,,,, , , , ,, , ,,,, ,, ,, , ,,,,, ,, ,,,, , , ; ; ;; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ;;; ; ; ; ; ;;;; ; ;;; ;;;; ; ; ; ; ;;;; ;; ; ; ; ; ; ;; ; ; ; ; ; ; ; ;; ; ; ; ; ; ; ; ; ; ; ; ;;;; ; ; ; ; ; ; ; ; ;;;; ; .__ __. .__ __. ____ .________. .__. _____. |::\ /::| |::| |::| /::::\ |::::::::| |::| /:::::| |::::_::::| |::| |::| |::|\::| '--,::,--' |::| |::.---' |::\:::/::| `\::__::/' \::\`-' |::| |::| |::| |::|'-'|::| \::::/ \::\ |::| |::| |::| |::| |::| |::| __\::\ |::| |::| |::| |::| |::| |::| |::\|::| |::| |::| |::'___ |::| |::| |::| \::::/ |::| |::| \:::::| '--' '--' '--' `--' '--' '--' '----' ______ .__. .__. .______. ____ .________. /\ /::::::\ |::| |::| |::::::| /::::\ |::::::::| //\\ |::,--,::| |::| |::| |::----' |::|\::| '--,::,--' // \\ |::| |::| |::| |::| |::|_. \::\`-' |::| || /\ || |::| |::| |::| |::| |::::| \::\ |::| ||| ||| |::| |::| |::| |::| |::.-' __\::\ |::| ||| ||| |::'--'::| |::'__'::| |::|___. |::\|::| |::| || \/ || \::::::/ \::::::/ |::::::| \::::/ |::| \\ // '--,::\___. '----' '------' `--' '--' \\// \:::::| \/ `----' P r o A c t i o n R e p l a y C o d e s ------------------------------------------------------------------------------- North America (NA): Final Fantasy: Mystic Quest Pro Action Replay Codes Europe (EU): Mystic Quest Legend Pro Action Replay Codes Japan (JP): Final Fantasy USA: Mystic Quest Pro Action Replay Codes CURRENT VERSION: 2.1 Created By: David Morris (aka Guard Master) E-mail: guardmaster [at] gmail (dot) com Date Created with First Release: September 18, 2005 Date Last Updated as Official Release: October 31, 2012 This document is best viewed with a fixed-width font style. ------------------------------------------------------------------------------- ----------------------------------------------------------------------- / _ \ / / | \ -{ o::::::[{========== Table of Contents ::::::::::][|]XXXXXX@ }- \ \ | / \ - / ----------------------------------------------------------------------- 1. Introduction 2. Versions 3. Code Layout Explanation A. Code Example a. EXAMPLE SUBSECTION (3Aa) Code Example 1 Code Example 2 Code Example 3 B. Decimal to Hexadecimal Conversion 4. Pro Action Replay Codes A. Benjamin (Hero) & Assistant (Partner) a. NAME (4Aa) First Letter Second Letter Third Letter Fourth Letter Fifth Letter Sixth Letter Seventh Letter Eighth Letter b. HUD (4Ab) Level Current Life Maximum Life Ailment Equipped Weapon Weapons Left c. ITEM (4Ac) First Slot Type First Slot Amount Second Slot Type Second Slot Amount Third Slot Type Third Slot Amount Fourth Slot Type Fourth Slot Amount Second & Third Rows Slots Fourth & Fifth Rows Slots d. SPELL (4Ad) Current White Current Black Current Wizard Maximum White Maximum Black Maximum Wizard Obtained e. ARMOR (4Ae) Obtained Defense Total f. WEAPON (4Af) Obtained g. STATUS (4Ag) Gold Experience Attack Defense Speed Magic Accuracy Evade Resistance Attack Bonus Defense Bonus Speed Bonus Magic Bonus Accuracy Bonus Evade Bonus Resistance Bonus h. MISCELLANEOUS (4Ah) Character Icon Time Played B. Map a. WORLD MAP (4Ba) Moving Up Moving Down Moving Left Moving Right Location World Condition Battlefields Battles Left (for all 20 battlefields) b. AREA MAP (4Bb) Area X Coordinate Y Coordinate Direction Facing Focus Tower Doors Play Area No Delay c. OTHER (4Bc) Map Objects Sprite Movement Sprite Top Left Sprite Top Right Sprite Bottom Left Sprite Bottom Right Sprite x Pixel Offset Sprite y Pixel Offset Absolute x Position Absolute y Position Type Direction & Speed Effect Animation 1 Animation 2 Animation 3 Sprite Screen x Pos Sprite Screen y Pos Animation Frame Trigger Movement Events & World Map Arrows Regular Treasure Chests Closed/Opened C. Battles a. AWARD (4Ca) Experience Gold b. BATTLE (4Cb) Enemy Group c. FIELD BACKGROUND (4Cc) Backgrounds D. Enemies a. NAME (4Da) First Letter Second Letter Third Letter Fourth Letter Fifth Letter Sixth Letter Seventh Letter Eighth Letter Ninth Letter Tenth Letter Eleventh Letter Twelfth Letter Thirteenth Letter Fourteenth Letter Fifteenth Letter Sixteenth Letter b. STATUS (4Db) Level Current Life Maximum Life Ailment Attack Defense Speed Magic Evade c. BATTLE (4Dc) Image Stage Floating Attack 1 Attack 2 Attack 3 Attack 4 Attack 5 Attack 6 Weakness Resistance E. Miscellaneous a. TIME (4Ea) Time Played b. MUSIC (4Eb) Currently Playing c. WALLS (4Ec) Jump Through Walls 5. Copyright ----------------------------------------------------------------------- / \ / / \ -{ o::::::[{========== 1. Introduction =================> }- \ \ / \ / ----------------------------------------------------------------------- Welcome to the PAR codes list with descriptions and explanations for the game Final Fantasy: Mystic Quest (other names of the game depending on region listed above) for the Super Nintendo Entertainment System. In total there are over 120 PAR codes listed within this document. Each code contains the name of the code, the address of the code, and either a list of possible values or a range of value for the code. Every code has been thoroughly tried and tested, but no guarantees are given for anyone who tries them out. Subsections are divided for an easy search-and-find through the find function within the document reader. Thanks goes to orwasaker from GameFAQs for discovering and publicizing the code for section 4Cb. Not all material within this document is absolutely accurate, and if you find any bugs with either the codes, values, explanations, descriptions, anything else contained in the text file, or have a complaint, comment, or compliment, feel free to send an e-mail. For anyone who does not understand the layout of the codes and/or sections of codes, make sure to refer to section 3. Also, thanks goes to Gigax571 for finding the actual enemy attack for C2 in section 4Dc and also correcting 53 in section 4Cb. ----------------------------------------------------------------------- / _ \ / | \ -{ <:::::::::::::::::::: 2. Versions ::::::::::][|]XXXXXX@ }- \ | / \ - / ----------------------------------------------------------------------- 2.1 (10/31/2012) - CURRENT -Added more explanations for the HUD subsection -Changed the layout in a few areas 2.0 (08/11/2012) -Vastly changed the layout for simplification purposes, which in turn much of the document resulted in changes and updates -Added missed equipment for both player and partner -Added some equipped items -Added hero and partner maximum magic -Added enemy level -Added enemy attack 5 and 6 -Added enemy weaknesses and strengths -Added other codes -Improved equipments -Renamed Ammo to Weapons Left -Renamed elements to correct names mentioned in the game -Combined map sections into one and added an "other" subsection -Fixed various minor spelling and grammar errors 1.3 (04/26/2007) -Completely changed the layout -Added new codes for enemies -Added status ailments for player, partner, and enemies -Changed maximum amount for gold 1.2 (01/27/2007) -Made the lists much more compact so a lot less scrolling is required -Updated the how to use the code layout section by adding explaining about "Multi" 1.1 -Added the releases section -Finished the introduction 1.0 (09/18/2005) -Initial Release ----------------------------------------------------------------------- / \ / / \ -{ o::::::[{========== 3. Code Layout Explanation =================> }- \ \ / \ / ----------------------------------------------------------------------- The code layout should be rather self-explanatory and simple to understand. Although different portions of the document contain different formattings, there is a general format used throughout. We are going to analyze the general layout as an example to ensure that we understand it, as serves purpose of this section. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ || || || 3A. Code Example || || || ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ________________________ __________________________/EXAMPLE SUBSECTION (3Aa)\___________________________ ------------------------------------------------------------------------------- | PAR CODE (Max) | Value Range --------------------+--------------------------+------------------------------- Code Example 1* | 7E0000?? (7E0000FF) | 0 - 255 (00 - FF) Code Example 2 | 7E0001?? | EXAMPLE 2 Code Example 3 | 7E0002?? (7E0002FF | 0 - 65535 | 7E0003?? 7E0003FF) | (00 - FFFF) EXAMPLE 2 00 = Option 1 01 = Option 2 02 = Option 3 04 = Option 4 08 = Option 5 10 = Option 6 20 = Option 7 40 = Option 8 80 = Option 9 FF = All of the Above Options Combined *: Here lies some description, warning, or tip about the code. It is always best to read and keep these in mind. _______________________________________________________________________________ Starting from the very top we have the subsection name and search index. The search index is used to help us find what we exactly want from looking at the table of contents. By using the find function provided by the document viewer in use to view this document we can have the document direct us exactly where the section is. Continuing on down we see a table format typically consisting of: 1. Code names on the left side 2. PAR codes in the center along with the maximum value the PAR Code can have, which is in parenthesis. The question marks in the PAR code needs to be replaced with a hexadecimal number. To understand how to obtain a hexadecimal number visit section 3B. 3. The value range on the right side, which may either display a certain range in decimal and in hexadecimal (in parenthesis), or may be a reference name. If the code has a reference name, then we will need to look after the table and find where a similar name matches. Typically a list of values and the effects are given. More specifically we will analyze the table (subsection 3Aa) in direct detail: 1. We see for Code Example 1 that an asterisk exists after the code name. This indicates a footnote resides for that code, and for us to look at the bottom of the subsection to see information related. Looking at the PAR code we see it is simple and straightforward, and equally goes for the value range. 2. For Code Example 2 we see that it does not have a maximum value. This is because the value range refers us to a list. By looking at the list we can see the specific values to replace the question marks with. Although not applicable for all codes, this one has FF in the list and states that the above options are combined upon entering that value. This means we can add multiple options to get specifically what we want instead of being forced to choose only a single option out of the many. 3. We can see there are multiple PAR codes associated with Code Example 3. This requires us to enter the two separate codes, which gives us a larger number to handle. For these types of codes it is a little different compared to single PAR codes, so if you have little of no knowledge about hexadecimal numbers it is best to set the two PAR code question marks to what the maximum states. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ || || || 3B. Decimal to Hexadecimal Conversion || || || ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ If you want to know how to change a certain number into hexadecimal, follow these steps (only applies for Microsoft Windows): 1. Open the program "Calculator". For all versions of Windows with a GUI interface, click start and click Run. Type down "calc" (without the quotations) and press enter. 2. Now the calculator needs to be on the correct format. Depending on which version of windows you have requires certain actions: -If the operating system is Windows 7 (and possibly includes later version) set the calculator to programmer, if it is not already set. To do this, click View at the top menu and click Programmer. -If the operating system is Windows XP or earlier set the calculator to scientific, if it is not already set. To do this, click View at the top menu and click Scientific. 3. Make sure decimal mode is selected, and enter the number you want to convert. 4. Set it to hex mode, which will convert the number. 5. Replace the question marks with the number(s)/letter(s) you see. You can also access Google's search engine and type into the search box: "[insert decimal number here] to hex". For example by entering "78 to hex" the result will be 0x4E. Just ignore the 0x part as it does not pertain to the actual code, and the final answer will be 4E. ----------------------------------------------------------------------- / _ \ / | \ -{ <:::::::::::::::::::: 4. Pro Action Replay Codes ::::::::::][|]XXXXXX@ }- \ | / \ - / ----------------------------------------------------------------------- Keep in mind whenever you use cheats in games, especially PAR codes, you run the risk of losing your saves, whether through deletion or being overwritten unintentionally. For some of these codes (more notably for the map and location codes) there is potential all saves will be automatically overridden if a save is loaded with a code on. While I try my best to forewarn you of potential data lost, I cannot guarantee that a code having no warning will actually do nothing to the saves. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ || || || 4A. Benjamin (Hero) & Assistant (Partner) || || || ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The format of this section mimics similarly as the layout in the game. You are given to see names and choose a name, which what is seen initially. The next subsection is the HUD, which is what seen on the bottom of the screen during gameplay. Subsections c through g exactly resembles the order of choices given within the gameplay menu, from Item to Status, for easy navigation. The final subsection, Miscellaneous, contains codes where they do not naturally fit elsewhere. _____________ _______________________________/a. NAME (4Aa)\_________________________________ Depending on which version of the game being played, certain characters are only accessible depending on the language of the game, with the values changed by region. There are 4 different sets of characters: English, Japanese, French, and German. ------------------------------------------------------------------------------- | HERO | PARTNER -------------------+----------------------+------------------------------------ First Letter | 7E1000?? | 7E1080?? Second Letter | 7E1001?? | 7E1081?? Third Letter | 7E1002?? | 7E1082?? Fourth Letter | 7E1003?? | 7E1083?? -------------------+----------------------+------------------------------------ Fifth Letter | 7E1004?? | 7E1084?? Sixth Letter | 7E1005?? | 7E1085?? Seventh Letter | 7E1006?? | 7E1086?? Eighth Letter | 7E1007?? | 7E1087?? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~English~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 03 = [Blank]* A3 = J B7 = d CB = x 90 = 0 A4 = K B8 = e CC = y 91 = 1 A5 = L B9 = f CD = z 92 = 2 A6 = M BA = g CE = ! 93 = 3 A7 = N BB = h CF = ? 94 = 4 A8 = O BC = i D0 = , 95 = 5 A9 = P BD = j D1 = ' 96 = 6 AA = Q BE = k D2 = . 97 = 7 AB = R BF = l D3 = " 98 = 8 AC = S C0 = m D4 = Backwards " 99 = 9 AD = T C1 = n D5 = Backwards ." 9A = A AE = U C2 = o D6 = ; 9B = B AF = V C3 = p D7 = : 9C = C B0 = W C4 = q D8 = ... 9D = D B1 = X C5 = r D9 = / 9E = E B2 = Y C6 = s DA = - 9F = F B3 = Z C7 = t DB = & A0 = G B4 = a C8 = u DC = > A1 = H B5 = b C9 = v DD = % A2 = I B6 = c CA = w FF = [Space] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Japanese**/***~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~HIRAGANA (Left Page)~ <--- Left Side --- 80 = a 81 = i 82 = u 83 = e 84 = o 85 = ka 86 = ki 87 = ku 88 = ke 89 = ko 8A = sa 8B = shi 8C = su 8D = se 8E = so 8F = ta 90 = chi 91 = tsu 92 = te 93 = to 94 = na 95 = ni 96 = nu 97 = ne 98 = no 99 = ha 9A = hi 9B = fu 9C = he 9D = ho 9E = ma 9F = mi A0 = mu A1 = me A2 = mo A3 = ya A4 = yu A5 = yo A6 = ra A7 = ri A8 = ru A9 = re AA = ro AB = wa AC = wo AD = n --- Right Side ---> 4B = ga 4C = gi 4D = gu 4E = ge 4F = go 50 = za 51 = ji 52 = zu 53 = ze 54 = zo 55 = da 56 = di 57 = dzu 58 = de 59 = do 5A = ba 5B = bi 5C = bu 5D = be 5E = bo 5F = pa 60 = pi 61 = pu 62 = pe 63 = po B7 = - B1 = xtsu AE = xya AF = xyu B0 = xyo B2 = xa B3 = xi B4 = xu B5 = xe B6 = xo FA = ! FB = ? FC = ... F0 = 0 F1 = 1 F2 = 2 F3 = 3 F4 = 4 F5 = 5 F6 = 6 F7 = 7 F8 = 8 F9 = 9 ~KATAKANA (Right Page)~ <--- Left Side --- B8 = a B9 = i BA = u BB = e BC = o BD = ka BE = ki BF = ku C0 = ke C1 = ko C2 = sa C3 = shi C4 = su C5 = se C6 = so C7 = ta C8 = chi C9 = tsu CA = te CB = to CC = na CD = ni CE = nu CF = ne D0 = no D1 = ha D2 = hi D3 = fu D4 = he D5 = ho D6 = ma D7 = mi D8 = mu D9 = me DA = mo DB = ya DC = yu DD = yo DE = ra DF = ri E0 = ru E1 = re E2 = ro E3 = wa E4 = wo E5 = n 64 = vu --- Right Side ---> 65 = ga 66 = gi 67 = gu 68 = ge 69 = go 6A = za 6B = ji 6C = zu 6D = ze 6E = zo 6F = da 70 = di 71 = dzu 72 = de 73 = do 74 = ba 75 = bi 76 = bu 77 = be 78 = bo 79 = pa 7A = pi 7B = pu 7C = pe 7D = po EF = - E9 = xtsu E6 = xya E7 = xyu E8 = xyo EA = xa EB = xi EC = xu ED = xe EE = xo FA = ! FB = ? FC = ... F0 = 0 F1 = 1 F2 = 2 F3 = 3 F4 = 4 F5 = 5 F6 = 6 F7 = 7 F8 = 8 F9 = 9 --- Others --- 03 = [Blank]* 47 = ! 48 = Closing " 4A = . FF = [Space] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~French**~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <--- Left Side --- 80 = A 81 = B 82 = C 83 = D 84 = E 8A = K 8B = L 8C = M 8D = N 8E = O 94 = U 95 = V 96 = W 97 = X 98 = Y A0 = a A1 = b A2 = c A3 = d A4 = e AA = k AB = l AC = m AD = n AE = o B4 = u B5 = v B6 = w B7 = x B8 = y \ ^ ^ C0 = C, C1 = a C2 = a C3 = o C4 = c, .. \ ^ .. CA = i CB = u CC = u CD = u BE = . 9D = , 9E = ' FA = ! FB = ? F0 = 0 F1 = 1 F2 = 2 F3 = 3 F4 = 4 --- Right Side ---> 85 = F 86 = G 87 = H 88 = I 89 = J 8F = P 90 = Q 91 = R 92 = S 93 = T 99 = Z A5 = f A6 = g A7 = h A8 = i A9 = j AF = p B0 = q B1 = r B2 = s B3 = t B9 = z \ / ^ .. ^ C5 = e C6 = e C7 = e C8 = e C9 = i 9A = - 9B = % 9C = & 9D = , 9E = ' F5 = 5 F6 = 6 F7 = 7 F8 = 8 F9 = 9 --- Others --- 03 = [Blank]* BA = ( BB = ) BC = / BD = Closing " CE = : CF = * FC = ... FF = [Space] LEGEND: "C," and "c," represents cedilla "\" represents grave "/" represents accute "^" represents circumflex ".." represents umlaut ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~German**~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <--- Left Side --- 80 = A 81 = B 82 = C 83 = D 84 = E 8A = K 8B = L 8C = M 8D = N 8E = O 94 = U 95 = V 96 = W 97 = X 98 = Y A0 = a A1 = b A2 = c A3 = d A4 = e AA = k AB = l AC = m AD = n AE = o B4 = u B5 = v B6 = w B7 = x B8 = y .. .. .. .. .. C0 = A C1 = O C2 = U C3 = a C4 = o .. CA = u CB = [eszett] BE = . 9D = , 9E = ' FA = ! FB = ? F0 = 0 F1 = 1 F2 = 2 F3 = 3 F4 = 4 --- Right Side ---> 85 = F 86 = G 87 = H 88 = I 89 = J 8F = P 90 = Q 91 = R 92 = S 93 = T 99 = Z A5 = f A6 = g A7 = h A8 = i A9 = j AF = p B0 = q B1 = r B2 = s B3 = t B9 = z 9A = - 9B = % 9C = & 9D = , 9E = ' F5 = 5 F6 = 6 F7 = 7 F8 = 8 F9 = 9 --- Others --- 03 = [Blank]* BA = ( BB = ) BC = / BD = Closing " FC = ... FF = [Space] LEGEND: ".." represents umlaut ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~EXAMPLES: Here are some names that are used in the game, and may be helpful if you want to name either character a specific name. These only apply for the English version of the game. It is necessary to have 03 at the end of the name if it is less than eight characters long as the name will catch on to any characters after the final one entered if not entered. |Benjamin |Kaeli |Tristam |Phoebe |Reuben |Arion |Mac |Norma |Otto |Spencer ===+=========+======+========+=======+=======+======+====+======+=====+======== 0 |9B |A4 |AD |A9 |AB |9A |A6 |A7 |A8 |AC 1 |B8 |B4 |C5 |BB |B8 |C5 |B4 |C2 |C7 |C3 2 |C1 |B8 |BC |B8 |C8 |BC |B6 |C5 |C7 |B8 3 |BD |BF |C6 |C2 |B5 |C2 |03 |C0 |C2 |C1 ---+---------+------+--------+-------+-------+------+----+------+-----+-------- 4 |B4 |BC |C7 |B5 |B8 |C1 | |B4 |03 |B6 5 |C0 |03 |C5 |B8 |C1 |03 | |03 | |B8 6 |BC | |B4 |03 |03 | | | | |C5 7 |C1 | |C0 | | | | | | |03 *: Used for inserting no character; it can also be known as the empty character. **1: The layout of the value mimics that of the layout in the game. Due to the characters per line limitation columns are divided and labeled accordingly. **2: The hero and partner each may have eight characters in their name (though either both or the eighth character will not display for certain times due to the game not naturally adjusted to the longer length). **3: Due to needing to enforce character type limitations (also known as constraining solely to the ANSI character set) only standard letters are used while listing the characters. In order to represent other characters not found in English the characters "/", "\", "^", "..", and "," are used above or next to the letter. Japanese characters are represented by their romaji (contact a hiragana/katakana chart if you are confused or need help depicting the characters). ***: An "x" in the beginning of what the value is represents it being the smaller version of the Japanese character. _______________________________________________________________________________ ____________ ________________________________/b. HUD (4Ab)\_________________________________ ------------------------------------------------------------------------------- |HERO (Max) |PARTNER (Max) |Value Range ------------------+--------------------+--------------------+------------------ Level* |7E1010?? (7E101063) |7E1090?? (7E109063) |0 - 99 (00 - 63) Current Life |7E1014?? (7E1014FF |7E1094?? (7E1094FF |0 - 65535 |7E1015?? 7E1015FF) |7E1095?? 7E1095FF) |(0000 - FFFF) | | | Maximum Life |7E1016?? (7E1016FF |7E1096?? (7E1096FF |0 - 65535 |7E1017?? 7E1017FF) |7E1097?? 7E1097FF) |(0000 - FFFF) | | | Ailment** |7E1021?? |7E10A1?? |AILMENTS Equipped Weapon***|7E1031?? |7E10B1?? |EQUIPPED WEAPONS Weapons Left**** |7E1030?? (7E1030FF) |7E10B0?? (7E10B063) |0 - 255 (00 - FF) EQUIPPED WEAPONS 20 = Short Sword 25 = Giant's Axe 2A = Jumbo Bomb 21 = Knight Sword 26 = Cat Claw 2B = Mega Grenade 22 = Excalibur 27 = Charm Claw 2C = Morning Star 23 = Axe 28 = Dragon Claw 2D = Bow of Grace 24 = Battle Axe 29 = Bomb 2E = Ninja Star EQUIPPED WEAPONS*****Target |Freeze |Attack |Others ==============================+===========+===========+======================== 00 = Elixir - AP | | |Minor cure 01 = Tree Wither - AP,SE,PF | |FA |NA 02 = Wakewater - AP |PF | | 03 = Venus Key - AP,SE | |DDA | 04 = Multi-Key - AP,SE | |DDA | 05 = Mask - SP,AE | |AA |Claw animation & sound 06 = Magic Mirror - AP | |ST | 07 = Thunder Rock - SP,AP |PF | | 08 = Captain Hat - AP |PF | | 09 = Libra Crest - AP |PF | |Bomb explosion sound 0A = Gemini Crest - SP,AP,SE |PF |BA |Bone Missile animation 0B = Mobius Crest - AP | |DDA | 0C = Sand Coin - SP,SE,AE |PF,EF | | 0D = River Coin - SP | |ST | 0E = Sun Coin - SP |PF | |Axe sound 0F = Sky Coin - AP,AE,PF | |Attack Down| 10 = Cure Potion - SP,SE | |ST | 11 = Heal Potion - SP,AE |PF |BA,FA |Bone Missile (green) 12 = Seed - AE | |DDA | 13 = Refresher - SP,AE | |ST | 14 = Exit - SE | |AA |Feather animation, | | | Bomb throw sound 15 = Cure - SP,AP,SE,|PF |PA,FaA |Flying Aero animation, AE | | | Flare sound 16 = Heal - SP,SE |PF | |Dive/cube throw sound, | | | Always critical hit, NA 17 = Life - SP,SE |PF |BA |NA 18 = Quake - AE | |DA,BA |Bone Missile 19 = Blizzard - SE,AE | |DDA | 1A = Fire - SE,AE |After Death| |Reset battle 1B = Aero - SE,AE |EF | | 1C = Thunder - SE,AE | |FA |Lullaby animation, | | | Max hit 1, Drain sound 1D = White - AE | |DA,SlA |Feathers, Blind sound 1E = Meteor - AE |EF | | 1F = Flare - AE |EF | |Exit battle 2F = Steel Helm - LA |PF,EF | |Sword sound 30 = Moon Helm - LA |PF | |Bone Missile animation, | | | Bomb animation 31 = Apollo Helm - LA | |DA,BH | 32 = Steel Armor - LA | |EA |Gold Web animation 33 = Noble Armor - LA | |DA,BH | 34 = Gaia's Armor - LA | |DDA | 35 = Relica Armor - LA |EF | |Explosion sound, | | | Feather animation 36 = Mystic Robe - LA |PF | |Throwing sound 37 = Flame Armor - LA |PF |SiA,CA,SlA |Claw sound 38 = Black Robe - LA |PF | |NA, White sound 39 = Steel Shield - LA |PF |DA |Spider Kids animation 3A = Venus Shield - LA |PF,EF | |Exit animation 3B = Aegis Shield - LA | |DDA | 3C = Ether Shield - LA | |DDA | 3D = Charm - LA |PF,EF | |Blind sound 3E = Magic Ring - LA | |"[name] is waiting for the attack" 3F = Cupid Locket - LA | |BH | LEGEND (Used for common effects): SE = Single Enemy AE = All Enemies SP = Single Party Member AP = All Party Members LA = Last Action (Can be either or including any of SE, AE, SP, AP from the action done before this attack) EF = Enemy Freeze (Stops the game from being playable) PF = Party Freeze (Stops the game from being playable) BH = Bare Hands AA = Axe Attack BA = Bomb Attack EA = Earth Attack FA = Fire Attack DA = Drain Attack PA = Poison Attack SiA = Silence Attack SlA = Sleep Attack CA = Confusion Attack FaA = Fatal Attack DDA = "Didn't do anything" (This will only pertain to the specific character) ST = Skips Turn NA = No Animation AILMENTS 00 = None/Alive 01 = Silence 02 = Blind 04 = Poison 08 = Confusion 10 = Sleep 20 = Paralyze 40 = Petrify 80 = Fatal *: To not have a partner with you just set their level to 255. **: Having multiple ailments on at once is possible. To do that, just add numbers for the two or more you want. For example, to be poisoned, silenced, and paralyzed, 4 + 1 + 20 = 25 (7E102125). ***1: There are two sections of values: 1) Weapons and 2) Items, Armor, and Spells. Weapons provide the normal effects while the rest gives abnormal effects. ***2: All of the regular items, armor, and spells have been listed along with the weapons. These items have their effects listed. Not all effects are guaranteed to occur due to them not being implemented naturally by the developers. ***3: With 64 available to use, the rest not mentioned in the list loops through all of the items, weapons, armor, and spells again. The looped items have glitched icons and possibly different effects. These are not listed for the purpose of leaving it up to your discovery of what happens when you equip them. ***4: Only weapons that are normally equippable by the hero can be used outside of battle. ***5: Not all effects are mentioned for what is equipped. What resistances acquired, what stats are modified, and what other effects to gameplay are not identified within the list. ****1: This relates to the amount of bombs, arrows, and shurikens you have. All of these are based on the same counter. ****2: Only 99 will display as the maximum number. The actual number can be greater than that but will only correctly display the actual amount when at 99 or less. *****: Target: Who or what will be aimed at when choosing the target Freeze: What causes the game to freeze (stop working) Attack: What will be the attack type (elemental, physical, range, etc.) Others: Sounds, animations, and any other noticeable effects noted _______________________________________________________________________________ _____________ ________________________________/c. ITEM (4Ac)\________________________________ ------------------------------------------------------------------------------- | ITEM (Max) | Value Range ----------------------------+-----------------------+-------------------------- First Slot Type* | 7E0E9E?? | ITEM TYPES First Slot Amount | 7E0E9F?? (7E0E9F63) | 0 - 99 (00 - 63) Second Slot Type* | 7E0EA0?? | ITEM TYPES Second Slot Amount | 7E0EA1?? (7E0EA163) | 0 - 99 (00 - 63) Third Slot Type* | 7E0EA2?? | ITEM TYPES Third Slot Amount | 7E0EA3?? (7E0EA363) | 0 - 99 (00 - 63) Fourth Slot Type* | 7E0EA4?? | ITEM TYPES Fourth Slot Amount | 7E0EA5?? (7E0EA563) | 0 - 99 (00 - 63) Second & Third Rows Slots | 7E0EA6?? (7E0EA6FF) | ITEM SLOTS A Fourth & Fifth Rows Slots | 7E0EA7?? (7E0EA7FF) | ITEM SLOTS B ITEM TYPES 00 = None 10 = Cure Potion 11 = Heal Potion 12 = Seed 13 = Refresher ITEM SLOTS A ITEM SLOTS B 00 = None 00 = None 01 = Thunder Rock 01 = Sky Coin 02 = Magic Mirror 02 = Sun Coin 04 = Mask 04 = River Coin 08 = Multi-Key 08 = Sand Coin 10 = Venus Key 10 = Mobius Crest 20 = Wakewater 20 = Gemini Crest 40 = Tree Wither 40 = Libra Crest 80 = Elixir 80 = Captain Cap FF = All of the Above FF = All of the Above *: The same type of item can exist in multiple slots. _______________________________________________________________________________ ______________ _______________________________/d. SPELL (4Ad)\________________________________ ------------------------------------------------------------------------------- |HERO (Max) | PARTNER (Max) |Value Range ----------------+--------------------+---------------------+------------------- Current White* |7E1018?? (7E1018FF) | 7E1098?? (7E1098FF) |0 - FF (00 - 255) Current Black* |7E1019?? (7E1019FF) | 7E1099?? (7E1099FF) |0 - FF (00 - 255) Current Wizard |7E101A?? (7E101AFF) | 7E109A?? (7E109AFF) |0 - FF (00 - 255) | | | Maximum White* |7E101B?? (7E101BFF) | 7E109B?? (7E109BFF) |0 - FF (00 - 255) Maximum Black* |7E101C?? (7E101CFF) | 7E109C?? (7E109CFF) |0 - FF (00 - 255) Maximum Wizard* |7E101D?? (7E101DFF) | 7E109D?? (7E109DFF) |0 - FF (00 - 255) | | | Obtained |7E1038?? (7E1038FF) | 7E10B8?? (7E10B8FF) |OBTAINED A |7E1039?? (7E1039F0) | 7E10B9?? (7E10B8FF) |OBTAINED B OBTAINED A OBTAINED B 00 = None 00 = None 01 = Aero 02 = Fire 04 = Blizzard 08 = Quake 10 = Life 10 = Flare 20 = Heal 20 = Meteor 40 = Cure 40 = White 80 = Exit 80 = Thunder FF = All of the Above F0 = All of the Above *: The current amount will not display a number greater than 99, though the counter in the background will keep track of the actual number. _______________________________________________________________________________ ______________ _______________________________/e. ARMOR (4Ae)\________________________________ ------------------------------------------------------------------------------- |HERO (Max) |PARTNER (Max) |Value Range ------------------+--------------------+--------------------+------------------ Obtained |7E1035?? (7E1035FC) |7E10B5?? (7E10B5FC) |OBTAINED A |7E1036?? (7E10363B) |7E10B6?? (7E10B63B) |OBTAINED B |7E1037?? (7E103780) |7E10B7?? (7E10B780) |OBTAINED C | | | Defense Total**** |7E102B?? (7E102BFF) |7E10AB?? (7E10ABFF) |0 - 255 (00 - FF) OBTAINED A OBTAINED B 00 = None 00 = None 01 = Mystic Robe (Invisible)*/**/*** 01 = Magic Ring*** 02 = Relica Armor (Invisible)*/*** 02 = Charm*** 04 = Gaia's Armor*** 04 = Ether Shield (Invisible)*/** 08 = Noble Armor*** 08 = Aegis Shield 10 = Steel Armor*** 10 = Venus Shield 20 = Apollo Helm 20 = Steel Shield 40 = Moon Helm 40 = Black Robe (Invisible)*/**/*** 80 = Steel Helm 80 = Flame Armor (Invisible)*/*** FC = All of the Uninvisible Above 3B = All of the Uninvisible Above FF = All of the Above FF = All of the Above OBTAINED C 00 = None 80 = Cupid Locket*** *1: There are some armor and helmets the hero is not able to naturally obtain. These are accessible, but will be hidden from view. The lower the value entered for the code, the higher priority it claims. For example priorities: If the code 7E103505 was entered to obtain both Mystic Robe and Gaia's Armor, you will see Gaia's Armor because it is visible but will actually only have Mystic Robe equipped to obtain what it gives. *2: The defense total for all equipment will not automatically update upon entering a code. The same affect applies to the hero's total defense and actual resistances lost or acquired from the equipment changed. By having the code already entered before starting a new game or loading a file will cause an update as soon as the game is ready to be played. There may be other methods on how to update them, but this is the easiest to do. There is no update for the defenses and resistances when using the code because no event was triggered to update them. **: Typically the lower number the equipment is the higher priority it has when equipped. This will override any other ones of the same type below for what defense and resistances are given. ***: By having two different codes entered for the same equipment type, the higher code one will give the defense power and resistances. For example if you enter the code for Steel Armor (7E103510) and also enter the code for Flame Armor (7E103680), the icon for Steel Armor will display but Benjamin will be given the defense power (undisplayed) and resistance (displayed in the Status menu) of Flame Armor. Also, Black Robe has priority over all armors, which is invisible. ****: This will have no actual effect on the character's defense; this is used to only display the defense total given by all armors equipped. _______________________________________________________________________________ _______________ ______________________________/f. WEAPON (4Af)\________________________________ ------------------------------------------------------------------------------- | HERO (Max) | Value Range ----------------+------------------------------+------------------------------- Obtained | 7E1032?? (7E1032FF) | OBTAINED A | 7E1033?? (7E1033F0) | OBTAINED B OBTAINED A OBTAINED B 00 = None 00 = None 01 = Charm Claw 02 = Cat Claw 04 = Giant's Axe 08 = Battle Axe 10 = Axe 10 = Mega Grenade 20 = Excalibur 20 = Jumbo Bomb 40 = Knight Sword 40 = Bomb 80 = Steel Sword 80 = Dragon Claw FF = All of the Above F0 = All of the Above _______________________________________________________________________________ _______________ ______________________________/g. STATUS (4Ag)\________________________________ ------------------------------------------------------------------------------- |HERO (Max) |PARTNER (Max) |Value Range -------------------+--------------------+--------------------+----------------- Gold |7E0E84?? (7E0E84FF | |0 - 16,777,215 |7E0E85?? 7E0E85FF | |(000000 - FFFFFF) |7E0E86?? 7E0E86FF) | | | | | Experience |7E1011?? (7E10117F | |0 - 9,999,999 |7E1012?? 7E101296 | |(000000 - 7F9698) |7E1013?? 7E101398) | | | | | Attack*** |7E1022?? (7E1022FF) |7E10A2?? (7E10A2FF) |0 - 255 (00 - FF) Defense*** |7E1023?? (7E1023FF) |7E10A3?? (7E10A5FF) |0 - 255 (00 - FF) Speed*** |7E1024?? (7E1024FF) |7E10A4?? (7E10A5FF) |0 - 255 (00 - FF) Magic*** |7E1025?? (7E1025FF) |7E10A5?? (7E10A5FF) |0 - 255 (00 - FF) Accuracy*/*** |7E1040?? (7E1040FF) |7E10C0?? (7E10C0FF) |0 - 255 (00 - FF) Evade*/*** |7E1041?? (7E1041FF) |7E10C1?? (7E10C1FF) |0 - 255 (00 - FF) Resistance |7E103A?? (7E103AFF) |7E10BA?? (7E10BAFF) |RESISTANCE A |7E103B?? (7E103BFF) |7E10BA?? (7E10BAFF) |RESISTANCE B | | | Attack Bonus**/*** |7E3699?? |7E36C9?? |0 - 255 (00 - FF) Defense Bonus**/***|7E369A?? |7E36CA?? |0 - 255 (00 - FF) Speed Bonus**/*** |7E369B?? |7E36CB?? |0 - 255 (00 - FF) Magic Bonus**/*** |7E369C?? |7E36CC?? |0 - 255 (00 - FF) Acc Bonus*/**/*** |7E369D?? |7E36CD?? |0 - 255 (00 - FF) Evade Bonus*/**/***|7E369E?? |7E36CE?? |0 - 255 (00 - FF) Resistance Bonus |7E36A0?? |7E36D0?? |RESISTANCE A |7E36A1?? |7E36D1?? |RESISTANCE B RESISTANCE A RESISTANCE B 00 = None 00 = None 01 = Shoot Attacks 01 = Silence Attacks 02 = Damage Attacks 02 = Blind Attacks 04 = Bare Hands Attacks**** 04 = Poison Attacks 08 = Ninja Stars/Shurikens 08 = Confusion Attacks 10 = Wind Attacks 10 = Sleep Attacks 20 = Fire Attacks 20 = Paralysis Attacks 40 = Water Attacks 40 = Petrify Attacks 80 = Earth Attacks 80 = Fatal Attacks FF = All of the Above FF = All of the Above *: Only two digits will be displayed. When entering a number greater than 99 only the last two digits will be displayed while the true number is the one actually entered. **1: Some equipment gives additional stats, which is the reason why these exist. Defense Total is involved with changing the defense bonus. **2: The actual values can loop with the additional stats so care should be done in order to avoid looping if intentionally avoiding doing so. While the maximum value that can be entered is 255 (FF), that will only result in the final value being one less than the actual value. You can have more than 255 for a stat with the bonus supplementing the regular stat, but the game mechanics work a little funky and will not be explained in this document. It is best to check if you have the number you are satisfied with. **3: The display actual value will not update unless some event triggers an update. The easiest way to have this triggered for stats is by changing your weapon, and the easiest for resistances is getting into battle. ***1: When changing the value you are not actually changing the value of the stat directly, but instead the numbers that are part of the formula (which also includes the character's level). This means the displayed number within the stat menu can be and display over 255. ***2: Both the regular stats and bonus stats work as one, and it is best to modify only one of them per stat. By modifying both the regular and bonus stats of a single stat (such as Attack and Atk Bonus), the regular stat will override the bonus stat (where Attack will override Atk Bonus). ***3: For every two attack decremented or incremented there will be a decrease or increase of one attack for sword, axes, and projectiles. Bombs do not get their attack changed by modifying the attack stats. ****: No message will display about the resistance during battle despite it actually reducing the damage. _______________________________________________________________________________ ______________________ ___________________________/h. MISCELLANEOUS (4Ah)\____________________________ ------------------------------------------------------------------------------- | PAR CODE | Value Range -------------------+-----------------------------+----------------------------- Character Icon | 7E10A0?? (Partner only) | CHARACTER ICON CHARACTER ICON 00 = Benjamin 01 = Kaeli 02 = Tristam 03 = Phoebe 04 = Reuben _______________________________________________________________________________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ || || || 4B. Maps || || || ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ __________________ _____________________________/a. WORLD MAP (4Ba)\______________________________ ------------------------------------------------------------------------------- |PAR CODE(s) |Value Range --------------------------+---------------------+------------------------------ Moving Up* |7E00B5?? |DIRECTIONS Moving Down* |7E00B4?? |DIRECTIONS Moving Left* |7E00B3?? |DIRECTIONS Moving Right* |7E00B2?? |DIRECTIONS Location** |7E0E88?? |LOCATIONS World Condition |7E0EA8?? |CONDITION*** Battlefields Battles Left |7E0FD4?? to 7E0FE7?? |0 - 255 (00 - FF)/BATTLEFIELDS DIRECTIONS 00 = No Arrow Displayed 01 = Dull Arrow Displayed 02 = Flashing Arrow Displayed LOCATIONS 01 = Battlefield A 1D = Aquaria 02 = Battlefield B 1E = Wintry Cave 03 = Battlefield C 1F = Life Temple 04 = Battlefield D 20 = Falls Basin 05 = Battlefield E 21 = Ice Pyramid 06 = Battlefield F 22 = Spencer's Place 07 = Battlefield G 23 = Wintry Temple 08 = Battlefield H 24 = Focus Tower (Top) 09 = Battlefield I 25 = Focus Tower (Top Left) 0A = Battlefield J 26 = Fireburg 0B = Battlefield K 27 = Mine 0C = Battlefield L 28 = Sealed Temple 0D = Battlefield M 29 = Volcano 0E = Battlefield N 2A = Lava Dome 0F = Battlefield O 2B = Focus Tower (Bottom) 10 = Battlefield P 2C = Rope Bridge 11 = Battlefield Q 2D = Alive Forest 12 = Battlefield R 2E = Giant Tree 13 = Battlefield S 2F = Kaidge Temple 14 = Battlefield T 30 = Windia 15 = Hill of Destiny 31 = Windhole Temple 16 = Level Forest 32 = Mount Gale 17 = Foresta 33 = Pazuzu's Tower 18 = Sand Temple 34 = Ship Dock 19 = Bone Dungeon 35 = Focus Tower (Most Bottom)(or "Doom Castle") 1A = Focus Tower (Bottom Left) 36 = Light Temple 1B = Focus Tower (Top Right) 37 = Mac's Ship 1C = Libra Temple 38 = Mac's Ship (Different Location) 73 = Pazuzu's Tower D6 = Phoebe's House 76 = Giant Tree 4F D8 = Pazuzu's Tower 77 = Focus Tower B1 D9 = Focus Tower B1 80 = Lava Dome DA = Libra Temple (Stuck in Wall) 84 = Bone Dungeon B2 DD = Bone Dungeon B2 85 = Battlefield (Location on World Map) E1 = Lava Dome 88 = Giant Tree 4F E3 = Ice Pyramid 3F (Stuck in Wall) 8C = Kaeli's House E4 = Giant Tree 4F 90 = Lava Dome E7 = Pazuzu's Tower 4F A5 = Lava Dome ED = Pazuzu's Tower 2F A7 = Focus Tower B1 EB = Ending B2 = Focus Tower B1 EE = Focus Tower B1 B6 = Focus Tower B1 F2 = Focus Tower B1 BA = Doom Castle B6 F3 = Focus Tower B1 C4 = Giant Tree 4F F7 = Focus Tower B1 C7 = Focus Tower B1 F8 = Focus Tower B1 C8 = Focus Tower B1 FA = Focus Tower B1 D4 = World Map (Walkable) FE = Lava Dome CONDITION*** 83 = Beginning C0 = Sand Coin obtained; Forest recovered E0 = River Coin obtained; Pyramid and caverns defrosted F0 = Sun Coin obtained; Volcano stable F8 = Sky Coin obtained; Water fills void FC = All cured BATTLEFIELDS Field Location PAR Code (Max) =============================================================================== A) North of Level Forest, South of Sand Temple 7E0FD4?? (7E0FD4FF) B) West of Sand Temple 7E0FD5?? (7E0FD5FF) C) East of Sand Temple, West of Focus Tower 7E0FD6?? (7E0FD6FF) D) East of Focus Tower, South of Libra Temple 7E0FD7?? (7E0FD7FF) E) East of Libra Temple, West of Battlefield F 7E0FD8?? (7E0FD8FF) F) East of Battlefield E, South of Aquaria 7E0FD9?? (7E0FD9FF) G) East of Aquaria, South of Wintry Cave 7E0FDA?? (7E0FDAFF) H) West of Wintry Cave 7E0FDB?? (7E0FDBFF) I) North of Falls Basin, South of Ice Pyramid 7E0FDC?? (7E0FDCFF) J) North of Libra Temple, East of Battlefield K 7E0FDD?? (7E0FDDFF) K) North of Wintry Temple, South of Battlefield R, 7E0FDE?? (7E0FDEFF) West of Battlefield J L) North of Focus Tower, South of Battlefield M 7E0FDF?? (7E0FDFFF) M) North of Battlefield L, South of Battlefield N 7E0FE0?? (7E0FE0FF) N) North of Battlefield M, East of Fireburg 7E0FE1?? (7E0FE1FF) O) North of Sealed Temple, East of Battlefield P, 7E0FE2?? (7E0FE2FF) South of Battlefield Q, West of Fireburg P) South of Mine, West of Battlefield O 7E0FE3?? (7E0FE3FF) Q) North of Battlefield O, West of Volcano 7E0FE4?? (7E0FE4FF) R) North of Battlefield K, East of Volcano 7E0FE5?? (7E0FE5FF) S) East of Kaidge Temple, West of Battlefield T 7E0FE6?? (7E0FE6FF) T) East of Battlefield S, South of Windia, 7E0FE7?? (7E0FE7FF) West of Windhole Temple *1: It is best to turn off the code when not on the world map as the game will eventually become glitchy. Turn it back on when you are back on the world map. *2: If you attempt to move to an area where the code created a flashing arrow when it was previously a nonexisting arrow, it will initially change your location to Captain CapLib. When trying to enter this place the game will just result in a black screen. You are given the option to move up (by default) once on Captain CapLib, though may be given more options of where to move depending on which codes are enabled. No matter which direction you choose to go you will end up at the Volcano. When you move to the Volcano you are actually there despite what it looks on the map. **1: This occurs when going to the World Map **2: Upon having a code already on and loading a save, the loaded save file will be overwritten with the new location. **3: There are two sections of codes: first with the normal locations accessible within the game and second with locations not normally accessible. ***: Even though the condition of the world may improve or worsen, it does not mean events were triggered. This means only the appearance of the world is only changing. _______________________________________________________________________________ _________________ ______________________________/b. AREA MAP (4Bb)\______________________________ ------------------------------------------------------------------------------- | PAR CODE | Value Range -----------------------+------------------+------------------------------------ Area* | 7E0E91?? | AREAS X Coordinate** | 7E0E89?? | 0 - 255 (00 - FF) Y Coordinate** | 7E0E8A?? | 0 - 255 (00 - FF) Direction Facing | 7E0E8B?? | DIRECTION FACING Focus Tower Doors | 7E0EAE?? | FOCUS TOWER DOORS*** Play Area No Delay**** | 7E192600 | AREAS 00 = World Map 38 = Volcano (Fog) 01 = World Map (Walkable) 39 = Lava Dome 06 = Ship Dock 3A = Lava Dome (No Enemies) 07 = Doom Castle B2 3B = Lava Dome 08 = Focus Tower B1 3C = Lava Dome 09 = Focus Tower F1 3D = Lava Dome (No Enemies) 0A = Focus Tower F2 3E = Lava Dome 0B = Focus Tower F3 3F = Lava Dome 0C = Hill of Destiny 40 = Lava Dome 0D = Level Forest (Cursed) 41 = Lava Dome 0E = Level Forest (Cured) 42 = Rope Bridge 0F = Foresta 43 = Alive Forest 10 = Kaeli's House 44 = Giant Tree 1F 11 = Inside Foresta Buildings 45 = Giant Tree 2F 12 = Sand Temple 46 = Giant Tree 2F 13 = Bone Dungeon 1F 47 = Giant Tree 3F 14 = Bone Dungeon B1 48 = Giant Tree 3F 15 = Bone Dungeon B2 49 = Giant Tree 4F 16 = Bone Dungeon B2 4A = Giant Tree 4F 17 = Libra Temple 4B = Giant Tree 5F 18 = Aquaria (Frozen) 4C = Giant Tree 5F (Outside) 19 = Aquaria (Unfrozen) 4D = Kaidge Temple 1A = Phoebe's House 4E = Windhole Temple 1B = Inside Aquaria Buildings 4F = Mount Gale 1C = Wintry Cave 1F 50 = Windia (Not Windy) 1D = Wintry Cave 2F 51 = Inside Windia Buildings 1E = Wintry Cave 3F 52 = Inside Windia Buildings (No people) 1F = Wintry Cave 3F 53 = Pazuzu's Tower 1F 20 = Life Temple 54 = Pazuzu's Tower 2F 21 = Falls Basin 55 = Pazuzu's Tower 3F 22 = Ice Pyramid B1 56 = Pazuzu's Tower 4F 23 = Ice Pyramid 1F 57 = Pazuzu's Tower 5F 24 = Ice Pyramid 2F 58 = Pazuzu's Tower 6F 25 = Ice Pyramid 3F 59 = Pazuzu's Tower 7F 26 = Ice Pyramid 4F 5A = Pazuzu's Tower 27 = Ice Pyramid 5F 5B = Pazuzu's Tower 28 = Ice Pyramid 5C = Pazuzu's Tower 29 = Ice Pyramid 5D = Pazuzu's Tower 2A = Ice Pyramid 5E = Pazuzu's Tower 2B = Spencer's Place (Blocked) 5F = Light Temple 2C = Spencer's Place 60 = Ship Dock 2D = Spencer's Place 61 = Deck 2E = Wintry Temple 62 = Mac's Ship B1 2F = Fireburg 63 = Mac's Ship B2 30 = Reuben's House 64 = Mac's Ship B1 31 = Inside Fireburg Buildings 65 = Doom Castle 32 = Mine 66 = Doom Castle 4F 33 = Mine 67 = Doom Castle 5F 34 = Mine 68 = Doom Castle 6F 35 = Sealed Temple 69 = Doom Castle 7F (Statue not Visited) 36 = Volcano 6A = Doom Castle (Statue Visited) 37 = Volcano 6B = Doom Castle (Dark King's Room) 6C = World Map (walkable) 6F = Windhole Temple B4 (Glitched) 7B = Sand Temple B3 (Glitched) 7E = ht SwordExcali 10F (Glitched World walkable) 8B = Focus Tower B1 (Glitched) 94 = Cure PotionHea 12F (Glitched) 97 = World B10 (Glitched) 99 = Focus Tower B1 (Glitched) 9F = burAxe B2 (Glitched) A4 = restMobius Crest 1F (Glitched World Walkable) A5 = Bone Dungeon B6 (Glitched) A7 = Wintry Temple 9F (Glitched) A8 = Windhole Temple 4F (Glitched) AA = World (Cursed World Walkable) AB = restMobius Crest 1F (Cured World Walkable) B0 = World B9 (Glitched) B1 = World (Glitched Walkable) B2 = World B3 (Pazuzu's Tower F2) B3 = World B3 (Pazuzu's Tower F2) BA = World (Cursed Walkable) BE = Ship Dock 7F (Glitched) C9 = World B9 (Glitched, May Give Black Screen) D1 = Level Forest 4F (Glitched, May Give Black Screen) D3 = Lava Dome 12F (Glitched) D5 = World (Cursed Walkable) D8 = Exit B3 (Glitched, May Give Black Screen) DB = World B2 (Glitched) DC = Alive Forest 13F (Glitched) DF = Exit B3 (Glitched, May Give Black Screen) EA = Libra Temple B4 (Glitched) EC = Aquaria B9 (Glitched) ED = Exit B3 (Glitched, May Give Black Screen) F1 = Pazuzu's Tower (Glitched Pazuzu's Tower F2) F3 = World (Cursed Walkable) F4 = Ice Pyramid 11F (Glitched) F7 = CureHeal B6 (Glitched) FA = Mount Gale (Glitched) FE = Lava Dome 12F (Glitched) DIRECTION FACING 00 = Up 01 = Right 02 = Down 03 = Left FOCUS TOWER DOORS*** 10 = Wind door only closed 20 = Fire door only closed 40 = Water door only closed 80 = Earth door only closed FF = All Closed 0F = All Opened 7F = Wind door only opened BF = Fire door only opened DF = Water door only opened EF = Earth door only opened *1: Upon having a code already on and loading a save, the loaded save file will be overwritten with the new location. *2: The locations given are just a point on the map and no exact location is given. *3: It is recommended the code is turned off when in the satisfied area to avoid getting stuck. *4: Loading a game save with the code on is the easiest method to get to the destined area. As this is will modify the file, an alternative approach would be going through entrances and exits. It will require a trip through an entrance or exit and back again in order to get to the specified location. Going to the world map is a dead end so it is best to avoid going there. *5: There are two sections of codes: first with the normal locations accessible within the game and second with locations not normally accessible. **1: To refresh the map for the changed position you can go to the menu screen and exit out. **2: If the value is frozen you will not be able to move from the specified location. ***1: The values for opening the doors is backwards from what we are used to thinking. The code can become tricky to use if wanting to open specific doors. If you want to open multiple doors the easiest way to determine the value for what doors you opened is to first subtract all of the values for the CLOSED doors you would like opened. Then you would subtract 1 from the total you calculated earlier and get the final answer in hexadecimal form. For example if you want to open both the Earth door and Wind door, 80 - 10 = 70 - 1 = 6F. ***2: Having doors opened is a triggered event. Already being in the area, changing the code to lock or unlock doors, and then going in the menu will not trigger the event. ****1: You will be able to walk quickly and do some actions quickly. Since the movement is not normally expected to be done in the game, refreshing the area will need to be done in order to know where you are. By going in the menu and exiting you can see your actual location if you have walked or jumped. ****2: When throwing a bomb it may loop the screen a few times before finally exploding. ****3: The code should be disabled when on the world map or else you may continually walk with no stop. _______________________________________________________________________________ ______________ _______________________________/c. OTHER (4Bc)\________________________________ Although this subsection does not resolute absolute sense for being in the section, these codes are not provided with thorough documentation, nor are they absolutely accurate. These are free for you to discover with in hopes to find hidden features/objects or to have fun with. 1. Map Objects* =============================================================================== |1st Obj |2nd Obj |3rd Obj |4th Obj |5th Obj |6th Obj --------------------+---------+---------+---------+---------+---------+-------- Sprite Movement |7E1A72?? |7E1A8C?? |7E1AA6?? |7E1AC0?? |7E1ADA?? |7E1AF4?? Sprite Top Left |7E1A73?? |7E1A8D?? |7E1AA7?? |7E1AC1?? |7E1ADB?? |7E1AF5?? |7E1A74?? |7E1A8E?? |7E1AA8?? |7E1AC2?? |7E1ADC?? |7E1AF6?? Sprite Top Right |7E1A75?? |7E1A8F?? |7E1AA9?? |7E1AC3?? |7E1ADD?? |7E1AF7?? |7E1A76?? |7E1A90?? |7E1AAA?? |7E1AC4?? |7E1ADE?? |7E1AF8?? Sprite Bottom Left |7E1A77?? |7E1A91?? |7E1AAB?? |7E1AC5?? |7E1ADF?? |7E1AF9?? |7E1A78?? |7E1A92?? |7E1AAC?? |7E1AC6?? |7E1AE0?? |7E1AFA?? Sprite Bottom Right |7E1A79?? |7E1A93?? |7E1AAD?? |7E1AC7?? |7E1AE1?? |7E1AFB?? |7E1A7A?? |7E1A94?? |7E1AAE?? |7E1AC8?? |7E1AE2?? |7E1AFC?? Sprite xPixel Offset|7E1A7B?? |7E1A95?? |7E1AAF?? |7E1AC9?? |7E1AE3?? |7E1AFD?? Sprite yPixel Offset|7E1A7C?? |7E1A96?? |7E1AB0?? |7E1ACA?? |7E1AE4?? |7E1AFE?? Absolute x Position |7E1A7D?? |7E1A97?? |7E1AB1?? |7E1ACB?? |7E1AE5?? |7E1AFF?? Absolute y Position |7E1A7E?? |7E1A98?? |7E1AB2?? |7E1ACC?? |7E1AE6?? |7E1B00?? Type |7E1A7F?? |7E1A99?? |7E1AB3?? |7E1ACD?? |7E1AE7?? |7E1B01?? Direction & Speed |7E1A80?? |7E1A9A?? |7E1AB4?? |7E1ACE?? |7E1AE8?? |7E1B02?? Effect |7E1A81?? |7E1A9B?? |7E1AB5?? |7E1ACF?? |7E1AE9?? |7E1B03?? Animation 1 |7E1A82?? |7E1A9C?? |7E1AB6?? |7E1AD0?? |7E1AEA?? |7E1B04?? Animation 2 |7E1A83?? |7E1A9D?? |7E1AB7?? |7E1AD1?? |7E1AEB?? |7E1B05?? Animation 3 |7E1A84?? |7E1A9E?? |7E1AB8?? |7E1AD2?? |7E1AEC?? |7E1B06?? Sprite Screen x Pos |7E1A85?? |7E1A9F?? |7E1AB9?? |7E1AD3?? |7E1AED?? |7E1B07?? |7E1A86?? |7E1AA0?? |7E1ABA?? |7E1AD4?? |7E1AEE?? |7E1B08?? Sprite Screen y Pos |7E1A87?? |7E1AA1?? |7E1ABB?? |7E1AD5?? |7E1AEF?? |7E1B09?? |7E1A88?? |7E1AA2?? |7E1ABC?? |7E1AD6?? |7E1AF0?? |7E1B0A?? Animation Frame |7E1A89?? |7E1AA3?? |7E1ABD?? |7E1AD7?? |7E1AF1?? |7E1B0B?? |7E1A8A?? |7E1AA4?? |7E1ABE?? |7E1AD8?? |7E1AF2?? |7E1B0C?? Trigger Movement |7E1A8B?? |7E1AA5?? |7E1ABF?? |7E1AD9?? |7E1AF3?? |7E1B0D?? =============================================================================== |7th Obj |8th Obj |9th Obj |10th Obj |11th Obj |12th Obj --------------------+---------+---------+---------+---------+---------+-------- Sprite Movement |7E1B0E?? |7E1B28?? |7E1B42?? |7E1B5C?? |7E1B76?? |7E1B90?? Sprite Top Left |7E1B0F?? |7E1B29?? |7E1B43?? |7E1B5D?? |7E1B77?? |7E1B91?? |7E1B10?? |7E1B2A?? |7E1B44?? |7E1B5E?? |7E1B78?? |7E1B92?? Sprite Top Right |7E1B11?? |7E1B2B?? |7E1B45?? |7E1B5F?? |7E1B79?? |7E1B93?? |7E1B12?? |7E1B2C?? |7E1B46?? |7E1B60?? |7E1B7A?? |7E1B94?? Sprite Bottom Left |7E1B13?? |7E1B2D?? |7E1B47?? |7E1B61?? |7E1B7B?? |7E1B95?? |7E1B14?? |7E1B2E?? |7E1B48?? |7E1B62?? |7E1B7C?? |7E1B96?? Sprite Bottom Right |7E1B15?? |7E1B2F?? |7E1B49?? |7E1B63?? |7E1B7D?? |7E1B97?? |7E1B16?? |7E1B30?? |7E1B4A?? |7E1B64?? |7E1B7E?? |7E1B98?? Sprite xPixel Offset|7E1B17?? |7E1B31?? |7E1B4B?? |7E1B65?? |7E1B7F?? |7E1B99?? Sprite yPixel Offset|7E1B18?? |7E1B32?? |7E1B4C?? |7E1B66?? |7E1B80?? |7E1B9A?? Absolute x Position |7E1B19?? |7E1B33?? |7E1B4D?? |7E1B67?? |7E1B81?? |7E1B9B?? Absolute y Position |7E1B1A?? |7E1B34?? |7E1B4E?? |7E1B68?? |7E1B82?? |7E1B9C?? Type |7E1B1B?? |7E1B35?? |7E1B4F?? |7E1B69?? |7E1B83?? |7E1B9D?? Direction & Speed |7E1B1C?? |7E1B36?? |7E1B50?? |7E1B6A?? |7E1B84?? |7E1B9E?? Effect |7E1B1D?? |7E1B37?? |7E1B51?? |7E1B6B?? |7E1B85?? |7E1BA1?? Animation 1 |7E1B1E?? |7E1B38?? |7E1B52?? |7E1B6C?? |7E1B86?? |7E1BA2?? Animation 2 |7E1B1F?? |7E1B39?? |7E1B53?? |7E1B6D?? |7E1B87?? |7E1BA3?? Animation 3 |7E1B20?? |7E1B3A?? |7E1B54?? |7E1B6E?? |7E1B88?? |7E1BA4?? Sprite Screen x Pos |7E1B21?? |7E1B3B?? |7E1B55?? |7E1B6F?? |7E1B89?? |7E1BA5?? |7E1B22?? |7E1B3C?? |7E1B56?? |7E1B70?? |7E1B8A?? |7E1BA6?? Sprite Screen y Pos |7E1B23?? |7E1B3D?? |7E1B57?? |7E1B71?? |7E1B8B?? |7E1BA7?? |7E1B24?? |7E1B3E?? |7E1B58?? |7E1B72?? |7E1B8C?? |7E1BA8?? Animation Frame |7E1B25?? |7E1B3F?? |7E1B59?? |7E1B73?? |7E1B8D?? |7E1BA9?? |7E1B26?? |7E1B40?? |7E1B5A?? |7E1B74?? |7E1B8E?? |7E1BAA?? Trigger Movement |7E1B27?? |7E1B41?? |7E1B5B?? |7E1B75?? |7E1B8F?? |7E1BAB?? =============================================================================== |13th Obj |14th Obj |15th Obj |16th Obj |17th Obj |18th Obj --------------------+---------+---------+---------+---------+---------+-------- Sprite Movement |7E1BAA?? |7E1BC4?? |7E1BDE?? |7E1BF8?? |7E1C12?? |7E1C2C?? Sprite Top Left |7E1BAB?? |7E1BC5?? |7E1BDF?? |7E1BF9?? |7E1C13?? |7E1C2D?? |7E1BAC?? |7E1BC6?? |7E1BE0?? |7E1BFA?? |7E1C14?? |7E1C2E?? Sprite Top Right |7E1BAD?? |7E1BC7?? |7E1BE1?? |7E1BFB?? |7E1C15?? |7E1C2F?? |7E1BAE?? |7E1BC8?? |7E1BE2?? |7E1BFC?? |7E1C16?? |7E1C30?? Sprite Bottom Left |7E1BAF?? |7E1BC9?? |7E1BE3?? |7E1BFD?? |7E1C17?? |7E1C31?? |7E1BB0?? |7E1BCA?? |7E1BE4?? |7E1BFE?? |7E1C18?? |7E1C32?? Sprite Bottom Right |7E1BB1?? |7E1BCB?? |7E1BE5?? |7E1BFF?? |7E1C19?? |7E1C33?? |7E1BB2?? |7E1BCC?? |7E1BE6?? |7E1C00?? |7E1C1A?? |7E1C34?? Sprite xPixel Offset|7E1BB3?? |7E1BCD?? |7E1BE7?? |7E1C01?? |7E1C1B?? |7E1C35?? Sprite yPixel Offset|7E1BB4?? |7E1BCE?? |7E1BE8?? |7E1C02?? |7E1C1C?? |7E1C36?? Absolute x Position |7E1BB5?? |7E1BCF?? |7E1BE9?? |7E1C03?? |7E1C1D?? |7E1C37?? Absolute y Position |7E1BB6?? |7E1BD0?? |7E1BEA?? |7E1C04?? |7E1C1E?? |7E1C38?? Type |7E1BB7?? |7E1BD1?? |7E1BEB?? |7E1C05?? |7E1C1F?? |7E1C39?? Direction & Speed |7E1BB8?? |7E1BD2?? |7E1BEC?? |7E1C06?? |7E1C20?? |7E1C3A?? Effect |7E1BB9?? |7E1BD3?? |7E1BED?? |7E1C07?? |7E1C21?? |7E1C3B?? Animation 1 |7E1BBA?? |7E1BD4?? |7E1BEE?? |7E1C08?? |7E1C22?? |7E1C3C?? Animation 2 |7E1BBB?? |7E1BD5?? |7E1BEF?? |7E1C09?? |7E1C23?? |7E1C3D?? Animation 3 |7E1BBC?? |7E1BD6?? |7E1BF0?? |7E1C0A?? |7E1C24?? |7E1C3E?? Sprite Screen x Pos |7E1BBD?? |7E1BD7?? |7E1BF1?? |7E1C0B?? |7E1C25?? |7E1C3F?? |7E1BBE?? |7E1BD8?? |7E1BF2?? |7E1C0C?? |7E1C26?? |7E1C40?? Sprite Screen y Pos |7E1BBF?? |7E1BD9?? |7E1BF3?? |7E1C0D?? |7E1C27?? |7E1C41?? |7E1BC0?? |7E1BDA?? |7E1BF4?? |7E1C0E?? |7E1C28?? |7E1C42?? Animation Frame |7E1BC1?? |7E1BDB?? |7E1BF5?? |7E1C0F?? |7E1C29?? |7E1C43?? |7E1BC2?? |7E1BDC?? |7E1BF6?? |7E1C10?? |7E1C2A?? |7E1C44?? Trigger Movement |7E1BC3?? |7E1BDD?? |7E1BF7?? |7E1C11?? |7E1C2B?? |7E1C45?? =============================================================================== |19th Obj |20th Obj |21st Obj |22nd Obj |23rd Obj |24th Obj --------------------+---------+---------+---------+---------+---------+-------- Sprite Movement |7E1C46?? |7E1C60?? |7E1C7A?? |7E1C94?? |7E1CAE?? |7E1CC8?? Sprite Top Left |7E1C47?? |7E1C61?? |7E1C7B?? |7E1C95?? |7E1CAF?? |7E1CC9?? |7E1C48?? |7E1C62?? |7E1C7C?? |7E1C96?? |7E1CB0?? |7E1CCA?? Sprite Top Right |7E1C49?? |7E1C63?? |7E1C7D?? |7E1C97?? |7E1CB1?? |7E1CCB?? |7E1C4A?? |7E1C64?? |7E1C7E?? |7E1C98?? |7E1CB2?? |7E1CCC?? Sprite Bottom Left |7E1C4B?? |7E1C65?? |7E1C7F?? |7E1C99?? |7E1CB3?? |7E1CCD?? |7E1C4C?? |7E1C66?? |7E1C80?? |7E1C9A?? |7E1CB4?? |7E1CCE?? Sprite Bottom Right |7E1C4D?? |7E1C67?? |7E1C81?? |7E1C9B?? |7E1CB5?? |7E1CCF?? |7E1C4E?? |7E1C68?? |7E1C82?? |7E1C9C?? |7E1CB6?? |7E1CD0?? Sprite xPixel Offset|7E1C4F?? |7E1C69?? |7E1C83?? |7E1C9D?? |7E1CB7?? |7E1CD1?? Sprite yPixel Offset|7E1C50?? |7E1C6A?? |7E1C84?? |7E1C9E?? |7E1CB8?? |7E1CD2?? Absolute x Position |7E1C51?? |7E1C6B?? |7E1C85?? |7E1C9F?? |7E1CB9?? |7E1CD3?? Absolute y Position |7E1C52?? |7E1C6C?? |7E1C86?? |7E1CA0?? |7E1CBA?? |7E1CD4?? Type |7E1C53?? |7E1C6D?? |7E1C87?? |7E1CA1?? |7E1CBB?? |7E1CD5?? Direction & Speed |7E1C54?? |7E1C6E?? |7E1C88?? |7E1CA2?? |7E1CBC?? |7E1CD6?? Effect |7E1C55?? |7E1C6F?? |7E1C89?? |7E1CA3?? |7E1CBD?? |7E1CD7?? Animation 1 |7E1C56?? |7E1C70?? |7E1C8A?? |7E1CA4?? |7E1CBE?? |7E1CD8?? Animation 2 |7E1C57?? |7E1C71?? |7E1C8B?? |7E1CA5?? |7E1CBF?? |7E1CD9?? Animation 3 |7E1C58?? |7E1C72?? |7E1C8C?? |7E1CA6?? |7E1CC0?? |7E1CDA?? Sprite Screen x Pos |7E1C59?? |7E1C73?? |7E1C8D?? |7E1CA7?? |7E1CC1?? |7E1CDB?? |7E1C5A?? |7E1C74?? |7E1C8E?? |7E1CA8?? |7E1CC2?? |7E1CDC?? Sprite Screen y Pos |7E1C5B?? |7E1C75?? |7E1C8F?? |7E1CA9?? |7E1CC3?? |7E1CDD?? |7E1C5C?? |7E1C76?? |7E1C90?? |7E1CAA?? |7E1CC4?? |7E1CDE?? Animation Frame |7E1C5D?? |7E1C77?? |7E1C91?? |7E1CAB?? |7E1CC5?? |7E1CDF?? |7E1C5E?? |7E1C78?? |7E1C92?? |7E1CAC?? |7E1CC6?? |7E1CE0?? Trigger Movement |7E1C5F?? |7E1C79?? |7E1C93?? |7E1CAD?? |7E1CC7?? |7E1CE1?? =============================================================================== |25th Obj |26th Obj |27th Obj |28th Obj |29th Obj |30th Obj --------------------+---------+---------+---------+---------+---------+-------- Sprite Movement |7E1CE2?? |7E1CFC?? |7E1D16?? |7E1D30?? |7E1D4A?? |7E1D64?? Sprite Top Left |7E1CE3?? |7E1CFD?? |7E1D17?? |7E1D31?? |7E1D4B?? |7E1D65?? |7E1CE4?? |7E1CFE?? |7E1D18?? |7E1D32?? |7E1D4C?? |7E1D66?? Sprite Top Right |7E1CE5?? |7E1CFF?? |7E1D19?? |7E1D33?? |7E1D4D?? |7E1D67?? |7E1CE6?? |7E1D00?? |7E1D1A?? |7E1D34?? |7E1D4E?? |7E1D68?? Sprite Bottom Left |7E1CE7?? |7E1D01?? |7E1D1B?? |7E1D35?? |7E1D4F?? |7E1D69?? |7E1CE8?? |7E1D02?? |7E1D1C?? |7E1D36?? |7E1D50?? |7E1D6A?? Sprite Bottom Right |7E1CE9?? |7E1D03?? |7E1D1D?? |7E1D37?? |7E1D51?? |7E1D6B?? |7E1CEA?? |7E1D04?? |7E1D1E?? |7E1D38?? |7E1D52?? |7E1D6C?? Sprite xPixel Offset|7E1CEB?? |7E1D05?? |7E1D1F?? |7E1D39?? |7E1D53?? |7E1D6D?? Sprite yPixel Offset|7E1CEC?? |7E1D06?? |7E1D20?? |7E1D3A?? |7E1D54?? |7E1D6E?? Absolute x Position |7E1CED?? |7E1D07?? |7E1D21?? |7E1D3B?? |7E1D55?? |7E1D6F?? Absolute y Position |7E1CEE?? |7E1D08?? |7E1D22?? |7E1D3C?? |7E1D56?? |7E1D70?? Type |7E1CEF?? |7E1D09?? |7E1D23?? |7E1D3D?? |7E1D57?? |7E1D71?? Direction & Speed |7E1CF0?? |7E1D0A?? |7E1D24?? |7E1D3E?? |7E1D58?? |7E1D72?? Effect |7E1CF1?? |7E1D0B?? |7E1D25?? |7E1D3F?? |7E1D59?? |7E1D73?? Animation 1 |7E1CF2?? |7E1D0C?? |7E1D26?? |7E1D40?? |7E1D5A?? |7E1D74?? Animation 2 |7E1CF3?? |7E1D0D?? |7E1D27?? |7E1D41?? |7E1D5B?? |7E1D75?? Animation 3 |7E1CF4?? |7E1D0E?? |7E1D28?? |7E1D42?? |7E1D5C?? |7E1D76?? Sprite Screen x Pos |7E1CF5?? |7E1D0F?? |7E1D29?? |7E1D43?? |7E1D5D?? |7E1D77?? |7E1CF6?? |7E1D10?? |7E1D2A?? |7E1D44?? |7E1D5E?? |7E1D78?? Sprite Screen y Pos |7E1CF7?? |7E1D11?? |7E1D2B?? |7E1D45?? |7E1D5F?? |7E1D79?? |7E1CF8?? |7E1D12?? |7E1D2C?? |7E1D46?? |7E1D60?? |7E1D7A?? Animation Frame |7E1CF9?? |7E1D13?? |7E1D2D?? |7E1D47?? |7E1D61?? |7E1D7B?? |7E1CFA?? |7E1D14?? |7E1D2E?? |7E1D48?? |7E1D62?? |7E1D7C?? Trigger Movement |7E1CFB?? |7E1D15?? |7E1D2F?? |7E1D49?? |7E1D63?? |7E1D7D?? =============================================================================== |31st Obj |32nd Obj |33rd Obj |34th Obj |35th Obj |36th Obj --------------------+---------+---------+---------+---------+---------+-------- Sprite Movement |7E1D7E?? |7E1D98?? |7E1DB2?? |7E1DCC?? |7E1DE6?? |7E1E00?? Sprite Top Left |7E1D7F?? |7E1D99?? |7E1DB3?? |7E1DCD?? |7E1DE7?? |7E1E01?? |7E1D80?? |7E1D9A?? |7E1DB4?? |7E1DCE?? |7E1DE8?? |7E1E02?? Sprite Top Right |7E1D81?? |7E1D9B?? |7E1DB5?? |7E1DCF?? |7E1DE9?? |7E1E03?? |7E1D82?? |7E1D9C?? |7E1DB6?? |7E1DD0?? |7E1DEA?? |7E1E04?? Sprite Bottom Left |7E1D83?? |7E1D9D?? |7E1DB7?? |7E1DD1?? |7E1DEB?? |7E1E05?? |7E1D84?? |7E1D9E?? |7E1DB8?? |7E1DD2?? |7E1DEC?? |7E1E06?? Sprite Bottom Right |7E1D85?? |7E1D9F?? |7E1DB9?? |7E1DD3?? |7E1DED?? |7E1E07?? |7E1D86?? |7E1DA0?? |7E1DBA?? |7E1DD4?? |7E1DEE?? |7E1E08?? Sprite xPixel Offset|7E1D87?? |7E1DA1?? |7E1DBB?? |7E1DD5?? |7E1DEF?? |7E1E09?? Sprite yPixel Offset|7E1D88?? |7E1DA2?? |7E1DBC?? |7E1DD6?? |7E1DF0?? |7E1E0A?? Absolute x Position |7E1D89?? |7E1DA3?? |7E1DBD?? |7E1DD7?? |7E1DF1?? |7E1E0B?? Absolute y Position |7E1D8A?? |7E1DA4?? |7E1DBE?? |7E1DD8?? |7E1DF2?? |7E1E0C?? Type |7E1D8B?? |7E1DA5?? |7E1DBF?? |7E1DD9?? |7E1DF3?? |7E1E0D?? Direction & Speed |7E1D8C?? |7E1DA6?? |7E1DC0?? |7E1DDA?? |7E1DF4?? |7E1E0E?? Effect |7E1D8D?? |7E1DA7?? |7E1DC1?? |7E1DDB?? |7E1DF5?? |7E1E0F?? Animation 1 |7E1D8E?? |7E1DA8?? |7E1DC2?? |7E1DDC?? |7E1DF6?? |7E1E10?? Animation 2 |7E1D8F?? |7E1DA9?? |7E1DC3?? |7E1DDD?? |7E1DF7?? |7E1E11?? Animation 3 |7E1D90?? |7E1DAA?? |7E1DC4?? |7E1DDE?? |7E1DF8?? |7E1E12?? Sprite Screen x Pos |7E1D91?? |7E1DAB?? |7E1DC5?? |7E1DDF?? |7E1DF9?? |7E1E13?? |7E1D92?? |7E1DAC?? |7E1DC6?? |7E1DE0?? |7E1DFA?? |7E1E14?? Sprite Screen y Pos |7E1D93?? |7E1DAD?? |7E1DC7?? |7E1DE1?? |7E1DFB?? |7E1E15?? |7E1D94?? |7E1DAE?? |7E1DC8?? |7E1DE2?? |7E1DFC?? |7E1E16?? Animation Frame |7E1D95?? |7E1DAF?? |7E1DC9?? |7E1DE3?? |7E1DFD?? |7E1E17?? |7E1D96?? |7E1DB0?? |7E1DCA?? |7E1DE4?? |7E1DFE?? |7E1E18?? Trigger Movement |7E1D97?? |7E1DB1?? |7E1DCB?? |7E1DE5?? |7E1DFF?? |7E1E19?? =============================================================================== |37th Obj |38th Obj |39th Obj |40th Obj |41st Obj |42nd Obj --------------------+---------+---------+---------+---------+---------+-------- Sprite Movement |7E1E1A?? |7E1E34?? |7E1E4E?? |7E1E68?? |7E1E82?? |7E1E9C?? Sprite Top Left |7E1E1B?? |7E1E35?? |7E1E4F?? |7E1E69?? |7E1E83?? |7E1E9D?? |7E1E1C?? |7E1E36?? |7E1E50?? |7E1E6A?? |7E1E84?? |7E1E9E?? Sprite Top Right |7E1E1D?? |7E1E37?? |7E1E51?? |7E1E6B?? |7E1E85?? |7E1E9F?? |7E1E1E?? |7E1E38?? |7E1E52?? |7E1E6C?? |7E1E86?? |7E1EA0?? Sprite Bottom Left |7E1E1F?? |7E1E39?? |7E1E53?? |7E1E6D?? |7E1E87?? |7E1EA1?? |7E1E20?? |7E1E3A?? |7E1E54?? |7E1E6E?? |7E1E88?? |7E1EA2?? Sprite Bottom Right |7E1E21?? |7E1E3B?? |7E1E55?? |7E1E6F?? |7E1E89?? |7E1EA3?? |7E1E22?? |7E1E3C?? |7E1E56?? |7E1E70?? |7E1E8A?? |7E1EA4?? Sprite xPixel Offset|7E1E23?? |7E1E3D?? |7E1E57?? |7E1E71?? |7E1E8B?? |7E1EA5?? Sprite yPixel Offset|7E1E24?? |7E1E3E?? |7E1E58?? |7E1E72?? |7E1E8C?? |7E1EA6?? Absolute x Position |7E1E25?? |7E1E3F?? |7E1E59?? |7E1E73?? |7E1E8D?? |7E1EA7?? Absolute y Position |7E1E26?? |7E1E40?? |7E1E5A?? |7E1E74?? |7E1E8E?? |7E1EA8?? Type |7E1E27?? |7E1E41?? |7E1E5B?? |7E1E75?? |7E1E8F?? |7E1EA9?? Direction & Speed |7E1E28?? |7E1E42?? |7E1E5C?? |7E1E76?? |7E1E90?? |7E1EAA?? Effect |7E1E29?? |7E1E43?? |7E1E5D?? |7E1E77?? |7E1E91?? |7E1EAB?? Animation 1 |7E1E2A?? |7E1E44?? |7E1E5E?? |7E1E78?? |7E1E92?? |7E1EAC?? Animation 2 |7E1E2B?? |7E1E45?? |7E1E5F?? |7E1E79?? |7E1E93?? |7E1EAD?? Animation 3 |7E1E2C?? |7E1E46?? |7E1E60?? |7E1E7A?? |7E1E84?? |7E1EAE?? Sprite Screen x Pos |7E1E2D?? |7E1E47?? |7E1E61?? |7E1E7B?? |7E1E95?? |7E1EAF?? |7E1E2E?? |7E1E48?? |7E1E62?? |7E1E7C?? |7E1E96?? |7E1EB0?? Sprite Screen y Pos |7E1E2F?? |7E1E49?? |7E1E63?? |7E1E7D?? |7E1E97?? |7E1EB1?? |7E1E30?? |7E1E4A?? |7E1E64?? |7E1E7E?? |7E1E98?? |7E1EB2?? Animation Frame |7E1E31?? |7E1E4B?? |7E1E65?? |7E1E7F?? |7E1E99?? |7E1EB3?? |7E1E32?? |7E1E4C?? |7E1E66?? |7E1E80?? |7E1E9A?? |7E1EB4?? Trigger Movement |7E1E33?? |7E1E4D?? |7E1E67?? |7E1E81?? |7E1E9B?? |7E1EB5?? =============================================================================== |43rd Obj |44th Obj |45th Obj |46th Obj |47th Obj |48th Obj --------------------+---------+---------+---------+---------+---------+-------- Sprite Movement |7E1EB6?? |7E1ED0?? |7E1EEA?? |7E1F04?? |7E1F1E?? |7E1F38?? Sprite Top Left |7E1EB7?? |7E1ED1?? |7E1EEB?? |7E1F05?? |7E1F1F?? |7E1F39?? |7E1EB8?? |7E1ED2?? |7E1EEC?? |7E1F06?? |7E1F20?? |7E1F3A?? Sprite Top Right |7E1EB9?? |7E1ED3?? |7E1EED?? |7E1F07?? |7E1F21?? |7E1F3B?? |7E1EBA?? |7E1ED4?? |7E1EEE?? |7E1F08?? |7E1F22?? |7E1F3C?? Sprite Bottom Left |7E1EBB?? |7E1ED5?? |7E1EEF?? |7E1F09?? |7E1F23?? |7E1F3D?? |7E1EBC?? |7E1ED6?? |7E1EF0?? |7E1F0A?? |7E1F24?? |7E1F3E?? Sprite Bottom Right |7E1EBD?? |7E1ED7?? |7E1EF1?? |7E1F0B?? |7E1F25?? |7E1F3F?? |7E1EBE?? |7E1ED8?? |7E1EF2?? |7E1F0C?? |7E1F26?? |7E1F40?? Sprite xPixel Offset|7E1EBF?? |7E1ED9?? |7E1EF3?? |7E1F0D?? |7E1F27?? |7E1F41?? Sprite yPixel Offset|7E1EC0?? |7E1EDA?? |7E1EF4?? |7E1F0E?? |7E1F28?? |7E1F42?? Absolute x Position |7E1EC1?? |7E1EDB?? |7E1EF5?? |7E1F0F?? |7E1F29?? |7E1F43?? Absolute y Position |7E1EC2?? |7E1EDC?? |7E1EF6?? |7E1F10?? |7E1F2A?? |7E1F44?? Type |7E1EC3?? |7E1EDD?? |7E1EF7?? |7E1F11?? |7E1F2B?? |7E1F45?? Direction & Speed |7E1EC4?? |7E1EDE?? |7E1EF8?? |7E1F12?? |7E1F2C?? |7E1F46?? Effect |7E1EC5?? |7E1EDF?? |7E1EF9?? |7E1F13?? |7E1F2D?? |7E1F47?? Animation 1 |7E1EC6?? |7E1EE0?? |7E1EFA?? |7E1F14?? |7E1F2E?? |7E1F48?? Animation 2 |7E1EC7?? |7E1EE1?? |7E1EFB?? |7E1F15?? |7E1F2F?? |7E1F49?? Animation 3 |7E1EC8?? |7E1EE2?? |7E1EFC?? |7E1F16?? |7E1F30?? |7E1F4A?? Sprite Screen x Pos |7E1EC9?? |7E1EE3?? |7E1EFD?? |7E1F17?? |7E1F31?? |7E1F4B?? |7E1ECA?? |7E1EE4?? |7E1EFE?? |7E1F18?? |7E1F32?? |7E1F4C?? Sprite Screen y Pos |7E1ECB?? |7E1EE5?? |7E1EFF?? |7E1F19?? |7E1F33?? |7E1F4D?? |7E1ECC?? |7E1EE6?? |7E1F00?? |7E1F1A?? |7E1F34?? |7E1F4E?? Animation Frame |7E1ECD?? |7E1EE7?? |7E1F01?? |7E1F1B?? |7E1F35?? |7E1F4F?? |7E1ECE?? |7E1EE8?? |7E1F02?? |7E1F1C?? |7E1F36?? |7E1F50?? Trigger Movement |7E1ECF?? |7E1EE9?? |7E1F03?? |7E1F1D?? |7E1F37?? |7E1F51?? Sprite Movement 00 = Randomly walking around** 01 = Continuous movement 02 = Standing frozen 03 = Standing animated Sprite Top Left/Top Right/Bottom Left/Bottom Right -The value normally changes in the game with the animation, with the current frame of the animation being the sprite value. Type 00 = Interactive 01 = Enemy 02 = Treasure Chest 03 = Jumpable 04 = Passable Direction & Speed -Controls which direction the sprite faces and how fast it is suppose to be. Effect -The effect has a direct link with the type. Depending what Type value is current, a certain effect will happen. -For Interactive certain events are triggered, including discussions. -For Enemy a certain battle setup is established. View section 4Db for a full list of what battles can occur. -For Treasure Chest there may be an item in the chest or it may be empty. -HINT: Setting type to 00 and effect to FB and interacting with the object will result in something good. Animation -Not sure exactly what this suppose to do except change some animation and coloring. Trigger Movement -Not absolutely sure if this is the actual effect of the code. 2. Events & World Map Arrows 7E0EA9 to 7E0EAD & 7E0EAF to 7E0EC4 -Some of these codes may effect other parts of the game, and just the events and world map arrows. -By setting all of the codes to FF the world will look in better shape but not every event will be triggered. -EXAMPLES: From 7E0EAA:C4 to 7E0EAA:DC enables the path between the Level Forest and Foresta From 7E0EA6:00 to 7E0EA6:40 has the rock disappear in the Level Forest From 7E0EAB:40 to 7E0EAB:42 enables the path between the Level Forest and the Sand Temple From 7E0EB5:00 to 7E0EB502 enables the path between the Sand Temple Battlefield on the left, and the Bone Dungeon 3. Regular Treasure Chests Closed/Opened 7E0ECD?? to 7E0EFF?? -Usually the earlier codes are with the earlier chests in the game, which the later codes are associated with near-end chests. -Chests follows this format: 00 = No chests opened associated with the code 01 = A chest opened (1) 02 = A chest opened (2) 04 = A chest opened (3) 08 = A chest opened (4) 10 = A chest opened (5) 20 = A chest opened (6) 40 = A chest opened (7) 80 = A chest opened (8) FF = All chests opened associated with the code *1: These are what you interact with throughout the game. Enemies, chests, and people are some examples considered as objects. *2: Each group of codes is in groups of 26 (1A in hex). *3: Each object only pertains to a 16x16 square blocks that is used throughout the game. Objects taking two square blocks or more will have two object codes, which frequently are next to one another. **: The code must not be frozen in order to allow movement to be done. _______________________________________________________________________________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ || || || 4C. Battles || || || ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ______________ ________________________________/a. AWARD (4Ca)\_______________________________ ------------------------------------------------------------------------------- | PAR CODE (Max) | Value Range -----------------+-----------------------------+------------------------------- Experience | 7E04A0?? (7E04A0FF | 0 - 65535 | 7E04A1?? 7E04A1FF) | (0000 - FFFF) | | Gold | 7E04A2?? (7E04A2FF | 0 - 65535 | 7E04A3?? 7E04A3FF) | (0000 - FFFF) _______________________________________________________________________________ _______________ _______________________________/b. BATTLE (4Cb)\_______________________________ ------------------------------------------------------------------------------- | PAR CODE | Value Range ------------------+-----------------------+------------------------------------ Enemy Group* | 7E0513?? | ENEMY GROUPS ENEMY GROUPS Battle 1 Battle 2 Battle 3 =============================================================================== 00 = Mad Plant x 2 Mad Plant x 3 Mad Plant x 1 Poison Toad x 1 01 = Poison Toad x 3 Poison Toad x 2 Poison Toad x 2 Mad Plant x 1 Basilisk x 1 02 = Minotaur Zombie x 1 Sand Worm x 2 Basilisk x 1 Minotaur Zombie x 1 03 = Mintmint x 1 Mintmint x 2 04 = Giant Toad x 2 Mintmint x 2 Giant Toad x 2 Mintmint x 1 05 = Scorpion x 2 Scorpion x 2 Giant Toad x 2 Giant Toad x 1 Mintmint x 1 06 = Edgehog x 2 Scorpion x 2 Edgehog x 2 Giant Toad x 1 Scorpion x 1 07 = Desert Hag x 1 Desert Hag x 2 Desert Hag x 3 08 = Lamia x 3 Mage x 2 Lamia x 2 Desert Hag x 1 09 = Phanquid x 1 Sphinx x 1 Phanquid x 1 0A = Freezer Crab x 1 Gather x 1 Freezer Crab x 1 0B = Jelly x 1 Jelly x 2 0C = Sting Rat x 1 Jelly x 1 Sting Rat x 1 0D = Plant Man x 1 Plant Man x 2 0E = Flazzard x 2 Plant Man x 3 Plant Man x 2 Sting Rat x 1 0F = Red Cap x 2 Flazzard x 3 Red Cap x 2 Flazzard x 1 10 = Ghost x 2 Red Bone x 2 Ghost x 2 Zombie x 1 Red Bone x 1 11 = Iflyte x 2 Stheno x 2 12 = Skuldier x 3 Ooze x 3 Skuldier x 2 Water Hag x 1 13 = Water Hag x 2 Water Hag x 2 Vampire x 1 14 = Behemoth (Boss) x 1 15 = Brownie x 3 Brownie x 2 Slime x 1 16 = Slime x 3 Slime x 2 Brownie x 1 17 = Minotaur (Boss) x 1 18 = Poison Toad x 3 Poison Toad x 2 Poison Toad x 2 Mad Plant x 1 Basilisk x 1 19 = Basilisk x 2 Basilisk x 3 Basilisk x 2 Poison Toad x 1 1A = Sand Worm x 1 Sand Worm x 2 1B = Roc x 1 Roc x 2 Roc x 3 1C = Sand Worm x 1 Sand Worm x 2 Sand Worm x 3 1D = Skeleton x 1 Skeleton x 2 Skeleton x 3 1E = Gorgon x 1 Sand Worm x 1 Skeleton x 1 Gorgon x 1 Gorgon x 1 1F = Skeleton x 1 Skeleton x 2 Skeleton x 3 20 = Minotaur Zombie x 1 Basilisk x 1 Basilisk x 1 Minotaur Zombie x 1 Minotaur Zombie x 1 Skeleton x 1 21 = Flamerus Rex (Boss) x 1 22 = Scorpion x 2 Scorpion x 3 Scorpion x 2 Giant Toad x 1 23 = Edgehog x 2 Edgehog x 3 Edgehog x 2 Scorpion x 1 24 = Land Worm x 2 Land Worm x 2 Edgehog x 1 25 = Centaur x 2 Centaur x 2 Land Worm x 1 26 = Edgehog x 3 Edgehog x 2 Scorpion x 1 27 = Land Worm x 3 Land Worm x 2 Edgehog x 1 28 = Centaur x 3 Centaur x 2 Land Worm x 1 29 = Land Turtle x 2 2A = Land Worm x 3 Land Worm x 2 Edgehog x 1 2B = Centaur x 3 Centaur x 2 Land Worm x 1 2C = Land Turtle x 2 Land Turtle x 3 Land Turtle x 2 Centaur x 1 2D = Sparna x 3 Sparna x 2 Land Turtle x 1 2E = Centaur x 3 Centaur x 2 Land Worm x 1 2F = Land Turtle x 3 Land Turtle x 2 Centaur x 1 30 = Sparna x 3 Sparna x 2 Land Turtle x 1 31 = Sparna x 1 Squidite (Boss) x 1 Sparna x 1 32 = Desert Hag x 1 Desert Hag x 2 33 = Lamia x 2 Lamia x 2 Desert Hag x 1 34 = Desert Hag x 1 Snow Crab (Boss) x 1 Desert Hag x 1 35 = Desert Hag x 2 Desert Hag x 3 36 = Desert Hag x 2 Desert Hag x 3 37 = Lamia x 2 Lamia x 2 Desert Hag x 1 38 = Lamia x 2 Lamia x 2 Desert Hag x 1 39 = Desert Hag x 2 Desert Hag x 3 3A = Lamia x 3 Lamia x 2 Desert Hag x 1 3B = Lamia x 3 Lamia x 2 Desert Hag x 1 3C = Mage x 2 Mage x 2 Lamia x 1 3D = Lamia x 3 3E = Mage x 2 Mage x 2 Lamia x 1 3F = Stoney Roost x 2 Stoney Roost x 2 Mage x 1 40 = Phanquid x 1 Sphinx x 1 Phanquid x 1 41 = Desert Hag x 2 Desert Hag x 3 42 = Stoney Roost x 2 Stoney Roost x 2 Mage x 1 43 = Gather x 2 44 = Freeze Crab x 1 Gather x 1 Freeze Crab x 1 45 = Mage x 3 46 = Gather x 2 Gather x 2 Stoney Roost x 1 47 = Sphinx x 2 Sphinx x 2 Gather x 1 48 = Sphinx x 1 Sphinx x 1 Phanquid x 1 Phanquid x 1 Sphinx x 1 49 = Stoney Roost x 3 Stoney Roost x 2 Mage x 1 4A = Gather x 3 Gather x 2 Stoney Roost x 1 4B = Sphinx x 3 Sphinx x 2 Gather x 1 4C = Gather x 1 Gather x 1 Freeze Crab x 1 Freeze Crab x 1 Gather x 1 4D = Gather x 2 Stoney Roost x 1 4E = Sphinx x 2 Gather x 1 4F = Ice Golem (Boss) x 1 50 = Zombie x 3 Zombie x 2 Red Cap x 1 51 = Red Bone x 2 Red Bone x 2 Zombie x 1 52 = Red Bone x 1 Jinn (Boss) x 1 Red Bone x 1 53 = Flazzard x 3 Flazzard x 2 Plant Man x 1 54 = Red Cap x 3 Red Cap x 2 Flazzard x 1 55 = Zombie x 2 Zombie x 2 Red Cap x 1 56 = Red Bone x 2 57 = Red Bone x 3 58 = Ghost x 2 Ghost x 2 Red Bone x 1 59 = Nitemare x 2 Nitemare x 2 Ghost x 1 5A = Werewolf x 2 Werewolf x 2 Nitemare x 1 5B = Ghost x 3 Ghost x 2 Red Bone x 1 5C = Nitemare x 2 Nitemare x 3 Nitemare x 2 Ghost x 1 5D = Were Wolf x 2 Were Wolf x 3 Were Wolf x 2 Nitemare x 1 5E = Were Wolf x 1 Medusa (Boss) x 1 Were Wolf x 1 5F = Nitemare x 3 Nitemare x 2 Ghost x 1 60 = Werewolf x 3 Werewolf x 2 Nitemare x 1 61 = Hot Wings x 2 Hot Wings x 2 Ninja x 1 62 = Ninja x 2 Ninja x 2 Hot Wings x 1 63 = Avizzard x 2 64 = Iflyte x 1 65 = Hot Wings x 2 Hot Wings x 3 Hot Wings x 2 Ninja x 1 66 = Ninja x 2 Ninja x 3 Ninja x 2 Hot Wings x 1 67 = Avizzard x 3 Avizzard x 2 Ninja x 1 68 = Stheno x 1 69 = Ninja x 3 Ninja x 2 Hot Wings x 1 6A = Fangpire x 2 6B = Adamant Turtle x 2 6C = Iflyte x 1 6D = Ninja x 3 Ninja x 2 Hot Wings x 1 6E = Hot Wings x 3 6F = Salamand x 2 70 = Ninja x 3 71 = Fangpire x 3 Fangpire x 2 Avizzard x 1 72 = Avizzard x 3 Avizzard x 2 Ninja x 1 73 = Fangpire x 1 Fangpire x 1 Iflyte x 1 Iflyte x 1 Fangpire x 1 74 = Fangpire x 3 Fangpire x 2 Avizzard x 1 75 = Adamant Turtle x 2 Adamant Turtle x 2 Fangpire x 1 76 = Fangpire x 1 Iflyte x 1 Fangpire x 1 77 = Avizzard x 1 Avizzard x 1 Stheno x 1 Stheno x 1 Ninja x 1 78 = Adamant Turtle x 3 Adamant Turtle x 2 Fangpire x 1 79 = Salamand x 3 Salamand x 2 Adamant Turtle x 1 7A = Avizzard x 1 Avizzard x 1 Stheno x 1 Stheno x 1 Ninja x 1 7B = Salamand x 3 7C = Avizzard x 1 Stheno x 1 Ninja x 1 7D = Dualhead Hydra (Boss) x 1 7E = Mummy x 1 7F = Mummy x 2 Mummy x 3 Mummy x 2 Spector x 1 80 = Spector x 2 Spector x 3 Spector x 2 Mummy x 1 81 = Mummy x 3 82 = Spector x 3 83 = Live Oak x 2 Live Oak x 3 Live Oak x 2 Snipion x 1 84 = Live Oak x 3 Live Oak x 2 Snipion x 1 85 = Snipion x 2 Snipion x 2 Live Oak x 1 86 = Mad Toad x 2 Mad Toad x 3 Mad Toad x 2 Leech x 1 87 = Mad Toad x 2 Mad Toad x 3 Mad Toad x 2 Leech x 1 88 = Snipion x 3 Snipion x 2 Live Oak x 1 89 = Mad Toad x 3 Mad Toad x 3 Mad Toad x 2 Leech x 1 8A = Leech x 2 Leech x 3 8B = Leech x 2 Leech x 3 Leech x 2 Ooze x 1 8C = Leech x 3 Leech x 2 Ooze x 1 8D = Ooze x 2 8E = Skuldier x 2 8F = Ooze x 2 Ooze x 2 Skuldier x 1 90 = Skuldier x 3 91 = Skuldier x 1 Gidrah (Boss) x 1 Skuldier x 1 92 = Skuldier x 3 Skuldier x 2 Water Hag x 1 93 = Water Hag x 3 Water Hag x 2 Vampire x 1 94 = Vampire x 2 Vampire x 3 Vampire x 2 Water Hag x 1 95 = Vampire x 3 Vampire x 2 Water Hag x 1 96 = Vampire x 1 Dullahan (Boss) x 1 Vampire x 1 97 = Garuda x 2 98 = Beholder x 2 99 = Pazuzu (Boss) x 1** 9A = Garuda x 2 Garuda x 2 Beholder x 1 9B = Beholder x 2 Beholder x 3 9C = Manticor x 2 9D = Chimera x 1 9E = Pazuzu (Boss) x 1** 9F = Beholder x 2 Beholder x 3 A0 = Garuda x 2 Garuda x 2 Beholder x 1 A1 = Sorcerer x 2 A2 = Thanatos x 1 A3 = Pazuzu (Boss) x 1** A4 = Manticor x 3 A5 = Sorcerer x 2 Sorcerer x 2 Beholder x 1 A6 = Sorcerer x 1 Sorcerer x 1 Chimera x 1 Chimera x 1 Sorcerer x 1 A7 = Manticor x 1 Manticor x 1 Thanatos x 1 Thanatos x 1 Beholder x 1 A8 = Sorcerer x 3 Sorcerer x 2 Beholder x 1 A9 = Naga x 2 AA = Pazuzu (Boss) x 1** AB = Sorcerer x 1 Sorcerer x 1 Chimera x 1 Chimera x 1 Sorcerer x 1 AC = Sorcerer x 3 Sorcerer x 2 Beholder x 1 AD = Gargoyle x 2 AE = Sorcerer x 1 Chimera x 1 Sorcerer x 1 AF = Pazuzu (Boss) x 1** B0 = Manticor x 1 Manticor x 1 Thanatos x 1 Thanatos x 1 Beholder x 1 B1 = Naga x 2 Naga x 2 Gargoyle x 1 B2 = Gargoyle x 2 Gargoyle x 3 B3 = Manticor x 1 Thanatos x 1 Beholder x 1 B4 = Pazuzu (Boss) x 1** B5 = Naga x 3 Naga x 2 Gargoyle x 1 B6 = Chimera x 2 Chimera x 2 Sorcerer x 1 B7 = Thanatos x 2 Manticor x 1 Thanatos x 1 Beholder x 1 B8 = Naga x 3 Naga x 2 Gargoyle x 1 B9 = Gargoyle x 2 Gargoyle x 3 BA = Chimera x 2 BB = Gargoyle x 2 Gargoyle x 3 BC = Gargoyle x 3 Gargoyle x 2 Shadow x 1 BD = Thanatos x 2 BE = Shadow x 2 Shadow x 3 BF = Shadow x 1 Shadow x 1 Gordon x 1 Gordon x 1 Phanquid x 1 Stheno x 1 C0 = Shadow x 1 Shadow x 1 Minotaur Zombie x 1 Minotaur Zombie x 1 Chimera x 1 Iflyte x 1 C1 = Shadow x 1 Skullrus Rex (Boss) x 1 Shadow x 1 C2 = Shadow x 3 Shadow x 2 Cerberus x 1 C3 = Shadow x 1 Shadow x 1 Phanquid x 1 Phanquid x 1 Stheno x 1 Thanatos x 1 C4 = Freezer Crab x 2 Shadow x 1 Shadow x 1 Freezer Crab x 1 Iflyte x 1 C5 = Cerberus x 1 Stone Golem (Boss) x 1 Cerberus x 1 C6 = Cerberus x 2 Cerberus x 3 C7 = Iflyte x 2 Cerberus x 1 Cerberus x 1 Iflyte x 1 Minotaur Zombie x 1 C8 = Stheno x 2 Cerberus x 1 Cerberus x 1 Stheno x 1 Gorgon x 1 C9 = Iflyte x 1 Twinhead Wyvern (Boss) x 1 Stheno x 1 CA = Cerberus x 3 Cerberus x 2 Shadow x 1 CB = Chimera x 2 Cerberus x 1 Cerberus x 1 Chimera x 1 Freezer Crab x 1 CC = Thanatos x 2 Cerberus x 1 Cerberus x 1 Thanatos x 1 Chimera x 1 CD = Chimera x 1 Zuh (Boss) x 1 Thanatos x 1 CE = Dark King (Boss) x 1 CF = Poison Toad x 2 Red Bone x 1 Fangpire x 1 Basilisk x 1 Jinn (Boss) x 1 Iflyte x 1 Red Bone x 1 Fangpire x 1 D0 = Brownie x 2 Roc x 2 Desert Hag x 3 D1 = Giant Toad x 2 Centaur x 2 Ghost x 3 D2 = Roc x 1 Gargoyle x 3 Poison Toad x 1 Basilisk x 1 Giant Toad x 1 D3 = Land Turtle x 2 Scorpion x 3 Sphinx x 2 Gather x 1 D4 = Flamerus Rex (Boss) x 1 Beholder x 3 Roc x 3 D5 = Sand Worm x 2 Skuldier x 3 Sparna x 2 Land Turtle x 1 D6 = Flamerus Rex (Boss) x 1 Skuldier x 3 Sparna x 2 Land Turtle x 1 D7 = Sand Worm x 2 Skuldier x 3 Garuda x 2 D8 = Centaur x 3 Red Bone x 3 Avizzard x 3 Lamia x 1 Naga x 1 D9 = Stheno x 1 Edgehog x 3 Avizzard x 1 Stheno x 1 DA = Stheno x 2 Iflyte x 2 Avizzard x 1 Cerberus x 1 Stheno x 1 Ninja x 1 DB = Stheno x 2 Cerberus x 1 Skuldier x 1 Cerberus x 1 Stheno x 1 Gidrah (Boss) x 1 Gorgon x 1 Skuldier (Boss) x 1 DC = Chimera x 1 Sorcerer x 1 Vampire x 1 Chimera x 1 Dullahan (Boss) x 1 Vampire x 1 DD = Sand Worm x 3 Sorcerer x 1 Chimera x 1 Sorcerer x 1 DE = Beholder x 3 Sand Worm x 3 Poison Toad x 2 Mad Plant x 1 DF = Brownie x 2 Poison Toad x 2 Mad Plant x 1 E0 = Sand Worm x 3 Water Hag x 2 Vampire x 1 E1 = Sand Worm x 1 Basilisk x 2 E2 = Dark King (Boss) x 1 Brownie x 2 E3 = Slime x 2 Ghost x 3 Brownie x 2 Slime x 1 E4 = Sand Worm x 2 Land Worm x 3 E5 = Basilisk x 3 Slime x 2 Brownie x 1 E6 = Brownie x 2 Sand Worm x 3 E7 = Sand Worm x 3 Scorpion x 2 Poison Toad x 2 Mad Plant x 1 E8 = Brownie x 2 Sand Worm x 3 E9 = Brownie x 2 Giant Toad x 2 Sparna x 2 Land Turtle x 1 EA = Brownie x 2 Poison Toad x 2 EB = Brownie x 2 EC = Giant Toad x 2 Sparna x 2 Land Turtle x 1 ED = Brownie x 2 EE = Brownie x 2 Mintmint x 2 EF = Mintmint x 2 Sand Worm x 3 F0 = Brownie x 2 Poison Toad x 2 Mad Plant x 1 F1 = Brownie x 2 Sand Worm x 3 F2 = Sand Worm x 3 F3 = Brownie x 2 F4 = Sand Worm x 3 Centaur x 3 F5 = Brownie x 2 Sand Worm x 3 F6 = Brownie x 2 F7 = Brownie x 2 Gather x 2 F8 = Brownie x 2 Scorpion x 2 Poison Toad x 2 Mad Plant x 1 F9 = Brownie x 2 Mad Plant x 3 Poison Toad x 3 FA = Dualhead Hydra (Boss) x 1 Scorpion x 2 Medusa (Boss) x 1 Giant Toad x 1 Gidrah (Boss) x 1 Ice Golem (Boss) x 1 FB = Brownie x 2 Land Turtle x 2 Poison Toad x 2 Centaur x 1 Mad Plant x 1 FC = Minotaur (Boss) x 1 Vampire x 2 Brownie x 3 FD = Naga x 2 Ooze x 2 Poison Toad x 2 Mad Plant x 1 FE = Ninja x 3 Poison Toad x 2 Snipion x 2 Mad Plant x 1 Live Oak x 1 FF = [Repeat enemies from last battle] *1: Values 00 to 13 pertain to the battlefields. *2: The order of the values is normally ordered by the progression of the game. Value 14 is the first battle experienced in the game while CE is the final battle. *3: Values 00 to CE are normal battles found throughout the game. The rest of the values are not organized in any way and are not implement in a normal playthrough. **: Pazuzu exists six times in the list because he appears on each floor of the tower. _______________________________________________________________________________ _________________________ __________________________/c. FIELD BACKGROUND (4Cc)\__________________________ Backgrounds* 7E0A9C?? Foreground/Ground Background =============================================================================== 00 = Platform Space 01 = Dirt Mountains 02 = On Hill/Mountain Clouds 03 = Snow Icy Wall 04 = On Hill/Mountain Mountains 05 = Inside Hill/Mountain Wall (1) 06 = Dirt Wall 07 = Inside Tree 08 = Inside Castle/Tower 09 = On Top of Castle/Tower 0A = On Ship Deck 0B = Inside Ship 0C = Inside Bone Dungeon 0D = Inside Hill/Mountain Wall (2) 0E = Sand Wall 0F = Dirt Wall 10 = Ice Wall 11 = Thin Ice Wall 12 = Ice Pyramid Wall 13 = Tiled Pyramid Wall 14 = Dead forest 15 = Tundra Mountains 16 = Tundra Mountains & River 17 = Snow Tundra Mountains 18 = Tundra Mountains & Overcast 19 = Desert Mountains & Windy Overcast 1A = Grasslands Black Gap 1B = Logs Black Gap 1C = Green forest 1D = Grasslands Mountains 1E = Grasslands Mountains & River 1F = Water Mountains 20 = Grasslands Mountains 21 = Desert Mountains 22 = Grasslands Water 23 = Dirt Wall *: Due to these backgrounds not having any given name in the game, these names are just based off the appearance for each one. _______________________________________________________________________________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ || || || 4D. Enemies || || || ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ _____________ _______________________________/a. NAME (4Da)\_________________________________ Depending on which version of the game being played, certain characters are only accessible depending on the language of the game, with the codes changed by region. There are 4 different sets of characters: English, Japanese, French, and German. ------------------------------------------------------------------------------- | ENEMY 1 | ENEMY 2 | ENEMY 3 ----------------------+-----------------+-----------------+-------------------- First Letter | 7E1100?? | 7E1180?? | 7E1210?? Second Letter | 7E1101?? | 7E1181?? | 7E1211?? Third Letter | 7E1102?? | 7E1182?? | 7E1212?? Fourth Letter | 7E1103?? | 7E1183?? | 7E1213?? ----------------------+-----------------+-----------------+-------------------- Fifth Letter | 7E1104?? | 7E1184?? | 7E1214?? Sixth Letter | 7E1105?? | 7E1185?? | 7E1215?? Seventh Letter | 7E1106?? | 7E1186?? | 7E1216?? Eighth Letter | 7E1107?? | 7E1187?? | 7E1217?? ----------------------+-----------------+-----------------+-------------------- Ninth Letter | 7E1108?? | 7E1188?? | 7E1218?? Tenth Letter | 7E1109?? | 7E1189?? | 7E1219?? Eleventh Letter | 7E110A?? | 7E118A?? | 7E121A?? Twelfth Letter | 7E110B?? | 7E118B?? | 7E121B?? ----------------------+-----------------+-----------------+-------------------- Thirteenth Letter | 7E110C?? | 7E118C?? | 7E121C?? Fourteenth Letter | 7E110D?? | 7E118D?? | 7E121D?? Fifteenth Letter | 7E110E?? | 7E118E?? | 7E121E?? Sixteenth Letter | 7E110F?? | 7E118F?? | 7E121F?? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~English~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 03 = [Blank]* A3 = J B7 = d CB = x 90 = 0 A4 = K B8 = e CC = y 91 = 1 A5 = L B9 = f CD = z 92 = 2 A6 = M BA = g CE = ! 93 = 3 A7 = N BB = h CF = ? 94 = 4 A8 = O BC = i D0 = , 95 = 5 A9 = P BD = j D1 = ' 96 = 6 AA = Q BE = k D2 = . 97 = 7 AB = R BF = l D3 = " 98 = 8 AC = S C0 = m D4 = Backwards " 99 = 9 AD = T C1 = n D5 = Backwards ." 9A = A AE = U C2 = o D6 = ; 9B = B AF = V C3 = p D7 = : 9C = C B0 = W C4 = q D8 = ... 9D = D B1 = X C5 = r D9 = / 9E = E B2 = Y C6 = s DA = - 9F = F B3 = Z C7 = t DB = & A0 = G B4 = a C8 = u DC = > A1 = H B5 = b C9 = v DD = % A2 = I B6 = c CA = w FF = [Space] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Japanese**/***~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~HIRAGANA (Left Page)~ <--- Left Side --- 80 = a 81 = i 82 = u 83 = e 84 = o 85 = ka 86 = ki 87 = ku 88 = ke 89 = ko 8A = sa 8B = shi 8C = su 8D = se 8E = so 8F = ta 90 = chi 91 = tsu 92 = te 93 = to 94 = na 95 = ni 96 = nu 97 = ne 98 = no 99 = ha 9A = hi 9B = fu 9C = he 9D = ho 9E = ma 9F = mi A0 = mu A1 = me A2 = mo A3 = ya A4 = yu A5 = yo A6 = ra A7 = ri A8 = ru A9 = re AA = ro AB = wa AC = wo AD = n --- Right Side ---> 4B = ga 4C = gi 4D = gu 4E = ge 4F = go 50 = za 51 = ji 52 = zu 53 = ze 54 = zo 55 = da 56 = di 57 = dzu 58 = de 59 = do 5A = ba 5B = bi 5C = bu 5D = be 5E = bo 5F = pa 60 = pi 61 = pu 62 = pe 63 = po B7 = - B1 = xtsu AE = xya AF = xyu B0 = xyo B2 = xa B3 = xi B4 = xu B5 = xe B6 = xo FA = ! FB = ? FC = ... F0 = 0 F1 = 1 F2 = 2 F3 = 3 F4 = 4 F5 = 5 F6 = 6 F7 = 7 F8 = 8 F9 = 9 ~KATAKANA (Right Page)~ <--- Left Side --- B8 = a B9 = i BA = u BB = e BC = o BD = ka BE = ki BF = ku C0 = ke C1 = ko C2 = sa C3 = shi C4 = su C5 = se C6 = so C7 = ta C8 = chi C9 = tsu CA = te CB = to CC = na CD = ni CE = nu CF = ne D0 = no D1 = ha D2 = hi D3 = fu D4 = he D5 = ho D6 = ma D7 = mi D8 = mu D9 = me DA = mo DB = ya DC = yu DD = yo DE = ra DF = ri E0 = ru E1 = re E2 = ro E3 = wa E4 = wo E5 = n 64 = vu --- Right Side ---> 65 = ga 66 = gi 67 = gu 68 = ge 69 = go 6A = za 6B = ji 6C = zu 6D = ze 6E = zo 6F = da 70 = di 71 = dzu 72 = de 73 = do 74 = ba 75 = bi 76 = bu 77 = be 78 = bo 79 = pa 7A = pi 7B = pu 7C = pe 7D = po EF = - E9 = xtsu E6 = xya E7 = xyu E8 = xyo EA = xa EB = xi EC = xu ED = xe EE = xo FA = ! FB = ? FC = ... F0 = 0 F1 = 1 F2 = 2 F3 = 3 F4 = 4 F5 = 5 F6 = 6 F7 = 7 F8 = 8 F9 = 9 --- Others --- 03 = [Blank]* 47 = ! 48 = Closing " 4A = . FF = [Space] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~French**~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <--- Left Side --- 80 = A 81 = B 82 = C 83 = D 84 = E 8A = K 8B = L 8C = M 8D = N 8E = O 94 = U 95 = V 96 = W 97 = X 98 = Y A0 = a A1 = b A2 = c A3 = d A4 = e AA = k AB = l AC = m AD = n AE = o B4 = u B5 = v B6 = w B7 = x B8 = y \ ^ ^ C0 = C, C1 = a C2 = a C3 = o C4 = c, .. \ ^ .. CA = i CB = u CC = u CD = u BE = . 9D = , 9E = ' FA = ! FB = ? F0 = 0 F1 = 1 F2 = 2 F3 = 3 F4 = 4 --- Right Side ---> 85 = F 86 = G 87 = H 88 = I 89 = J 8F = P 90 = Q 91 = R 92 = S 93 = T 99 = Z A5 = f A6 = g A7 = h A8 = i A9 = j AF = p B0 = q B1 = r B2 = s B3 = t B9 = z \ / ^ .. ^ C5 = e C6 = e C7 = e C8 = e C9 = i 9A = - 9B = % 9C = & 9D = , 9E = ' F5 = 5 F6 = 6 F7 = 7 F8 = 8 F9 = 9 --- Others --- 03 = [Blank]* BA = ( BB = ) BC = / BD = Closing " CE = : CF = * FC = ... FF = [Space] LEGEND: "C," and "c," represents cedilla "\" represents grave "/" represents accute "^" represents circumflex ".." represents umlaut ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~German**~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <--- Left Side --- 80 = A 81 = B 82 = C 83 = D 84 = E 8A = K 8B = L 8C = M 8D = N 8E = O 94 = U 95 = V 96 = W 97 = X 98 = Y A0 = a A1 = b A2 = c A3 = d A4 = e AA = k AB = l AC = m AD = n AE = o B4 = u B5 = v B6 = w B7 = x B8 = y .. .. .. .. .. C0 = A C1 = O C2 = U C3 = a C4 = o .. CA = u CB = [eszett] BE = . 9D = , 9E = ' FA = ! FB = ? F0 = 0 F1 = 1 F2 = 2 F3 = 3 F4 = 4 --- Right Side ---> 85 = F 86 = G 87 = H 88 = I 89 = J 8F = P 90 = Q 91 = R 92 = S 93 = T 99 = Z A5 = f A6 = g A7 = h A8 = i A9 = j AF = p B0 = q B1 = r B2 = s B3 = t B9 = z 9A = - 9B = % 9C = & 9D = , 9E = ' F5 = 5 F6 = 6 F7 = 7 F8 = 8 F9 = 9 --- Others --- 03 = [Blank]* BA = ( BB = ) BC = / BD = Closing " FC = ... FF = [Space] LEGEND: ".." represents umlaut ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~EXAMPLES: Here are some names that are used in the game, and may be helpful if you want to name one enemy a specific name. These only apply for the English version of the game. It is necessary to have 03 at the end of the name if it is less than sixteen characters long as the name will catch on to any characters after the final one entered if not entered. |Slime |Brownie |Behemoth |Minotaur |Flamerus |Ice |Dualhead |Pazuzu |Dark | | | | |Rex |Golem |Hydra | |King ===+======+========+=========+=========+=========+======+=========+=======+==== 0 |AC |9B |9B |A6 |9F |A2 |9D |A9 |9D 1 |BF |C5 |B8 |BC |BF |B6 |C8 |B4 |B4 2 |BC |C2 |BB |C1 |B4 |B8 |B4 |CD |C5 3 |C0 |CA |B8 |C2 |C0 |FF |BF |C8 |BE ---+------+--------+---------+---------+---------+------+---------+-------+---- 4 |B8 |C1 |C0 |C7 |B8 |A0 |BB |CD |FF 5 |03 |BC |C2 |B4 |C5 |C2 |B8 |C8 |A4 6 | |B8 |C7 |C8 |C8 |BF |B4 |03 |BC 7 | |03 |BB |C5 |C6 |B8 |B7 | |C1 ---+------+--------+---------+---------+---------+------+---------+-------+---- 8 | | |03 |03 |FF |C0 |FF | |BA 9 | | | | |AB |03 |A1 | |03 10 | | | | |B8 | |CC | | 11 | | | | |CB | |B7 | | ---+------+--------+---------+---------+---------+------+---------+-------+---- 12 | | | | |03 | |C5 | | 13 | | | | | | |B4 | | 14 | | | | | | |03 | | *: Used for inserting no character; it can also be known as the empty character. **1: The layout of the value mimics that of the layout in the game. Due to the characters per line limitation columns are divided and labeled accordingly. **2: Enemies may have sixteen characters in their name (though naturally only eight characters will fit in the box since the excess ones do not go on the next line, and instead characters after the eighth will be leaving the box). **3: Due to needing to enforce character type limitations (also known as constraining solely to the ANSI character set) only standard letters are used while listing the characters. In order to represent other characters not found in English the characters "/", "\", "^", "..", and "," are used above or next to the letter. Japanese characters are represented by their romaji (contact a hiragana/katakana chart if you are confused or need help depicting the characters). ***: An "x" in the beginning of what the value is represents it being the smaller version of the Japanese character. _______________________________________________________________________________ _______________ ______________________________/b. STATUS (4Db)\________________________________ ------------------------------------------------------------------------------- |ENEMY 1 (Max) |ENEMY 2 (Max) |ENEMY 3 (Max) |Value Range -------+-------------------+-------------------+-------------------+----------- Level |7E1110?? (7E1110FF)|7E1190?? (7E1190FF)|7E1210?? (7E1210FF)|0 - 255 | | | |(00 - FF) | | | | Current|7E1114?? (7E1114FF |7E1194?? (7E1194FF |7E1214?? (7E1214FF |0 - 65535 Life |7E1115?? 7E1115FF)|7E1195?? 7E1195FF)|7E1215?? 7E1215FF)|(0000-FFFF) | | | | Maximum|7E1116?? (7E1116FF |7E1196?? (7E1196FF |7E1216?? (7E1216FF |0 - 65535 Life |7E1117?? 7E1117FF)|7E1197?? 7E1197FF)|7E1217?? 7E1217FF)|(0000-FFFF) | | | | Ailmnt*|7E1121?? |7E11A1?? |7E1221?? |AILMENTS | | | | Attack |7E1122?? (7E1122FF)|7E11A2?? (7E11A2FF)|7E1222?? (7E1222FF)|0 - 255 | | | |(00 - FF) | | | | Defense|7E1123?? (7E1123FF)|7E11A3?? (7E11A3FF)|7E1223?? (7E1223FF)|0 - 255 | | | |(00 - FF) | | | | Speed |7E1124?? (7E1124FF)|7E11A4?? (7E11A4FF)|7E1224?? (7E1224FF)|0 - 255 | | | |(00 - FF) | | | | Magic |7E1125?? (7E1125FF)|7E11A5?? (7E11A5FF)|7E1225?? (7E1225FF)|0 - 255 | | | |(00 - FF) | | | | Evade |7E1126?? (7E1126FF)|7E11A6?? (7E11A6FF)|7E1226?? (7E1226FF)|0 - 255 | | | |(00 - FF) AILMENTS 00 = None/Always live 01 = Silence 02 = Blind 04 = Poison 08 = Confusion 10 = Sleep 20 = Paralyze 40 = Petrify 80 = Fatal *: Having multiple ailments on at once is possible. To do that, just add numbers for the two or more you want in hexadecimal number. The ailments may not show up on the enemy. _______________________________________________________________________________ _______________ _______________________________/c. Battle (4Dc)\_______________________________ ------------------------------------------------------------------------------- | ENEMY 1 | ENEMY 2 | ENEMY 3 | Value Range ------------+-------------+--------------+--------------+---------------------- Image | 7E0A02?? | 7E0A03?? | 7E0A04?? | IMAGE Stage**** | 7E0A07?? | 7E0A08?? | 7E0A09?? | 1 - 4 (01 - 04) Floating | 7E0A0A?? | 7E0A0B?? | 7E0A0C?? | 00 = Not Floating | | | | 01 = Floating | | | | Attack 1 | 7E1158?? | 7E11D8?? | 7E1258?? | ATTACKS Attack 2 | 7E1159?? | 7E11D9?? | 7E1259?? | ATTACKS Attack 3 | 7E115A?? | 7E11DA?? | 7E125A?? | ATTACKS Attack 4 | 7E115B?? | 7E11DB?? | 7E125B?? | ATTACKS Attack 5 | 7E115C?? | 7E11DC?? | 7E125C?? | ATTACKS Attack 6 | 7E115D?? | 7E11DD?? | 7E125D?? | ATTACKS | | | | Weakness | 7E1156?? | 7E11D6?? | 7E1256?? | WEAKNESSES* Resistance | 7E113C?? | 7E11BC?? | 7E123C?? | RESISTANCES A | 7E113D?? | 7E11BD?? | 7E123D?? | RESISTANCES B IMAGE 00 = Brownie 15 = Roc 2A = Mage 3F = Thanatos 01 = Mintmint 16 = Sparna 2B = Sorcerer 40 = Skullrus Rex 02 = Red Cap 17 = Garuda 2C = Land Turtle 41 = Stone Golem 03 = Mad Plant 18 = Zombie 2D = Adamant Turtle 42 = Behemoth 04 = Plant Man 19 = Mummy 2E = Scorpion 43 = Minotaur 05 = Live Oak 1A = Desert Hag 2F = Snipion 44 = Squidite 06 = Slime 1B = Water Hag 30 = Were Wolf 45 = Snow Crab 07 = Jelly 1C = Ninja 31 = Cerberus 46 = Jinn 08 = Ooze 1D = Shadow 32 = Edgehog 47 = Medusa 09 = Poison Toad 1E = Sphinx 33 = Sting Rat 48 = Gidrah 0A = Giant Toad 1F = Manticor 34 = Lamia 49 = Dullahan 0B = Mad Toad 20 = Centaur 35 = Naga 4A = Flamerus Rex 0C = Basilisk 21 = Nitemare 36 = Avizzard 4B = Ice Golem 0D = Flazzard 22 = Stoney Roost 37 = Gargoyle 4C = Dualhead Hydra 0E = Salamand 23 = Hot Wings 38 = Gorgon 4D = Twinhead Wyvern 0F = Sand Worm 24 = Ghost 39 = Minotaur Zombie 4E = Pazuzu 10 = Land Worm 25 = Spector 3A = Phanquid 4F = Zuh 11 = Leech 26 = Gather 3B = Freezer Crab 50 = Dark King 12 = Skeleton 27 = Beholder 3C = Iflyte FF = None 13 = Red Bone 28 = Fangpire 3D = Stheno 14 = Skuldier 29 = Vampire 3E = Chimera ATTACKS 19 = [Skips Turn] 73 = Sting A8 = Body Odor 1B = Bare Hands 74 = Tail A9 = Para-stare 40 = Sword 75 = Psudopod AA = Poison Fluid 41 = Scimitar 76 = Bite AB = Poison Flour 42 = Dragon Cut 77 = Hydro Acid AC = Hypno-sleep 43 = Rapier 78 = Branch AD = Lullaby 44 = Axe 79 = Fin AE = Sleep Lure 45 = Beam 7A = Scissor AF = Sleep Powder 46 = Bone Missile 7B = Whip Tongue B0 = Blind Flash 47 = Bow & Arrow 7C = Horn B1 = Smoke Screen 48 = Blow Dart 7D = Giant Blade B2 = Muffle 49 = Cure (Weak) 7E = Headoomerang B3 = Silence Song 4A = Heal 7F = Chew Off B4 = Stone Gas 4B = Quake (Weak) 80 = Quake (Strong) B5 = Stone Gaze 4C = Blizzard 81 = Flame B6 = Double Sword 4D = Fire 82 = Flame Sweep B7 = Double Hit 4E = Thunder (Weak) 83 = Fireball B8 = Triple Fang 4F = Reflectant 84 = Flame Pillar B9 = Double Kick 50 = Electrapulse 85 = Heatwave (Strong) BA = Twin Shears 51 = Power Drain 86 = Watergun BB = Three Heads 52 = Spark 87 = Coldness BC = 6 Psudopods 53 = Iron Nail 88 = Icy Foam BD = Snake Head 54 = Scream 89 = Ice Block BE = Drain 55 = Quicksand 8A = Snow Storm BF = Dissolve 56 = Doom Gaze 8B = Whirlwater C0 = Sucker Stick 57 = Doom Powder 8C = Ice Breath C1 = Selfdestruct 58 = Cure (Strong) 8D = Tornado C2 = Multiply 59 = Fire Breath (Strong) 8E = Typhoon C3 = Para Gas 5A = Punch 8F = Hurricane (Strong) C4 = Rip Earth 5B = Kick 90 = Thunder (Strong) C5 = Stone Block 5C = Uppercut 91 = Thunder Beam C6 = Windstorm 5D = Stab 92 = Corrode Gas C7 = Twin Fang 5E = Head Butt 93 = Doom Dance C8 = Psychshield (Weak) 5F = Body Slam 94 = Sonic Boom C9 = Psychshield (Strong) 60 = Scrunch 95 = Bark CA = Dark Cane 61 = Full Nelson 96 = Screechvoice CB = Dark Saber 62 = Neck choke 97 = Para-needle CC = Ice Sword 63 = Dash 98 = Para-claw CD = Fire Sword 64 = Roundhouse 99 = Para-snake CE = Mirror Sword 65 = Choke Up 9A = Para-breath CF = Quake Axe 66 = Stomp Stomp 9B = Poison Sting D0 = Cure Arrow 67 = Mega Punch 9C = Poison Thorn D1 = Lazer 68 = Bearhug 9D = Rotton Mucus D2 = Spider Kids 69 = Axe Bomber 9E = Poison Snake D3 = Silver Web 6A = Piledriver (Strong) 9F = Poison Breath D4 = Golden Web 6B = Sky Attack (Strong) A0 = Blinder D5 = Mega Flare 6C = Wrap Around A1 = Blackness D6 = Mega White 6D = Dive A2 = Stone Beak D7 = Fire Breath (Weak) 6E = Attach A3 = Gaze D8 = Sky Attack (Weak) 6F = Mucus A4 = Stare D9 = Piledriver (Weak) 70 = Claw A5 = Spooky Laugh DA = Hurricane (Weak) 71 = Fang A6 = Riddle DB = Heatwave (Weak) 72 = Beak A7 = Bad Breath FF = None (Empty Slot) WEAKNESSES* 00 = None 01 = Shoot Attacks 02 = Bomb Attacks 04 = Axe Attacks 08 = Zombie Attacks 10 = Wind Attacks 20 = Fire Attacks 40 = Water Attacks 80 = Earth Attacks 10 + 40 = Thunder Attacks** RESISTANCES A RESISTANCES B 00 = None 00 = None 01 = Arrow Attacks**/Critical Hits 01 = Silence Attacks 02 = Bare Hands Attacks*** 02 = Blind Attacks 04 = Axe Attacks** 04 = Poison Attacks 08 = Drain Attacks 08 = Confusion Attacks 10 = Wind Attacks 10 = Sleep Attacks 20 = Fire Attacks 20 = Paralysis Attacks 40 = Water Attacks 40 = Petrify Attacks 80 = Earth Attacks 80 = Fatal Attacks 10 + 1 = Earth Attacks (Alternative) 10 + 40 = Thunder Attacks** *: While an enemy CAN have multiple weaknesses and resistances, only one will be activated per code. If an attack consists of multiple for a single code, the highest value will only be the one that counts. In total an enemy can have a single weakness and two resistances (based on a single RESISTANCES A and a single RESISTANCES B). **: The game identifies the combination of Wind and Water as a requirement to be Thunder. Thunder will override Wind and Water resistances, making Thunder the only resistance, as only one value works per code. ***: A message may not appear stating the resistance despite the resistance existing. The game also may glitch a little after the attack, requiring more button presses to continue. ****: Depending on the type of image the enemy has there is only so many stages. Regular enemies have two stages, mini bosses have three, and bosses have four. According to the image list, all enemies in the range of 00 to 37 are regular enemies, 38 to 49 are mini bosses, and 4A to 50 are bosses. _______________________________________________________________________________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ || || || 5E. Miscellaneous || || || ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ _____________ _______________________________/a. TIME (4Ea)\_________________________________ ------------------------------------------------------------------------------- | PAR CODES | Value Range ------------------+-----------------------+------------------------------------ Time Played* | 7E0E97?? | 0 - 255 (00 - FF) | 7E0E98?? | 0 - 255 (00 - FF) | 7E0E99?? | 0 - 255 (00 - FF) | 7E0E9A?? | 0 - 255 (00 - FF) *1: Upon already having the code on and loading a save file, the file will be overwritten with the value of what the code specified. This may also affect other save files. *2: With how quickly the time updates the value may not be frozen on exactly what value was specified. *3: The beginning code (7E0E97??) is the smallest number for the time while the last code (7E0E9A??) is the largest. The number count starts from milliseconds and ends with hours. The counter is one large number that is made to be divided up in jiffies, seconds, minutes, and hours. Jiffies, seconds, and minutes are in maximum increments of sixty while hours has no limit. In others words: Jiffies = 0 to 59 Seconds = 0 to 59 Minutes = 0 to 59 Hours = 0 to 19799 *4: Determining an exact value you would like can be difficult if you do not understand how to do the calculations. In order to obtain the time we exactly want we would need to follow these steps: 1. Identify the formula to calculate in decimal: 216,000h + 3,600m + 60s + j 2. Convert the answer to hexadecimal. 3. Starting from the right side of the hexadecimal answer, in groups of two numbers/letters, replace the codes in sequential order. If there is only a single digital/letter left from the answer then assume a 0 as the first number. If there are not enough digits/letters in the answer to fill all codes then the unused codes will be 00. For example, if we want to set the time as 76:54:32:10 we would perform the steps as this: 1. 216,000(76) + 3,600(54) + 60(32) + 10 = 16,612,330 2. 16,612,330 = FD 7B EA 3. 7E0E97EA 7E0E987B 7E0E99FD 7E0E9A00 LEGEND: h = Hours you want m = Minutes you want s = Seconds you want j = Jiffies (1/60 of a second) you want *5: Here are some premade codes for your convenience: 00:00 | 00:30 | 01:00 | 13:37 | 99:59:59:59 | 19799:59:59:59 ==========+===========+===========+===========+==============+================= 7E0E9700 | 7E0E97E0 | 7E0E97C0 | 7E0E9710 | 7E0E97FF | 7E0E97FF 7E0E9800 | 7E0E98A5 | 7E0E984B | 7E0E98E1 | 7E0E9896 | 7E0E98FF 7E0E9900 | 7E0E9901 | 7E0E9903 | 7E0E992C | 7E0E9949 | 7E0E99FF 7E0E9A00 | 7E0E9A00 | 7E0E9A00 | 7E0E9A00 | 7E0E9A01 | 7E0E9AFF *6: 99:59 is the maximum displayable time, and the actual time will continue increasing despite not displaying any digit in the hundreds place for hours. 19799:59:59:59 is the maximum actual time the game can store, which is a multiple of 198 times of the displayable maximum time. As only two digits of hours is only displayed, you will see 99:59. _______________________________________________________________________________ ______________ _______________________________/b. MUSIC (4Eb)\________________________________ ------------------------------------------------------------------------------- | PAR CODE | Value Range ---------------------+-------------------+------------------------------------- Currently Playing | 7E0500?? | CURRENTLY PLAYING CURRENTLY PLAYING 00 = [Silence] 01 = Battle 1 (Regular Battle) 02 = Battle 2 (Boss Battle) 03 = Battle 3 (Final Boss Battle) 04 = Victory Fanfare 05 = World 06 = Fossil Labyrinth (Bone Dungeon) 07 = Dungeon of Ice (Ice Pyramid) 08 = Lava Dome (Lava Dome, Volcano) 09 = Mountain Range of Whirlwinds (Mount Gale) 0A = Dungeon and Waterfall (Falls Basin, Mine) 0B = Middle Tower (Focus Tower) 0C = Last Castle (Doom Castle) 0D = Beautiful Forest (Forest) 0E = Shrine of Light (Temple) 0F = City of Forest (Cured Town) 10 = Cursed Town 11 = City of Fire - Faeria (Fireburg) 12 = City of Wind - Windaria (Windia (Windy)) 13 = Rock Theme (Tristam Theme) 14 = Rock 'n' Roll (Fireburg Band) 15 = Fanfare of Friendship [No Loop] (Partner Joining) 16 = Mystic Ballad (Game Over (Death)) 17 = Hill of Fate (Hill of Destiny) 18 = Mystic Quest (Title Screen) 19 = Ending 1A = The Crystal FF = [Play New Songs Only] _______________________________________________________________________________ ______________ _______________________________/c. WALLS (4Ec)\________________________________ ------------------------------------------------------------------------------- | PAR CODE -----------------------------+------------------------------------------------- Jump Through Walls* | 7E1948FF *1: When first using the code it may take some time to learn how it actually works. For this to work effectively there must be a wall next to you (to help this code be successful) and another wall two steps away (the wall you plan to walk through). You can think of the formation being an L-block from Tetris. Also, only a single wall can be gone through. .___. Wall | | Next --> | | |---|__________. Hero --> | l l | <-- Wall Through |____l____l____| *2: When you jump to a wall that is in front of you you become on a different level of elevation. If the wall is on the same elevation as you then you become on a different elevation and cannot move around. If you try to jump to any other wall next to you the same effect will occur. If you try to jump to a wall that is two steps away then you will jump on it. As you are on the wall you are able to walk off of it. *3: If you are next to an elevation divider and use this code then you will have easy success. For example, the elevation change near the entrance of Pazuzu's Tower. *4: If you become confused and stuck then you can access the main menu and exit it to be able to walk freely. *5: If you are on a tree, access the menu screen, and exit it then the tree will be cut down. _______________________________________________________________________________ ----------------------------------------------------------------------- / \ / / \ -{ o::::::[{========== 5. Copyright =================> }- \ \ / \ / ----------------------------------------------------------------------- This document and the information herein may be 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. Copyright 2005, 2007, 2012 David Morris