------------------------------------------------------------------------------ ZSNES/PAR codes for Act Raiser Engineered by flamingspinach – http://genesisreality.dyndns.org/ ------------------------------------------------------------------------------ This file is adapted from the readme for a .CHT file submission to Zophar’s Domain (http://www.zophar.net/). All these codes have been engineered by me, flamingspinach, and are not supported by the makers of the game (namely, Enix and Quintet). I’m following GameFAQs (http://www.gamefaqs.com/) convention in terms of the width of this document (79 characters). I have found a surprising number of working cheats for Act Raiser, and may think of more to look for later; therefore, this is not a final version. --------------------------------------------------------------------------- Code Table (ZSNES/PAR format) --------------------------------------------------------------------------- NOTE: Since there are so many codes, I’ve split them up into four sections. The first two sections apply to the [ACT] mode, when you’re walking around killing monsters, jumping, walking through doors etc. The last two sections apply to the [SIM] mode, when you’re flying around shooting bats, dragons, devils, and giant heads, as well as helping the people build their houses. The first and third sections are codes you will have to turn off from time to time. The second and fourth sections are codes that you can just leave on forever. Just FYI. :) 1) 7E001D08 INF HP 2) 7E001C01 INF LIVES 3) 7E00E601 INF TIME 4) 7E08D120 INVULNERABILITY 5) 7E0BCC00 NO BOSS HEALTH 1 6) 7E134C00 NO BOSS HEALTH 2 7) 7E0CCC00 NO BOSS HEALTH 3 8) 7E130C00 NO BOSS HEALTH 4 9) 7E0ECC00 NO BOSS HEALTH 5 10) 7E00210A INF MP 11) 7E0282FF INF SP 12) 7E00E480 RANGED SWORD 13) 7E001F99 MAX SCORE 14) 7E002099 MAX SCORE 15) 7E00C300 ROOM ALWAYS LIT 16) 7E02A208 1ST ITEM WHEAT 17) 7E02A30E 2ND ITEM SKULL 18) 7E02A409 3RD ITEM HERB 19) 7E02A50A 4TH ITEM BRIDGE 20) 7E02A60B 5TH ITEM MUSIC 21) 7E02A70D 6TH ITEM TABLET 22) 7E02A80F 7TH ITEM FLEECE 23) 7E02A907 8TH ITEM BREAD 24) 7E028608 INF HP [SIM] 25) 7E022E03 MAX QUALITY 1 26) 7E023003 MAX QUALITY 2 27) 7E023203 MAX QUALITY 3 28) 7E023403 MAX QUALITY 4 29) 7E023603 MAX QUALITY 5 30) 7E023803 MAX QUALITY 6 31) 7F9EFA40 INF SOUL POINTS 1 32) 7F9EFC40 INF SOUL POINTS 2 33) 7F9EFE40 INF SOUL POINTS 3 34) 7F9F0040 INF SOUL POINTS 4 35) 7F9F0240 INF SOUL POINTS 5 36) 7F9F0440 INF SOUL POINTS 6 37) 7E029901 HAVE FIRE 38) 7E029A02 HAVE STARDUST 39) 7E029B03 HAVE AURA 40) 7E029C04 HAVE LIGHT 41) 7F96B800 SAFE FILLMORE 1 42) 7F96B900 SAFE FILLMORE 1 43) 7F96BA00 SAFE FILLMORE 2 44) 7F96BB00 SAFE FILLMORE 2 45) 7F96BC00 SAFE FILLMORE 3 46) 7F96BD00 SAFE FILLMORE 3 47) 7F96BE00 SAFE FILLMORE 4 48) 7F96BF00 SAFE FILLMORE 4 49) 7F96C000 SAFE BLOODPOOL 1 50) 7F96C100 SAFE BLOODPOOL 1 51) 7F96C200 SAFE BLOODPOOL 2 52) 7F96C300 SAFE BLOODPOOL 2 53) 7F96C400 SAFE BLOODPOOL 3 54) 7F96C500 SAFE BLOODPOOL 3 55) 7F96C600 SAFE BLOODPOOL 4 56) 7F96C700 SAFE BLOODPOOL 4 57) 7F96C800 SAFE KASANDORA 1 58) 7F96C900 SAFE KASANDORA 1 59) 7F96CA00 SAFE KASANDORA 2 60) 7F96CB00 SAFE KASANDORA 2 61) 7F96CC00 SAFE KASANDORA 3 62) 7F96CD00 SAFE KASANDORA 3 63) 7F96CE00 SAFE KASANDORA 4 64) 7F96CF00 SAFE KASANDORA 4 65) 7F96D000 SAFE AITOS 1 66) 7F96D100 SAFE AITOS 1 67) 7F96D200 SAFE AITOS 2 68) 7F96D300 SAFE AITOS 2 69) 7F96D400 SAFE AITOS 3 70) 7F96D500 SAFE AITOS 3 71) 7F96D600 SAFE AITOS 4 72) 7F96D700 SAFE AITOS 4 73) 7F96D800 SAFE MARAHNA 1 74) 7F96D900 SAFE MARAHNA 1 75) 7F96DA00 SAFE MARAHNA 2 76) 7F96DB00 SAFE MARAHNA 2 77) 7F96DC00 SAFE MARAHNA 3 78) 7F96DD00 SAFE MARAHNA 3 79) 7F96DE00 SAFE MARAHNA 4 80) 7F96DF00 SAFE MARAHNA 4 81) 7F96E000 SAFE NORTHWALL 1 82) 7F96E100 SAFE NORTHWALL 1 83) 7F96E200 SAFE NORTHWALL 2 84) 7F96E300 SAFE NORTHWALL 2 85) 7F96E400 SAFE NORTHWALL 3 86) 7F96E500 SAFE NORTHWALL 3 87) 7F96E600 SAFE NORTHWALL 4 88) 7F96E700 SAFE NORTHWALL 4 --------------------------------------------------------------------------- Code Descriptions --------------------------------------------------------------------------- NOTE: For this section, I’m going to deviate a bit from my normal system and clump similar codes into one description. If I didn’t, this section would be incredibly long. :) IMPORTANT NOTE: Beating the bosses (except the ones in Death Heim) will cause the game to crash if you have certain codes on. HERE IS HOW TO BEAT A LEVEL WITHOUT CRASHING THE GAME: When the boss appears, save state. Then turn off codes 1, 2, 3, and 4 (if they’re not already off). Then turn on either code 5, 6, 7, 8, or 9, depending on the boss (see the descriptions of those codes for details). Only turn on one of these! By now, your health bar and the boss’s health bar may look screwed up. Load the state you just saved. Now attack the boss once. Try not to die – I mean come on, how hard is it to hit a boss once without dying!? :) Now the boss will start exploding. When it’s gone, your character will raise his sword in a victory stance. Notice that the game is taking your lives and seconds on the timer and converting them into points. This is why you don’t want to leave codes 2 and 3 on. After that’s done, the game heals your character. This is why you don’t want to leave code 1 on. :) As soon as you’re back in [SIM] mode, you can turn codes 1, 2, 3, and 4 back on again if you want. Make sure to turn off codes 5, 6, 7, 8, and 9! And that’s all. Sorry it’s that hard, but this game is STRANGELY CODED! Let me say that again. STRANGELY CODED! :) REMEMBER! THIS WHOLE PROCESS DOESN’T APPLY IN DEATH HEIM – there, just turn on all the codes 5-9, and defeat the bosses. Why? Because in Death Heim, beating the bosses isn’t beating a level, and you just get transported back to the main room. NOTE: If you want to modify any of these codes, keep this in mind: Many of the values in this game are stored in a strange way. For instance, if on the screen the number says 28, the value will be stored as 28 IN HEXADECIMAL! Which is 40 in decimal. So if you’re stuck, try searching in hexadecimal for decimal numbers... o_O IMPORTANT NOTE: -- This note was removed because it applies to the .CHT file that originally went with this document. Go to http://www.zophar.net/zsnes/cht to see it. -- 1) INF HP – Fixes your HP at 8. Why 8? Because if your HP is higher than your max HP, the health bar looks screwed up. And in the beginning of the game, your max HP is 8. Later on it will look like you’re low on health, but don’t worry, it will stay at 8. It just looks ugly that’s all. Live with it! :) 2) INF LIVES – Fixes your lives at 1. Why 1? Because at the end of the level the game converts all your lives to points, and nobody wants to wait for 99 lives to scroll down to 0. :D 3) INF TIME – Fixes your remaining time at 1. Why 1? See above (#2). 4) INVULNERABILITY – This is the most annoying-looking code ever. It makes you flash red and white really fast. Not for the epileptic. However, it does get the job done (i.e. makes you invulnerable to enemies and attacks). There are some problems, though – for example, jumping onto a moving platform will cause you to lose control of the character until you turn off the code – so I’d keep this turned off unless you really need it (i.e. when enemies are swarming you). 5-9) NO BOSS HEALTH 1-5 – MAKE SURE TO READ THE VERY IMPORTANT NOTE ABOVE! These codes will turn bosses into wimps. :) One hit will kill them. However, different bosses have different codes. Here is a list: For Boss: Use Code: Fillmore Boss #1 NO BOSS HEALTH 1 Fillmore Boss #2 NO BOSS HEALTH 2 Bloodpool Boss #1 NO BOSS HEALTH 3 Bloodpool Boss #2 NO BOSS HEALTH 4 Kasandora Boss #1 NO BOSS HEALTH 5 Kasandora Boss #2 NO BOSS HEALTH 4 Aitos Boss #1 NO BOSS HEALTH 4 Aitos Boss #2 NO BOSS HEALTH 4 Marahna Boss #1 NO BOSS HEALTH 4 Marahna Boss #2 NO BOSS HEALTH 4 Northwall Boss #1 NO BOSS HEALTH 4 Northwall Boss #2 NO BOSS HEALTH 1 Tanzra Use all the codes when facing Tanzra and all the other bosses in Death Heim. 10) INF MP – Lets you use your magic attack as many times as you want by fixing your MP at 10 (0A in hex). 11) INF SP – Lets you cause “Miracles” in [SIM] mode as many times as you want by fixing your SP at 255 (FF in hex). NOTE: Later on in the game, this will look like 511 (01FF in hex), because (as I found out a while after I made the code) this value is two bytes long... but there’s no real reason to go back and fix it, and besides, it’s a good thing, right? :D 12) RANGED SWORD – Exactly ONCE in the game, you’ll find a powerup that looks a bit like a lightsaber. ONCE! And it expires after you leave the room. I don’t even know why Enix/Quintet put this in the game, but I’m sure glad they did, because now I’ve hacked it so that you can use this super-rare powerup... ALL THE TIME! *crazy maniacal laughter* Yeah. So, what does the Ranged Sword (I made that up) do? It causes crescent shockwaves to fly forward when you swing your sword, which allows you to kill enemies across the screen! Cool, no? Again, I have no idea why they even made this. 13-14) MAX SCORE – Just what it sounds like. Your score is always 99990. Why the 0? Because you only get points in units of 10! How ridiculous. So the max score is actually 9999, it just shows up as 99990 because the programmers apparently thought it would look cooler. :) 15) ROOM ALWAYS LIT – There’s ONE room in one of the dungeons where the lighting slowly goes from bright to dark back to bright again (remember those rooms with fireflies in Super Metroid?). Yes, ONE room in the entire game. See my rant in #12. :) This code keeps the light level at full so you can see what you’re doing. 16-23) The ITEM codes – There are exactly 16 items in the game. You can hold up to 8 items at a time. Luckily, only 8 of the items are even necessary for advancing the story (Wheat, Magic Skull, Herb, Bridge, Harmonious Music, Ancient Tablet, Sheep’s Fleece, and Loaf of Bread). So, I made codes so that you’re always holding the 8 important items! Cool, no? :) As for the other 8 items... four of them are the magic powers (which I made codes for anyway), two are items to increase your stats (which I also made codes for), and the remaining two are the bomb which kills flying enemies (which don’t even exist anymore, thanks to the SAFE codes) and a duplicate Ancient Tablet which doesn’t work (!?). NOTE: when selecting an item, GO BY THE NAMES, NOT THE PICTURES! For some reason the pictures might be mixed around... o_O IMPORTANT NOTE: Don’t use your infinite magic skulls to seal random Monster’s Lairs – the Monster’s Lairs are important to the advancement of the story, so if you seal them before the people do, there could be problems. Only use the skull on the one Monster’s Lair it was originally intended for – the devils’ Lair in the southwest area of Bloodpool. 24) INF HP [SIM] – This infinite HP code works on the angel (looks more like a cherub to me) in [SIM] mode. Apart from that it’s the same as code #1. 25-30) MAX QUALITY 1-6 – These codes maximize the quality of housing in all 6 cities. Normally, the houses get better and better depending on the number of Monster’s Lairs you seal, and if you want all the houses to be top quality, you have to destroy the lower quality ones with earthquakes. Unfortunately, that often destroys farms, ranches, etc., so this code is a cool alternative! :) Each code works on a different city. 31-36) INF SOUL POINTS 1-6 – You may not know this, but every time you shoot and kill a flying enemy in [SIM] mode, you get a “soul point”. Did you notice that when you kill a monster, it turns into a small white orb and flies to the temple in the city? That’s what I call a “soul point”. I don’t know what it’s really called, because your “soul points” aren’t displayed anywhere, as far as I know. Why do I call it a “soul point”? Notice that Enix and Quintet, the makers of this game, also made Soul Blazer, Illusion of Gaia, and Terranigma (my favorite SNES game!). Also notice that the music in Act Raiser is similar to that in Soul Blazer, and that the sound effects are almost identical between Act Raiser and Soul Blazer. Also remember that in Soul Blazer, Illusion of Gaia, and Terranigma, souls are represented by glowing white orbs. Aha! These must be souls too! :) Anyway, what do “soul points” do? Whenever a villager leaves the temple and builds a house, you use up a “soul point”. You can only get “soul points” by killing monsters. Since the SAFE codes got rid of all the monsters, there’s no way to get “soul points”, and you can never build houses! Hence these codes. Each code acts on a different city, and sets the “soul points” for that city to 64 (for some reason if you set it higher it doesn’t work). 37-40) The HAVE -------- codes – These four codes give you all four magic attacks before you’re supposed to get them. The four attacks are Magical Fire, Magical Stardust, Magical Aura, and Magical Light, with Fire being the least powerful and Light the most. 41-88) The SAFE codes - I put these last on the list because there’s so @#&$ many of them! What do they do? Every two codes get rid of the monsters from one Monster’s Lair. There are four Lairs per city, so there are 8 codes per city. And there are six cities. So there are 48 codes. Simple. Now aren’t you glad there isn’t an entry for each code? Heh. :) --------------------------------------------------------------------------- Codes Planned for Later Updates --------------------------------------------------------------------------- - A better invulnerability code! This one annoys me. - Fix the item codes so the images don’t move around, maybe... I have no idea how I’d go about this one though. - There are way too many SAFE codes, but I don’t know what I can do about that. - Invulnerability in [SIM] mode, maybe... not really necessary though. Any suggestions? Contact me – see the contact section below. ---------------------------------------------------------------------------- Terms of Use ---------------------------------------------------------------------------- Here’s what you need to know about this file, legally speaking. Don’t be offended by the all caps text, please. I fully capitalized it not to seem as if I were shouting at you but rather just to draw attention to it, and to make sure that people actually read it. Thanks to Sayain for pointing out that some people might see it otherwise. :) I, FLAMINGSPINACH, OWN ALL RIGHTS TO THIS DOCUMENT, INCLUDING DISTRIBUTION, MODIFICATION, ETC. BY USING THIS DOCUMENT IN ANY WAY, YOU AGREE TO THESE TERMS OF USE: 1) YOU MAY NOT DISTRIBUTE OR REDISTRIBUTE THIS DOCUMENT UNLESS YOU HAVE OBTAINED EXPLICIT, WILLING CONSENT FROM ME, FLAMINGSPINACH. 2) YOU MAY NOT MODIFY THIS DOCUMENT AND REDISTRIBUTE IT, EVER. 3) YOU MAY NOT CLAIM THIS DOCUMENT OR ANY RECOGNIZABLE PART THEREOF TO BE THE PROPERTY OF ANYONE EXCEPTING MYSELF, FLAMINGSPINACH. ALL REGISTERED TRADEMARKS AND COPYRIGHTED WORDS/PHRASES ARE PROPERTY OF THEIR RESPECTIVE OWNERS. Websites whose owners have explicit, willing consent from me to distribute and/or redistribute this document: - http://www.gamefaqs.com/ Simple enough, no? ---------------------------------------------------------------------------- Contact ---------------------------------------------------------------------------- You can contact me, flamingspinach, with questions, comments, suggestions, or whatever (no spam please :) ) at: AIM: flamingspinach YIM: flamingspinach MSN: flamiSUPERBLEARYngspinach@@@lycos.com ICQ: 214673046 IRC: flamingspinach on sorcery.net Jabber: flamingspinach on jabber.org (if I can get it to work... o_O) Email: genesDECAFFEINATEDisreality@@@genesisreality.dynVORTEXdns.org Some guidelines for talking to me (@_@): Don’t ask me to add you to my buddy list, if you’re the one who contacted me. I won’t do it. After all, the reason I’ve put this contact info up here is so that people can talk to me about my guides, not for lonely people to bombard me with small talk. :) I don’t mind talking to my readers on IM, but this contact section is not a Personals ad. If you talk to me on IM after reading this FAQ, I expect that you want to talk to me about my FAQ. That makes sense, doesn’t it? Thanks. Of course, remove the ALL CAPS stuff and extra @'s, they're antispam... à la Slashdot. o_O -EOF-