which save file? To tell you the sad truth, I DON'T KNOW YET. Sorry. You'll have to manually use a hex value search to find which libraries contain your data. For now, I'll be using the 3000 save library when listing the addresses. Just add or subtract 3000 to get the values for the other libraries. Not only are 3000, 4000, and 5000 nice easy numbers to remember, but the first save file likes to have one of its libraries located here. Note that while you can alter certain pieces of data without breaking the checksum, the game may give you a (Data is corrupted) error at your file select. Your data SHOULD still load perfectly fine unless you messed with things you shouldn't have. Also, this game frequently stores backup pieces of data. So if you want to search for values, keep that in mind. You may find duplicates of the data you're searching for, but not all of those addresses may be correct. And as a general rule of thumb when hacking, ALWAYS keep backups of your data. I can not stress this enough. Remember to back up your files! Okay! Let's start up this guide. ===================================================================== *************************** ~*== PART B. Hex Addresses ==*~ *************************** ***************** == B1. Checksums == ***************** Checksum -> 3008 to 3009 Range of checksum -> 3010 to 5FFF That's a nice, easy 16-bit checksum there. For WinHex users, you can easily highlight the checksum range by going to the Edit menu, then go to Define Block. Put 3010 in the top box and 5FFF in the bottom one. Make sure you have your hex editor calculate the 16-bit checksum for the selected data. Not 32- bit, not MD5, not CRC32. Remember to take the resulting dword and use the reverse byte method on it. *********************** == B2. Character Stats == *********************** Let me explain how section G works. First, I'll just give you straight the addresses for most of the stats of the characters. It'll be straight up, no- hassle information. But you probably want more detail, so the second section lists the offsets by statistic, so that I may better explain each part. If you don't understand what to do in a certain part, chances are it'll be better explained in the second section. You may also notice that many of the statistics follow one right after the other. ***************************** ~ B2a. Organized by Character ~ ***************************** ******************** = FELIX, Earth Adept = ******************** Name -> 3A60 to 3A6E Level -> 3A6F Experience -> 3B84 to 3B86 Current HP -> 3A98 to 3A99 Base HP -> 3A70 to 3A71 Max HP -> 3A94 to 3A95 Current PP -> 3A9A to 3A9B Base PP -> 3A72 to 3A73 Max PP -> 3A96 to 3A97 Current Attack -> 3A9C to 3A9D Base Attack -> 3A78 to 3A79 Current Defense -> 3A9E to 3A9F Base Defense -> 3A7A to 3A7B Current Agility -> 3AA0 to 3AA1 Base Agility -> 3A7C to 3A7D Current Luck -> 3AA2 Base Luck -> 3A7E Class -> 3B89 ******************* = JENNA, Fire Adept = ******************* Name -> 3BAC to 3BBA Level -> 3BBB Experience -> 3CD0 to 3CD2 Current HP -> 3BE4 to 3BE5 Base HP -> 3BBC to 3BBD Max HP -> 3BE0 to 3BE1 Current PP -> 3BE6 to 3BE7 Base PP -> 3BBE to 3BBF Max PP -> 3BE2 to 3BE3 Current Attack -> 3BE8 to 3BE9 Base Attack -> 3BC4 to 3BC5 Current Defense -> 3BEA to 3BEB Base Defense -> 3BC6 to 3BC7 Current Agility -> 3BEC to 3BED Base Agility -> 3BC8 to 3BC9 Current Luck -> 3BEE Base Luck -> 3BCA Class -> 3CD5 ******************* = SHEBA, Wind Adept = ******************* Name -> 3CF8 to 3D06 Level -> 3D07 Experience -> 3E1C to 3E1E Current HP -> 3D30 to 3D31 Base HP -> 3D08 to 3D09 Max HP -> 3D2C to 3D2D Current PP -> 3D32 to 3D33 Base PP -> 3D0A to 3D0B Max PP -> 3D2E to 3D2F Current Attack -> 3D34 to 3D35 Base Attack -> 3D10 to 3D11 Current Defense -> 3D36 to 3D37 Base Defense -> 3D12 to 3D13 Current Agility -> 3D38 to 3D39 Base Agility -> 3D14 to 3D15 Current Luck -> 3D3A Base Luck -> 3D16 Class -> 3E21 ******************** = PIERS, Water Adept = ******************** Name -> 3E44 to 3E52 Level -> 3E53 Experience -> 3F68 to 3F6A Current HP -> 3E7C to 3E7D Base HP -> 3E54 to 3E55 Max HP -> 3E78 to 3E79 Current PP -> 3E7E to 3E7F Base PP -> 3E56 to 3E57 Max PP -> 3E7A to 3E7B Current Attack -> 3E80 to 3E81 Base Attack -> 3E5C to 3E5D Current Defense -> 3E82 to 3E83 Base Defense -> 3E5E to 3E5F Current Agility -> 3E84 to 3E85 Base Agility -> 3E60 to 3E61 Current Luck -> 3E86 Base Luck -> 3E62 Class -> 3F6D --- ******************** = ISAAC, Earth Adept = ******************** Name -> 3530 to 353E Level -> 353F Experience -> 3654 to 3656 Current HP -> 3568 to 3569 Base HP -> 3540 to 3541 Max HP -> 3564 to 3565 Current PP -> 356A to 356B Base PP -> 3542 to 3543 Max PP -> 3566 to 3567 Current Attack -> 356C to 356D Base Attack -> 3548 to 3549 Current Defense -> 356E to 356F Base Defense -> 354A to 354B Current Agility -> 3570 to 3571 Base Agility -> 354C to 354D Current Luck -> 3572 Base Luck -> 354E Class -> 3659 ******************* = GARET, Fire Adept = ******************* Name -> 367C to 368A Level -> 368B Experience -> 37A0 to 37A2 Current HP -> 36B4 to 36B5 Base HP -> 368C to 368D Max HP -> 36B0 to 36B1 Current PP -> 36B6 to 36B7 Base PP -> 368E to 368F Max PP -> 36B2 to 36B3 Current Attack -> 36B8 to 36B9 Base Attack -> 3694 to 3695 Current Defense -> 36BA to 36BB Base Defense -> 3696 to 3697 Current Agility -> 36BC to 36BD Base Agility -> 3698 to 3699 Current Luck -> 36BE Base Luck -> 369A Class -> 37A5 ****************** = IVAN, Wind Adept = ****************** Name -> 37C8 to 37D6 Level -> 37D7 Experience -> 38EC to 38EE Current HP -> 3800 to 3801 Base HP -> 37D8 to 37D9 Max HP -> 37FC to 37FD Current PP -> 3802 to 3803 Base PP -> 37DA to 37DB Max PP -> 37FE to 37FF Current Attack -> 3804 to 3805 Base Attack -> 37E0 to 37E1 Current Defense -> 3806 to 3807 Base Defense -> 37E2 to 37E3 Current Agility -> 3808 to 3809 Base Agility -> 37E4 to 37E5 Current Luck -> 380A Base Luck -> 37E6 Class -> 38F1 ****************** = MIA, Water Adept = ****************** Name -> 3914 to 3922 Level -> 3923 Experience -> 3A38 to 3A3A Current HP -> 394C to 394D Base HP -> 3924 to 2925 Max HP -> 3948 to 3949 Current PP -> 394E to 394F Base PP -> 3926 to 3927 Max PP -> 394A to 394B Current Attack -> 3950 to 3951 Base Attack -> 392C to 392D Current Defense -> 3952 to 3953 Base Defense -> 392E to 392F Current Agility -> 3954 to 3955 Base Agility -> 3930 to 3931 Current Luck -> 3956 Base Luck -> 3932 Class -> 3A3D ************************ ~ B2b. Organized by Stat ~ ************************ ****** = NAME = ****** Obviously, this is what you're supposed to name your party members at the beginning of the game. You can now edit the names to your own accord. Just like the Gameshark codes, you can have a maximum of fourteen letters in your name without any glitches instead of the mere five the game allows you to have. Note that all of the letters may not display correctly at all times. Anyways, the producers have done us a great favor by making the hex digits align with most of the standard ASCII character set. So just open up your text table on your hex editor; then type away there. Note that most Extended ASCII characters won't look the same on the hex editor as they do on the game. For example, entering 80 as your value yields the "symbol" of the A button. Entering 00 as an address' value acts as a "stop" byte, which is known in the programming world as null termination. The character's name will always end at the 00 value, regardless of what you put after the 00. If you wish to enter a space in the name, use the value 20, also known as 032 in ASCII. In addition, there are TWO sets of addresses which correspond to Felix's name. I only included the set that you probably want. The other set is explained in the "File Select Name" section. |Felix| -> 3A60 to 3A6E |Jenna| -> 3BAC to 3BBA |Sheba| -> 3CF8 to 3D06 |Piers| -> 3E44 to 3E52 |Isaac| -> 3530 to 353E |Garet| -> 367C to 367A |Ivan | -> 37C8 to 37D6 | Mia | -> 3914 to 3922 ******* = LEVEL = ******* Your character level increases when you gain a certain amount of experience points. At every level up, you get an increase in stats, so normally, the higher the level, the better. But since we can hack into all the stats, Level has become useless. Level is stored in just a single byte. |Felix| -> 3A6F |Jenna| -> 3BBB |Sheba| -> 3D07 |Piers| -> 3E53 |Isaac| -> 353F |Garet| -> 368B |Ivan | -> 37D7 | Mia | -> 3923 ************ = EXP POINTS = ************ How useless is this? The only reason I'd see for you hacking into experience points is for bragging rights. Either that or you'd like a quick level up, but your "EXP points left" may use a different address. That doesn't seem to be the case, so don't worry about it. |Felix| -> 3B84 to 3B86 |Jenna| -> 3CD0 to 3CD2 |Sheba| -> 3E1C to 3E1E |Piers| -> 3F68 to 3F6A |Isaac| -> 3654 to 3656 |Garet| -> 37A0 to 37A2 |Ivan | -> 38EC to 38EE | Mia | -> 3A38 to 3A3A ************ = HIT POINTS = ************ Mmm, delicious hit points. With this, you can really jack up your life expectancy. Laugh as the pitiful enemies chop off just 1% of your HP with their strongest attack! Ha ha ha! Anyways, there are three fields for Hit Point: Current, Base, and Max. Current is your current HP, obviously; Base HP sets your base HP for use in class calculations and such; while Max HP sets your current maximum hit points. Take note that you can change your max HP and keep it like that for a while, but when you do something which invokes the Base HP calculation, you'll lose your change unless you changed Base HP as well. In short, it's rather useless to change Current HP; change the Base HP instead. Hit Points are stored over two bytes. |Felix| Current HP -> 3A98 to 3A99 Base HP -> 3A70 to 3A71 Max HP -> 3A94 to 3A95 |Jenna| Current HP -> 3BE4 to 3BE5 Base HP -> 3BBC to 3BBD Max HP -> 3BE0 to 3BE1 |Sheba| Current HP -> 3D30 to 3D31 Base HP -> 3D08 to 3D09 Max HP -> 3D2C to 3D2D |Piers| Current HP -> 3E7C to 3E7D Base HP -> 3E54 to 3E55 Max HP -> 3E78 to 3E79 |Isaac| Current HP -> 3568 to 3569 Base HP -> 3540 to 3541 Max HP -> 3564 to 3565 |Garet| Current HP -> 36B4 to 36B5 Base HP -> 368C to 368D Max HP -> 36B0 to 36B1 |Ivan | Current HP -> 3800 to 3801 Base HP -> 37D8 to 37D9 Max HP -> 37FC to 37FD | Mia | Current HP -> 394C to 394D Base HP -> 3924 to 3925 Max HP -> 3948 to 3949 ***************** = PSYNERGY POINTS = ***************** Psynergy points work much like HP, except they are used to determine how many more spells you can cast. Just like before, there are three fields, Current, Base, and Max PP, and you need to invoke the Base PP to make any noticeable differences. |Felix| Current PP -> 3A9A to 3A9B Base PP -> 3A72 to 3A73 Max PP -> 3A96 to 3A97 |Jenna| Current PP -> 3BE6 to 3BE7 Base PP -> 3BBE to 3BBF Max PP -> 3BE2 to 3BE3 |Sheba| Current PP -> 3D32 to 3D33 Base PP -> 3D0A to 3D0B Max PP -> 3D2E to 3D2F |Piers| Current PP -> 3E7E to 3E7F Base PP -> 3E56 to 3E57 Max PP -> 3E7A to 3E7B |Isaac| Current PP -> 356A to 356B Base PP -> 3542 to 3543 Max PP -> 3566 to 3567 |Garet| Current PP -> 36B6 to 36B7 Base PP -> 368E to 368F Max PP -> 36B2 to 36B3 |Ivan | Current PP -> 3802 to 3803 Base PP -> 37DA to 37DB Max PP -> 37FE to 37FF | Mia | Current PP -> 394E to 394F Base PP -> 3926 to 3927 Max PP -> 394A to 394B ************** = STATIC STATS = ************** Yeah, static stats. These are the stats Attack, Defense, Agility, and Luck. They um... do stuff in battle. Attack determines how much damage you do to the enemy, Defense determines how much damage the enemy does to you, Agility determines the order that you move in battle, and Luck does a lot of things. Having high stats are good, yes they are. They're similar to HP and PP, except there's no "current" stat for each of them. All of the stats are stored over two bytes except for luck, which just has one. For consistency purposes, the byte after Current and Base Luck is always 01. |Felix| Current Attack -> 3A9C to 3A9D Base Attack -> 3A78 to 3A79 Current Defense -> 3A9E to 3A9F Base Defense -> 3A7A to 3A7B Current Agility -> 3AA0 to 3AA1 Base Agility -> 3A7C to 3A7D Current Luck -> 3AA2 Base Luck -> 3A7E |Jenna| Current Attack -> 3BE8 to 3BE9 Base Attack -> 3BC4 to 3BC5 Current Defense -> 3BEA to 3BEB Base Defense -> 3BC6 to 3BC7 Current Agility -> 3BEC to 3BED Base Agility -> 3BC8 to 3BC9 Current Luck -> 3BEE Base Luck -> 3BCA |Sheba| Current Attack -> 3D34 to 3D35 Base Attack -> 3D10 to 3D11 Current Defense -> 3D36 to 3D37 Base Defense -> 3D12 to 3D13 Current Agility -> 3D38 to 3D39 Base Agility -> 3D14 to 3D15 Current Luck -> 3D3A Base Luck -> 3D16 |Piers| Current Attack -> 3E80 to 3E81 Base Attack -> 3E5C to 3E5D Current Defense -> 3E82 to 3E83 Base Defense -> 3E5E to 3E5F Current Agility -> 3E84 to 3E85 Base Agility -> 3E60 to 3E61 Current Luck -> 3E86 Base Luck -> 3E62 |Isaac| Current Attack -> 356C to 356D Base Attack -> 3548 to 3549 Current Defense -> 356E to 356F Base Defense -> 354A to 354B Current Agility -> 3570 to 3571 Base Agility -> 354C to 354D Current Luck -> 3572 Base Luck -> 354E |Garet| Current Attack -> 36B8 to 36B9 Base Attack -> 3694 to 3695 Current Defense -> 36BA to 36BB Base Defense -> 3696 to 3697 Current Agility -> 36BC to 36BD Base Agility -> 3698 to 3699 Current Luck -> 36BE Base Luck -> 369A |Ivan | Current Attack -> 3804 to 3805 Base Attack -> 37E0 to 37E1 Current Defense -> 3806 to 3807 Base Defense -> 37E2 to 37E3 Current Agility -> 3808 to 3809 Base Agility -> 37E4 to 37E5 Current Luck -> 380A Base Luck -> 37E6 | Mia | Current Attack -> 3950 to 3951 Base Attack -> 392C to 392D Current Defense -> 3952 to 3953 Base Defense -> 392E to 392F Current Agility -> 3954 to 3955 Base Agility -> 3930 to 3931 Current Luck -> 3956 Base Luck -> 3932 ******* = CLASS = ******* There are many classes in the game, and they're controlled by the Djinn or items you have equipped at the time. Different classes grant you different stat boosts and psynergy, so it's important to alter your classes depending on your strategy. Classes are stored in just one byte, and the value you enter in the address determines the class that you have, regardless of Djinn and items. Similar to static stats, the class is followed by the consistency value of 02. |Felix| -> 3B89 |Jenna| -> 3CD5 |Sheba| -> 3E21 |Piers| -> 3F6D |Isaac| -> 3659 |Garet| -> 37A5 |Ivan | -> 38E1 | Mia | -> 3A3D For the class values, assume that any value not listed results in a "?" class. Duplicate classes are listed with the element most commonly associated with them. Class values: 00 - NPC 01 - Squire 02 - Knight 03 - Gallant 04 - Lord 05 - Slayer 0A - Guard 0B - Soldier 0C - Warrior 0D - Champion 0E - Hero 14 - Wind Seer 15 - Magician 16 - Mage 17 - Magister 18 - Sorcerer 1E - Water Seer 1F - Scribe 20 - Cleric 21 - Paragon 22 - Angel 28 - Swordsman (Earth) 29 - Defender (Earth) 2A - Cavalier (Earth) 2B - Guardian 2C - Protector (Earth) 32 - Swordsman (Water) 33 - Defender (Water) 34 - Cavalier (Water) 35 - Luminier 36 - Radiant 3C - Dragoon 3D - Templar 3E - Paladin 46 - Apprentice 47 - Illusionist (Earth) 48 - Enchanter (Earth) 49 - Conjurer (Earth) 4A - War Adept (Earth) 50 - Page 51 - Illusionist (Fire) 52 - Enchanter (Fire) 53 - Conjurer (Fire) 54 - War Adept (Fire) 5A - Ninja 5B - Disciple 5C - Master 64 - Seer (Water) 65 - Diviner (Water) 66 - Shaman (Water) 67 - Druid (Water) 68 - Oracle (Water) 6E - Seer (Wind) 6F - Diviner (Wind) 70 - Shaman (Wind) 71 - Druid (Wind) 72 - Oracle (Wind) 78 - Medium 79 - Conjurer (Water/Wind) 7A - Dark Mage 82 - Pilgrim (Water) 83 - Wanderer (Water) 84 - Ascetic (Water) 85 - Water Monk 86 - Guru 8C - Pilgrim (Fire) 8D - Wanderer (Fire) 8E - Ascetic (Fire) 8F - Fire Monk 90 - Protector (Fire) 96 - Ranger 97 - Bard 98 - Warlock A0 - Brute A1 - Ruffian A2 - Savage A3 - Barbarian A4 - Berserker A5 - Chaos Lord AA - Samurai AB - Ronin B4 - Hermit B5 - Elder B6 - Scholar B7 - Savant B8 - Sage B9 - Wizard BE - White Mage BF - Pure Mage C8 - Flame User C9 - Witch CA - Hex CB - Fire Master CC - Justice D2 - Mariner D3 - Privateer D4 - Commander D5 - Captain D6 - Admiral DC - Pierrot DD - Harlequin DE - Punchinello DF - Acrobat E6 - Tamer E7 - Trainer E8 - Beastkeeper E9 - Beast Lord F0 - Dark Mage F1 - Crypt Lord F2 - Necrolyte F3 - Necromage Glitch classes: F5 - Enemy F6 - Waiting for opponent's input. F7 - Mystery Man F8 - Mystery Woman F9 - Isaac appeared! FA - Isaac appeared! FB - Felix's party attacks first! FC - Felix's party was caught by surprise! FD - Isaac attacks! FE - NPC FF - Isaac is defending! Obviously, if you named Isaac or Felix something different, those changes will be reflected in the last couple of classes. ************************** == B3. Elemental Strength == ************************** Elemental Strength applies to your elemental level, power, and resistance to elemental attacks. Usually, this strength is determined by the amount of Djinn you equip to a character. But now, that is no more. I'd include this in the stats section, but it's a bit lengthy, so I put it here. Notice how each of the various addresses increase by values of 2. In between, the value of the address will USUALLY be 00. You probably want to keep it that way, because increasing that value will decrease your resulting elemental strength. I'm still experimenting with these addresses, so keep a lookout. Base Elemental Stats: |Felix| Earth Power -> 3A84 Earth Resist -> 3A86 Water Power -> 3A88 Water Resist -> 3A8A Fire Power -> 3A8C Fire Resist -> 3A8E Wind Power -> 3A90 Wind Resist -> 3A92 |Jenna| Earth Power -> 3BD0 Earth Resist -> 3BD2 Water Power -> 3BD4 Water Resist -> 3BD6 Fire Power -> 3BD8 Fire Resist -> 3BDA Wind Power -> 3BDC Wind Resist -> 3BDE |Sheba| Earth Power -> 3D1C Earth Resist -> 3D1E Water Power -> 3D20 Water Resist -> 3D22 Fire Power -> 3D24 Fire Resist -> 3D26 Wind Power -> 3D28 Wind Resist -> 3D2A |Piers| Earth Power -> 3E68 Earth Resist -> 3E6A Water Power -> 3E6C Water Resist -> 3E6E Fire Power -> 3E70 Fire Resist -> 3E72 Wind Power -> 3E74 Wind Resist -> 3E76 |Isaac| Earth Power -> 3554 Earth Resist -> 3556 Water Power -> 3558 Water Resist -> 355A Fire Power -> 355C Fire Resist -> 355E Wind Power -> 3560 Wind Resist -> 3562 |Garet| Earth Power -> 36A0 Earth Resist -> 36A2 Water Power -> 36A4 Water Resist -> 36A6 Fire Power -> 36A8 Fire Resist -> 36AA Wind Power -> 36AC Wind Resist -> 36AE |Ivan | Earth Power -> 37EC Earth Resist -> 37EE Water Power -> 38F0 Water Resist -> 38F2 Fire Power -> 38F4 Fire Resist -> 38F6 Wind Power -> 38F8 Wind Resist -> 38FA | Mia | Earth Power -> 3938 Earth Resist -> 393A Water Power -> 393C Water Resist -> 393E Fire Power -> 3940 Fire Resist -> 3942 Wind Power -> 3944 Wind Resist -> 3946 Current Elemental Stats: |Felix| Earth Power -> 3AA8 Water Power -> 3AAA Fire Power -> 3AAC Wind Power -> 3AAE Water Resist -> 3AB0 Earth Resist -> 3AB2 Fire Resist -> 3AB4 Wind Resist -> 3AB6 |Jenna| Earth Power -> 3BF4 Water Power -> 3BF6 Fire Power -> 3BF8 Wind Power -> 3BFA Water Resist -> 3BFC Earth Resist -> 3BFE Fire Resist -> 3C00 Wind Resist -> 3C02 |Sheba| Earth Power -> 3D40 Water Power -> 3D42 Fire Power -> 3D44 Wind Power -> 3D46 Water Resist -> 3D48 Earth Resist -> 3D4A Fire Resist -> 3D4C Wind Resist -> 3D4E |Piers| Earth Power -> 3E8C Water Power -> 3E8E Fire Power -> 3E90 Wind Power -> 3E92 Water Resist -> 3E94 Earth Resist -> 3E96 Fire Resist -> 3E98 Wind Resist -> 3E9A |Isaac| Earth Power -> 3578 Earth Resist -> 357A Water Power -> 357C Water Resist -> 357E Fire Power -> 3580 Fire Resist -> 3582 Wind Power -> 3584 Wind Resist -> 3586 |Garet| Earth Power -> 36C4 Earth Resist -> 36C6 Water Power -> 36C8 Water Resist -> 36CA Fire Power -> 36CC Fire Resist -> 36CE Wind Power -> 36D0 Wind Resist -> 36D2 |Ivan | Earth Power -> 3810 Earth Resist -> 3812 Water Power -> 3814 Water Resist -> 3816 Fire Power -> 3818 Fire Resist -> 381A Wind Power -> 381C Wind Resist -> 381E | Mia | Earth Power -> 395C Earth Resist -> 395E Water Power -> 3960 Water Resist -> 3962 Fire Power -> 3964 Fire Resist -> 3966 Wind Power -> 3968 Wind Resist -> 396A ************** == B4. Status == ************** Statuses applicable outside of battle include Poison, Venom, Curse, Haunt, and Down. There are no others, all the other statuses only carry on during battles. Statuses are used in a bit of a strange way. Excepting Poison and Downed, which I'll explain later, the value for each address determines whether or not you are afflicted with that status. If the value is 00, then you will not have that affliction. If the value is anything higher than 00 (also known as ANY value besides 00), you will have that affliction. Poison works in the same way, with one notable exception: having 01 as the value results in just a regular poison, while anything above 01 results in the character having Venom. And Downed obviously only exists when your character has 0 HP. |Felix| Curse -> 3B90 Poison -> 3B91 Haunt -> 3BA0 |Jenna| Curse -> 3CDC Poison -> 3CDD Haunt -> 3CEC |Sheba| Curse -> 3EB8 Poison -> 3EB9 Haunt -> 3EC8 |Piers| Curse -> 3F74 Poison -> 3F75 Haunt -> 3F84 |Isaac| Curse -> 3660 Poison -> 3661 Haunt -> 3760 |Garet| Curse -> 37AC Poison -> 37AD Haunt -> 37BC |Ivan | Curse -> 38F8 Poison -> 38F9 Haunt -> 3908 | Mia | Curse -> 3A44 Poison -> 3A45 Haunt -> 3A54 **************** == B5. Psynergy == **************** These are the "magic" attacks that you can use during battle. Each Psynergy spell is stored over four bytes, and has two important characteristics: the first byte is the spell's value itself, and the second byte is what "type" of spell it is. So, let's take for example, Isaac's first psynergy slot, which is located from 3588 to 358B. Offset | 00 01 02 03 04 05 06 07 08 09 0A 0B ... 003580 | 4C 00 5D 00 2B 00 37 00 C6 80 00 00 ... Psy value "Odyssey" ^^ ^^ ^^ Psy type "Class bounded" There are three types of psynergy in this game: 80 signifies psynergy bounded by the character's class; like Ply and Quake Sphere. 40 represents psynergy bounded to items; like Halt, Teleport, and Cloak. 00 marks psynergy not bounded by anything; like Mind Read, Sand, and Retreat. If you'd like to keep your psynergy intact through class changes, assign the ones you want to keep types of 00. But there's more! If you add other numbers to the Psy type, you can access entire other sets of psynergy! In fact, modifying the second part of the type will sometimes actually cut into Golden Sun's script! After changing the first psynergy value, repeat the process ad infinitum for the next groups of psynergy, and so on. You can store a maximum of 32 psynergy without the game glitching up on you, which is indicated in the following addresses. Character Psynergy Slots: Felix Psynergy -> 3AB8 to 3B37 Jenna Psynergy -> 3C04 to 3C83 Sheba Psynergy -> 3D50 to 3DCF Piers Psynergy -> 3E9C to 3F1B Isaac Psynergy -> 3588 to 3607 Garet Psynergy -> 36D4 to 3753 Ivan Psynergy -> 3820 to 389F Mia Psynergy -> 396C to 39EB Here are the values and type modifiers for all the psynergy. Note that glitched values have been skipped, and natural breaks in psynergy are indicated as a space. Stuff in parenthesis is personal notes. Also note that the game tends to like to sort the psynergy by type, so you may want to be wary of that. Psynergy +00 modifier: 00 - [blank] (for "spaces" in psynergy) 01 - Attack 02 - Defend 03 - Quake 04 - Earthquake 05 - Quake Sphere 06 - Spire 07 - Clay Spire 08 - Stone Spire 09 - Gaia 0A - Mother Gaia 0B - Grand Gaia 0C - Growth 0D - Mad Growth 0E - Wild Growth 0F - Thorn 10 - Briar 11 - Nettle 18 - Frost 19 - Tundra 1A - Glacier 1B - Ice 1C - Ice Horn 1D - Ice Missile 1E - Prism 1F - Hail Prism 20 - Douse 21 - Freeze Prism 22 - Drench 23 - Deluge 24 - Froth 25 - Froth Sphere 26 - Froth Spiral 27 - Cool 28 - Supercool 29 - Megacool 2D - Flare 2E - Flare Wall 2F - Flare Storm 30 - Fire 31 - Fireball 32 - Inferno 33 - Volcano 34 - Eruption 35 - Pyroclasm 36 - Blast (attack psy) 37 - Mad Blast 38 - Fiery Blast 39 - Blast 3A - Nova 3B - Supernova 3C - Fume 3D - Serpent Fume 3E - Dragon Fume 3F - Beam 40 - Cycle Beam 41 - Searing Beam 42 - Bolt 43 - Flash Bolt 44 - Blue Bolt 45 - Ray 46 - Storm Ray 47 - Destruct Ray 48 - Plasma 49 - Shine Plasma 4A - Spark Plasma 4B - Slash 4C - Wind Slash 4D - Sonic Slash 4E - Whirlwind 4F - Tornado 50 - Tempest 57 - Aura 58 - Healing Aura 59 - Cool Aura 5A - Cure 5B - Cure Well 5C - Potent Cure 5D - Ply 5E - Ply Well 5F - Pure Ply 60 - Wish 61 - Wish Well 62 - Pure Wish 63 - Cure Poison 64 - Restore 65 - Revive 66 - Impact 67 - High Impact 68 - Dull 69 - Blunt 6A - Guard 6B - Protect 6C - Impair 6D - Debilitate 6E - Ward 6F - Resist 70 - Weaken 71 - Enfeeble 72 - Taint 73 - Poison 74 - Delude 75 - Confuse 76 - Charm 77 - Paralyze 78 - Sleep 79 - Bind 7A - Haunt 7B - Curse 7C - Condemn 7D - Drain 7E - Psy Drain 7F - Break 80 - Regenerate 81 - Reflect 82 - Lash 83 - Pound 84 - Tremor 85 - Scoop 86 - Cyclone 87 - Parch 88 - Sand 89 - Move 8D - Mind Read 9E - Force 9F - Lift 90 - Reveal 91 - Halt 92 - Cloak 93 - Carry 94 - Catch 95 - Retreat 96 - Avoid 97 - Burst 98 - Grind 99 - Hover 9A - Blaze 9B - Ma???? (likely Magnet) 9C - Teleport 9D - A?? (maybe Air) A0 - Dragon Cloud A1 - Demon Night A2 - Helm Splitter A3 - Quick Strike A4 - Rockfall A5 - Rockslide A6 - Avalanche A7 - Lava Shower A8 - Molten Bath A9 - Magma Storm AA - Demon Spear AB - Angel Spear AC - Guardian AD - Protector AE - Magic Shell AF - Magic Shield B0 - Death Plunge B1 - Shruiken B2 - Annihilation B3 - Punji B4 - Punji Trap B5 - Punji Strike B6 - Fire Bomb B7 - Cluster Bomb B8 - Carpet Bomb B9 - Gale BA - Typhoon BB - Hurricane BC - Thunderclap BD - Thunderbolt BE - Thunderhead BF - Mist C0 - Ragnarok C1 - Cutting Edge C2 - Heat Wave C3 - Astral Blast C4 - Planet Diver C5 - Diamond Dust C6 - Odyssey C7 - Liquifier C8 - Plume Edge C9 - Thunder Mine CA - Planetary CB - Diamond Berg CC - Death Leap CD - Epicenter CE - Thorny Grave CF - Skull Splitter From here on, psynergy is replaced by weapon unleashes and minor items which have a casting cost of 0 PP. D2 - Terra Strike D3 - Poison Cloud D4 - Poison Death D5 - Mortal Danger D6 - Bad Omen D7 - Life Nourish D8 - Aqua Sock D9 - Blizzard DA - Frost Bite DB - Drown DC - Life Leech DD - Psy Leech DE - Broil DF - Meltdown E0 - Heat Mirage E1 - Barrage E2 - Demonfire E3 - Acid Bath E4 - Vorpal Slash E5 - Stun Voltage E6 - Blinding Smog E7 - Murk E8 - Cyclone Slash E9 - Psyphon Seal EA - Rapid Smash EB - Sonic Smash EC - Asura ED - Titan Blade EE - Shining Star F6 - Herb F7 - Nut F8 - Vial F9 - Potion FA - Soothing Water FB - Psy Crystal Psynergy +01 modifier: 00 - Antidote 01 - Elixir 02 - Water of Life 03 - Mist Potion 04 - Power Bread 05 - Cookie 06 - Apple 07 - Hard Nut 08 - Mint 09 - Lucky Pepper 0B - Smoke Bomb 0C - Sleep Bomb 0D - Adept Ring 0E - Corn Djinn effects start here: 2A - Aurora Field 2B - Djinn Counter 2C - Flint 2D - Granite 2E - Quartz 2F - Vine 30 - Sap 31 - Ground 32 - Bane 33 - Echo 34 - Iron 35 - Steel 36 - Mud 37 - Flower 38 - Meld 39 - Petra 3A - Salt 3B - Geode 3C - Mold 3D - Crystal 3E - Earth18 (dummy) 3F - Earth19 (dummy) 40 - Fizz 41 - Sleet 42 - Mist 43 - Spritz 44 - Hail 45 - Tonic 46 - Dew 47 - Fog 48 - Sour 49 - Spring 4A - Shade 4B - Chill 4C - Steam 4D - Rime 4E - Gel 4F - Eddy 50 - Balm 51 - Serac 52 - Water18 (dummy) 53 - Water19 (dummy) 54 - Forge 55 - Fever 56 - Corona 57 - Scorch 58 - Ember 59 - Flash 5A - Torch 5B - Cannon 5C - Spark 5D - Kindle 5E - Char 5F - Coal 60 - Reflux 61 - Core 62 - Tinder 63 - Shine 64 - Fury 65 - Fugue 66 - Fire18 (dummy) 67 - Fire19 (dummy) 68 - Gust 69 - Breeze 6A - Zephyr 6B - Smog 6C - Kite 6D - Squall 6E - Luff 6F - Breath 70 - Blitz 71 - Ether 72 - Waft 73 - Haze 74 - Wheeze 75 - Aroma 76 - Whorl 77 - Gasp 78 - Lull 79 - Gale 7A - Wind18 7B - Wind19 Summoned spirits begin here: 7C - Venus 7D - Ramses 7E - Cybele 7F - Judgment 80 - Zagan 81 - Haures 82 - Charon 84 - Mercury 85 - Nereid 86 - Neptune 87 - Boreas 88 - Moloch 89 - Coatlicue 8A - Azul 8C - Mars 8D - Kirin 8E - Tiamat 8F - Meteor 90 - Megaera 91 - Ulysses 92 - Daedalus (Master craftsman of ancient times) 93 - Daedalus (Second strike) 94 - Iris 96 - Jupiter 97 - Atalanta 98 - Procne 99 - Thor 9A - Flora 9B - Eclipse 9C - Catastrophe Monster attacks begin now: A4 - Fire Breath A5 - Fire Breath A6 - Fire Breath A7 - Water Breath A8 - Water Breath A9 - Water Breath AA - Ice Breath AB - Ice Breath AC - Ice Breath AD - Dark Breath AE - Dark Breath AF - Acid Breath B0 - Acid Breath B1 - Storm Breath B2 - Storm Breath B3 - Sonic Wave B4 - Sonic Wave B5 - Shriek B6 - Banshee Howl B7 - Crazy Voice B8 - War Cry B9 - Wicked Howl BA - Wing Beat BB - Wing Flutter BC - Wing Stroke BD - Evil Blessing BE - Deadly Gas C2 - Rumble C3 - Bone Chiller C4 - Slice C5 - Bone Charge C6 - Mystic Flame C7 - Numbing Sting C8 - Brute Force C9 - Sticky Goo CA - Cannibal Fang CB - Bear Claw CC - Poisonous Bite CD - Flying Attack CE - Undead Sword CF - Ransack D0 - Sticky Poison D1 - Poison Fang D2 - Electric Bite D3 - Poison Tail D4 - Onslaught D5 - Vampiric Fang D6 - Bacteria Rush D7 - Swift Strike D8 - Rotten Blood D9 - Forcible Arm DA - Double Fang DB - Mortal Blow DC - Freebite Rush DD - Twin Beaks DE - Rabid Fang DF - Acid Bite E0 - Dynamite E1 - Headbutt E2 - Poison Ink E3 - Truncheon Fist E4 - Counterstrike E5 - Mad Dash E6 - Soothing Star E7 - Spider Web E8 - Heartrender E9 - Mad Spatter EA - Spasm EB - Sleep Star EC - Decompose ED - Haunting EE - Worms EF - Berserk F0 - Lucid Prophecy F1 - Recovery F2 - Flee F3 - Contain F4 - Threaten F5 - Tremble F6 - Fortify F7 - Speed Surge F8 - Ally Search F9 - Sidestep FA - Total Defense FB - Stand Ready FC - Battle Cry FD - Can't Use (dummy) FE - Poison Beat FF - Spinning Beat Psynergy +02 modifier: 00 - Heat Flash 01 - Death Scythe 02 - Outer Space 03 - Dragon Driver 04 - Drain Fang 05 - Severe Blow 06 - Thrash Golden Sun 2 weapon unleashes start happening now: 08 - Stone Justice 09 - Sarcophagus 0A - Evil Eye 0B - Vein Tap 0C - Heavy Divide 0D - Hammersphere 0E - Mother Earth 0F - Wyrd Curse (removed from US version?) 10 - Heartbreak 11 - Vengeance 12 - Acheron's Grief 13 - Megiddo 17 - Hurricane 18 - Dreamtide 19 - Stun Cloud 1A - Searing Fog 1B - Ice Crush 1C - Flash Force 1D - Sargasso 1E - Lethe Albion 1F - Reverse Star 20 - Rising Dragon 25 - Power Drive 26 - Boost Hack 27 - Heat Smash 28 - Fire Dance 29 - Blaze Rush 2A - Flare Burst 2B - Shred 2C - Crucible Fire 2D - Scorpionfish 2E - Purgatory 2F - Soul Shatter 30 - Radiant Fire 31 - Life Shear 35 - Moon Air 36 - Flash Edge 37 - Aging Gas 38 - Mad Zephyr 39 - Lunar Slash 3A - Nirvana 3B - High Vitals 3C - Stun Bolt 3D - Trident (item use) 3E - Light Surge 3F - Raiden's Wrath 40 - Void Beam 41 - Supernova 42 - Apocalypse 43 - Legend Item class psynergies start now: 48 - Sabre Dance 49 - Backstab 4A - Fire Breath 4B - Juggle 4C - Heat Juggle 4D - Fiery Juggle 4E - Flame Card 4F - Thunder Card 50 - Bramble Card 51 - Frost Card 52 - Baffle Card 53 - Sword Card 54 - Sleep Card 55 - Death Card 57 - Whiplash 58 - Wild Wolf 59 - Emu 5A - Roc 5B - Salamander 5C - Orc 5D - Harpy 5E - Grand Golem 5F - Cerebus 60 - Wyvern 61 - Pixie 62 - Dinox 63 - Gryphon 64 - Living Armor 65 - Chimera 66 - Blue Dragon 67 - Faery 68 - Elder Wood 69 - Lich 6A - Troll 6B - Minotaur 6C - Ghost Soldier 6D - Macetail 6E - Fire Dragon 6F - Weird Nymph 70 - Succubus 71 - Estre Wood 72 - Manticore 73 - Phoenix 75 - Call Zombie 76 - Call Demon 77 - Call Dullahan 78 - Raging Heat 79 - Fiery Abyss 7A - Dire Inferno 7B - Poison Flow 7C - Fire Puppet GS2 Monster attacks start here: 80 - Sand Breath 81 - Desert Gasp 82 - Black Ice 83 - Toxic Breath 84 - Typhoon Blow 85 - Blast Breath 86 - Gravel Blow 87 - Darksol Gasp 88 - Flame Breath 89 - Aqua Breath 8A - Fire Breath 8B - Chill Breath 94 - Flash Punch 95 - Formic Acid 96 - Claw Attack 97 - Beat Dance 98 - Twin Shear 99 - Paralytail 9A - Echo Cut 9B - Clarion Cry 9C - Triple Chomp 9D - Raging Flood 9E - Rising Venom 9F - Slaver A0 - Mighty Press A1 - Star Mine A2 - Heat Stun A3 - Ocean Fist A4 - Watery Grave A5 - Counter-rush A6 - Counter A7 - Bosca Hit A8 - Strong Hit A9 - Rolling Flame AA - Rising Dragon AB - Meteor Blow AC - Cage AD - Stun Muscle AE - Djinnfest AF - Heat Kiss B0 - Fatal Fang B1 - Angle Spike B2 - Quick Slash B3 - Doublestep B4 - Maneater B5 - Claw Slash B6 - Mega Slash B7 - Vanish Claw B8 - Crusher Grip B9 - Ur Flash BA - Power Bite BB - Terrible Bite BC - Poison Sting BD - Kill Sting BE - Beast Needle BF - Poison Sting C0 - Stun Sting C1 - Mucous Gel C2 - Poison Gel C3 - Hydro Slash C4 - Regen Dance C5 - Fire Dance C6 - Power Crush C7 - Sack C8 - Vital Moon C9 - Human Hunt CA - Demon Eye CB - Stun Jip CC - Pike Assault CD - Formina Sage CE - True Collide CF - Armor Crush D0 - Djinn Blast D1 - Djinn Storm D2 - Earth Force D3 - Guard Aura D4 - Cruel Ruin D5 - Mystic Call D6 - Mine Ball D7 - Angry Mine D8 - Djinn Stun D9 - Crucible DA - Element Swap DB - Earnest Ply DC - Psy Boost DD - Pressure DE - ? (dummy field psynergy with "NPC" description and cost of 32 PP) ************* == B6. Djinn == ************* Djinn are little elemental creatures that you find in your travels. They can do things in battle, and determine your class. There are 72 Djinn total in the game, 28 of which can be brought over from the original Golden Sun. Djinn hacking happens to be wildly complicated, so I'm not gonna bother with it right now. Maybe later. Do take note, however, that it is possible to exceed the nine-Djinn-per-character default set in the game. Whoo. *************** == B7. Summons == *************** Naturally, following the section on Djinn is the section about summoning. By putting your Djinn on Standby mode, you can summon spirits to do much damage during battle. The compulsory summons are automatically added to your list when you get enough Djinn to use them, but they only are one-element summons and you can only use at most four Djinn to summon them. But throughout Weyward, special Combo Summon Tablets can be found. They allow you to summon stronger spirits using multiple elements of Djinn. There are two addresses storing your combination summons, 325E and 325F. Each summon is given a value of a power of two. When you receive that particular summon, that value is added to one of the addresses. This ensures that every possible combination of summons has a unique total value. To use the list, add the listed summon's value to the address indicated. 325E's values: Zagan -> +01 Megaera -> +02 Flora -> +04 Moloch -> +08 Ulysses -> +10 Haures -> +20 Eclipse -> +40 Coatlicue -> +80 325F's values: Daedalus -> +01 Azul -> +02 Catastrophe -> +04 Charon -> +08 Iris -> +10 ************* == B8. Items == ************* You can't have any RPG without having items to carry, right? Unfotunately, the method for storing the items you have is WEIRD. Unpredictable byte shifts, strange changes in values... it's proven to be too difficult for me to decode at the moment. Well, gotta start somewhere, right? Each character can carry up to 30 items, and for the quantitative items, you can have up to 30 each of those. ************* == B9. Party == ************* Throughout your quest, you gain characters to add to your party, for a total of eight. The first four slots are in the front party when entering battles, while the last four and in the back party which may be switched to the front at the beginning of your turn. Setting the same value to more than one slot gives you two of that character, obviously. If the front row happens to have two of the same value, that character will appear only once but you will be able to move multiple times. Using values other then ones listed will result in your game freezing and emitting a high-pitched noise when the game tries to access character data. So don't use the other values. Note that the exact amount of people in your party is stored somewhere else; I'm still trying to figure out exactly where. Slot 1 -> 3468 Slot 2 -> 3469 Slot 3 -> 346A Slot 4 -> 346B Slot 5 -> 346C Slot 6 -> 346D Slot 7 -> 346E Slot 8 -> 346F Party values: 00 - Isaac 01 - Garet 02 - Ivan 03 - Mia 04 - Felix 05 - Jenna 06 - Sheba 07 - Piers ************************* == BA. Story Reset Codes == ************************* Luckily for us, the good people at Camelot have decided to make the method in which all the plot elements of Golden Sun: The Lost Age are stored into memory exactly the same as how the summons are stored into memory! So, that means that every single item that changes the plot somehow is assigned either a value of 01, 02, 04, 08, 10, 20, 40, or 80; and the sum of those values allows the game to load your file with the same progress as before. Until now... Story Reset Codes -> 3150 to 31A4 Basically, to completely wipe out your story-related progress in the game, just set all the values in that address range to 00, and to completely finish your save file, set all of them to FF. However, note that a 100% game does not have all values set to FF, as some things in the game have multiple states, and the "complete" state discludes all previous ones. So, once again, YOU MUST KEEP A BACKUP OF YOUR SAVE FILE else you may experience some glitchiness. At the very least, write down what your old values were, ok? I won't be listing which values correspond to which pieces of game progress because there are roughly 750 of such values. I will, however, keep a general list of what things are and are not affected by these values. Affected parameters: - Plot events - Town and world map layout - Djinn found - Dungeon layouts - If your ship has wings (or, alternatively, whether you even have a ship) - Hidden item existence - Enemy Mimic existence - Boss fights Unaffected parameters: - World map music (might be dependent on your party size instead) - Opened/closed chest - Party members, Djinn, items, etc. - Combo summon tablet existence That's all I can think of for now. ************************* == BB. Chest Reset Codes == ************************* It's pretty much the same schnitzel as the Story Reset Codes, except these addresses exclusively modify whether or not a chest has been plundered. Chest Reset Codes -> 343E to 3446 ********************** == BC. Save Locations == ********************** Here you will find various addresses pertaining to the location in which you are in the story. *************************** ~ BCa. File Select Location ~ *************************** Holy useless information... this address just controls what location is displayed on the file select screen, nothing more. Realistic locations range value-wise from 00 to 55. Beyond that, you will find strange "debug" locales for a little while, which will then eventually phase into nonsensical words grabbed out of the ROM. F. Select Locale -> 3010 ********************* == BD. Miscellaneous == ********************* This section covers things which don't quite fit into the other categories. *********************** ~ BDa. File Select Name ~ *********************** There is a second set of addresses used for the name that gets displayed on the File Select Screen; which should be the character whose map sprite is displayed. The name should always be 'Felix' during the entire game except for the beginning, where it should be 'Jenna' or the equivalent of those two. Note that this name string is twelve letters long as opposed to the fifteen for character names. File Select Name -> 3010 to 301B ************ ~ BDb. Coins ~ ************ The currency in this game is simply Coins. You can carry a maximum of 999,999 coins, but with the help of the hex editor, you can get up to 16,777,214. It's too bad hacking your coins above the limit doesn't do squat. Whenever your Coin amount is over the limit and you gain or lose coins, it resets to 999,999. Sad, isn't it? At least you can brag to your friends about it. Coins are stored over three bytes in multiple addresses. Coins A -> 3024 to 3026 Coins B -> 3260 to 3262 ******************** ~ BDc. Game Settings ~ ******************** Game settings can be accessed via the pause screen. They change window settings, message and speech settings, and Auto-Sleep. I'm not going to list the possibilities for all the values; there are too many and you can just as easily change them via the actual game interface rather than hacking into it. Still, it's worth experimenting with the various values. Try using FF for Window Colour and Brightness for a unique experience. :D Window Colour -> 3475 Window Brightness -> 3476 Message Speed -> 347C Message Speed values are 00 for Slow, 01 for Normal, and 02 for Fast. Using anything above results in glitch speeds (usually EXTREMELY slow). Speech -> 347A Auto-Sleep -> 349A Speech and Auto-Sleep values are 00 for Off and 01 for On, obviously. Anything above results in glitches, but it seems that even values make them Off, while odd ones make them On. ******************** ~ BDd. Arena Battles ~ ******************** These addresses store your record battles in the Battle Arena, accessible from the main menu. Monster Battles -> 3158 to 3159 ===================================================================== ************************ ~*== PART C. Conclusion ==*~ ************************ ************************** == C1. Credits and Thanks == ************************** Thanks for the people at Golden Sun Anonymous for somewhat directly influencing me to create this guide. Sniff... too bad the main site has somewhat died over the past few months. And you, for taking your time to read this guide. *************************** == C2. Contact Information == *************************** If you ever have questions, comments, or corrections about my guide, please feel free to contact me. You can reach me via email or AIM at DDragon962 (at) aol (dot) com. Just unscramble that into a real e-mail address. Don't try looking for me on the GameFAQs Boards, because I don't go there much. Sorry. Anyways, you'd better put something like "Save Game Hack" or something to that extent in the subject so that I don't delete your mail because of spam. ************************* == C3. Legal Information == ************************* This guide may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Copyright 2004-2005 Oliver Chen. Sites allowed to use this guide: GameFAQs (http://www.gamefaqs.com) Gaming Vortex (http://www.gaming-vortex.com) ********************* == C4. Still to Come == ********************* Dead. Yep, that's a rather close word to describe myself right now. I've decided to stop looking for the Djinn and Item addresses because you can just as easily use a Codebreaker to edit those values. So, I'm now focusing purely on stuff that you either can't do with a CB or is just really really hard to do with one. Namely, location. The location values are SO secret, they seem to have their own checksum and stuff ^_^ Haha, walk around on Mt. Aleph and other places... Well, until next time (if there ever will be a next time)...