RS3 English version ZSNES save-state hacking information Revision 1.0 This is a joint project by Mana Sword, Qing and Thundergod. Regardless of what the website hosting it may say, we all did work on it, and we all give credit to each other. Unpublished work Copyright 2000 Mana Sword, Qing and Thundergod This FAQ is for private and personal use only. It can only be reproduced electronically, and if placed on a web page or site, may be altered as long as this disclaimer and the above copyright notice appears in full. This FAQ is not to be used for profitable/promotional purposes; this includes being used by publishers of magazines, guides, books, etc. or being incorporated into magazines, etc. in ANY way. This FAQ was created and is owned by Mana Sword, Qing and Thundergod. All copyrights and trademarks are acknowledged that are not specifically mentioned in this FAQ. Please give credit where it is due. Notes: 1. Only the name of the main character is in save-state. Don't expect that you can change the name for every character. 2. Hex codes for any tech/magic can be found in the Tech Table. 3. Hex codes for any item/weapon/armor can be found in the Item Table. 4. 16-bit numbers or 32-bit numbers are in Little Endian format. ********************************************************************** 1. Pro-Action Replay (PAR) codes: This document is originally written by Mana Sword to hack ZSNES save-states, but considering the fact that many people have no idea how to use a hex-editor, and because of Thundergod's heroic effort, the complete PAR codes is calculated and listed as an alternate way to cheat. In any case, the PAR code is calculated from the ZSNES offset and a formula, which is listed below. People with knowledge on Math and hacking skill can easily use the provided info to generate PAR codes which do the same thing as changing the ZSNES save-state using a hex editor. It's for reference only, as looking for specific codes listed is easier than doing the calculation again. The offsets given below are the relative offsets in a RS3 ZSNES save state. Use the following equation to give the PAR code. Do all additions and subtractions in hexadecimal. If you don't even know what hexadecimal numbers are, you are not in a position to do hacking. Read some basic hacking docs or ask your Math teacher about hexadecimal numbers, and at least learn how to do such a calculation using a calculator. And for some multibytes hacking, you need to know how to reverse the bytes so that they are in Little Endian format. Generic code: $7EFXXXYY XXX = ZSNES_save_state_offset - $FC13 YY = value to be changed to Example 1: To change first character's max TP to 100 Now, XXX = $FC2E (this value obtained below) - $FC13 = $01B Change 100 decimal number to hexadecimal = $64 Therefore, the Game Genie code is $7EF01B64 Example 2: To change the 4th character's max HP to 999 In this case, HP is represented by two bytes, and from the info below the offsets for this data are at $FDA9, $FDAA. To change 2 bytes, you need 2 GG codes. First, change 999 to hex = $3E7 Convert this to Little Endian gives $E7, $03, so we want $FDA9=$E7, $FDAA=$03 Now for 1st GG code, XXX = $FDA9-$FC13 = $196, YY=$E7 and for 2nd GG code, XXX = $FDAA-$FC13 = $197, YY=$03 So the two codes are $7EF196E7 and $7EF19703. Both must be active simultaneously. ZSNES allows up to 10 codes to be active simultaneously. Example 2 shows the codes to change the HP to exactly 999. However, we can do things brutally and still get the max HP. A way to do this is to change $FDAA to $FF (so this will give a code $7EF197FF). The actual thing we are doing is to change the HP to $FF??, which is about 65000 in decimal. However, since the game only allow a max HP of 999, it will shrink the value back to 999 after a battle. So we can still achieve what we want with one single code. However, to change the HP to exactly 999, two codes are needed. ______________________ Main character's data: (Better avoid changing this, or the game may be unstable) Name offset: 7EF300XX to 7EF307XX Rank: 7EF308XX Weapon specialized: 7EF309XX ______________________ 1st Character's stats: Identity: 7EF000XX Character image/sprite: 7EF001XX (see sprite table) Job: 7EF002XX (see job table) Sex: 7EF003XX (MSB=0: F; MSB=1: M) HP offset: 7EF014XX, 7EF015XX (Current), 7EF016XX, 7EF017XX (Max) LP offset: 7EF018XX (Current), 7EF019XX (Max) TP offset: 7EF01AXX (Current), 7EF01BXX (Max) MP offset: 7EF01CXX (Current), 7EF01DXX (Max) Pwr offset: 7EF01EXX Dex offset: 7EF01FXX Spd offset: 7EF020XX Con offset: 7EF021XX Int offset: 7EF022XX Will offset: 7EF023XX Char offset: 7EF024XX Weapon Level offset: Sword offset: 7EF025XX Axe/Mace offset: 7EF026XX Spear/Epee offset: 7EF027XX Bow offset: 7EF028XX Fist offset: 7EF029XX Magic level offset: Wind magic: 7EF02AXX Fire Magic: 7EF02BXX Earth Magic: 7EF02CXX Water Magic: 7EF02DXX Sun Magic: 7EF02EXX Moon Magic: 7EF02FXX Equipped techniques: 7EF037XX to 7EF03EXX (8 bytes, 1 tech per byte) Magic offset starts: 7EF03FXX to 7EF046XX (8 bytes, 1 magic per byte) Equipped weapons/items: 7EF047XX to 7EF04AXX (4 bytes, 1 item per byte) Equipped armors/rings: 7EF04BXX to 7EF04EXX (4 bytes, 1 item per byte) ______________________ 2nd Character's stats: Identity: 7EF080XX Character image/sprite: 7EF081XX (see sprite table) Job: 7EF082XX (see job table) Sex: 7EF083XX (MSB=0: F; MSB=1: M) HP offset: 7EF094XX, 7EF095XX (Current), 7EF096XX, 7EF097XX (Max) LP offset: 7EF098XX (Current), 7EF099XX (Max) TP offset: 7EF09AXX (Current), 7EF09BXX (Max) MP offset: 7EF09CXX (Current), 7EF09DXX (Max) Pwr offset: 7EF09EXX Dex offset: 7EF09FXX Spd offset: 7EF0A0XX Con offset: 7EF0A1XX Int offset: 7EF0A2XX Will offset: 7EF0A3XX Char offset: 7EF0A4XX Weapon Level offset: Sword offset: 7EF0A5XX Axe/Mace offset: 7EF0A6XX Spear/Epee offset: 7EF0A7XX Bow offset: 7EF0A8XX Fist offset: 7EF0A9XX Magic level offset: Wind magic: 7EF0AAXX Fire Magic: 7EF0ABXX Earth Magic: 7EF0ACXX Water Magic: 7EF0ADXX Sun Magic: 7EF0AEXX Moon Magic: 7EF0AFXX Equipped techniques: 7EF0B7XX to 7EF0BEXX (8 bytes, 1 tech per byte) Magic offset starts: 7EF0BFXX to 7EF0C6XX (8 bytes, 1 magic per byte) Equipped weapons/items: 7EF0C7XX to 7EF0CAXX (4 bytes, 1 item per byte) Equipped armors/rings: 7EF0CBXX to 7EF0CEXX (4 bytes, 1 item per byte) ______________________ 3rd Character's stats: Identity: 7EF100XX Character image/sprite: 7EF101XX (see sprite table) Job: 7EF102XX (see job table) Sex: 7EF103XX (MSB=0: F; MSB=1: M) HP offset: 7EF114XX, 7EF115XX (Current), 7EF116XX, 7EF117XX (Max) LP offset: 7EF118XX (Current), 7EF119XX (Max) TP offset: 7EF11AXX (Current), 7EF11BXX (Max) MP offset: 7EF11CXX (Current), 7EF11DXX (Max) Pwr offset: 7EF11EXX Dex offset: 7EF11FXX Spd offset: 7EF120XX Con offset: 7EF121XX Int offset: 7EF122XX Will offset: 7EF123XX Char offset: 7EF124XX Weapon Level offset: Sword offset: 7EF125XX Axe/Mace offset: 7EF126XX Spear/Epee offset: 7EF127XX Bow offset: 7EF128XX Fist offset: 7EF129XX Magic level offset: Wind magic: 7EF12AXX Fire Magic: 7EF12BXX Earth Magic: 7EF12CXX Water Magic: 7EF12DXX Sun Magic: 7EF12EXX Moon Magic: 7EF12FXX Equipped techniques: 7EF137XX to 7EF13EXX (8 bytes, 1 tech per byte) Magic offset starts: 7EF13FXX to 7EF146XX (8 bytes, 1 magic per byte) Equipped weapons/items: 7EF147XX to 7EF14AXX (4 bytes, 1 item per byte) Equipped armors/rings: 7EF14BXX to 7EF14EXX (4 bytes, 1 item per byte) ______________________ 4th Character's stats: Identity: 7EF180XX Character image/sprite: 7EF181XX (see sprite table) Job: 7EF182XX (see job table) Sex: 7EF183XX (MSB=0: F; MSB=1: M) HP offset: 7EF194XX, 7EF195XX (Current), 7EF196XX, 7EF197XX (Max) LP offset: 7EF198XX (Current), 7EF199XX (Max) TP offset: 7EF19AXX (Current), 7EF19BXX (Max) MP offset: 7EF19CXX (Current), 7EF19DXX (Max) Pwr offset: 7EF19EXX Dex offset: 7EF19FXX Spd offset: 7EF1A0XX Con offset: 7EF1A1XX Int offset: 7EF1A2XX Will offset: 7EF1A3XX Char offset: 7EF1A4XX Weapon Level offset: Sword offset: 7EF1A5XX Axe/Mace offset: 7EF1A6XX Spear/Epee offset: 7EF1A7XX Bow offset: 7EF1A8XX Fist offset: 7EF1A9XX Magic level offset: Wind magic: 7EF1AAXX Fire Magic: 7EF1ABXX Earth Magic: 7EF1ACXX Water Magic: 7EF1ADXX Sun Magic: 7EF1AEXX Moon Magic: 7EF1AFXX Equipped techniques: 7EF1B7XX to 7EF1BEXX (8 bytes, 1 tech per byte) Magic offset starts: 7EF1BFXX to 7EF1C6XX (8 bytes, 1 magic per byte) Equipped weapons/items: 7EF1C7XX to 7EF1CAXX (4 bytes, 1 item per byte) Equipped armors/rings: 7EF1CBXX to 7EF1CEXX (4 bytes, 1 item per byte) ______________________ 5th Character's stats: Identity: 7EF200XX Character image/sprite: 7EF201XX (see sprite table) Job: 7EF202XX (see job table) Sex: 7EF203XX (MSB=0: F; MSB=1: M) HP offset: 7EF214XX, 7EF215XX (Current), 7EF216XX, 7EF217XX (Max) LP offset: 7EF218XX (Current), 7EF219XX (Max) TP offset: 7EF21AXX (Current), 7EF21BXX (Max) MP offset: 7EF21CXX (Current), 7EF21DXX (Max) Pwr offset: 7EF21EXX Dex offset: 7EF21FXX Spd offset: 7EF220XX Con offset: 7EF221XX Int offset: 7EF222XX Will offset: 7EF223XX Char offset: 7EF224XX Weapon Level offset: Sword offset: 7EF225XX Axe/Mace offset: 7EF226XX Spear/Epee offset: 7EF227XX Bow offset: 7EF228XX Fist offset: 7EF229XX Magic level offset: Wind magic: 7EF22AXX Fire Magic: 7EF22BXX Earth Magic: 7EF22CXX Water Magic: 7EF22DXX Sun Magic: 7EF22EXX Moon Magic: 7EF22FXX Equipped techniques: 7EF237XX to 7EF23EXX (8 bytes, 1 tech per byte) Magic offset starts: 7EF23FXX to 7EF246XX (8 bytes, 1 magic per byte) Equipped weapons/items: 7EF247XX to 7EF24AXX (4 bytes, 1 item per byte) Equipped armors/rings: 7EF24BXX to 7EF24EXX (4 bytes, 1 item per byte) ______________________ 6th Character's stats: Identity: 7EF280XX Character image/sprite: 7EF281XX (see sprite table) Job: 7EF282XX (see job table) Sex: 7EF283XX (MSB=0: F; MSB=1: M) HP offset: 7EF294XX, 7EF295XX (Current), 7EF296XX, 7EF297XX (Max) LP offset: 7EF298XX (Current), 7EF299XX (Max) TP offset: 7EF29AXX (Current), 7EF29BXX (Max) MP offset: 7EF29CXX (Current), 7EF29DXX (Max) Pwr offset: 7EF29EXX Dex offset: 7EF29FXX Spd offset: 7EF2A0XX Con offset: 7EF2A1XX Int offset: 7EF2A2XX Will offset: 7EF2A3XX Char offset: 7EF2A4XX Weapon Level offset: Sword offset: 7EF2A5XX Axe/Mace offset: 7EF2A6XX Spear/Epee offset: 7EF2A7XX Bow offset: 7EF2A8XX Fist offset: 7EF2A9XX Magic level offset: Wind magic: 7EF2AAXX Fire Magic: 7EF2ABXX Earth Magic: 7EF2ACXX Water Magic: 7EF2ADXX Sun Magic: 7EF2AEXX Moon Magic: 7EF2AFXX Equipped techniques: 7EF2B7XX to 7EF2BEXX (8 bytes, 1 tech per byte) Magic offset starts: 7EF2BFXX to 7EF2C6XX (8 bytes, 1 magic per byte) Equipped weapons/items: 7EF2C7XX to 7EF2CAXX (4 bytes, 1 item per byte) Equipped armors/rings: 7EF2CBXX to 7EF2CEXX (4 bytes, 1 item per byte) ___________ Items held: Offset: 7EF32AXX to 7EF369XX Format: 32 pairs of codes, each represent an item in your inventory. Note that you can hold at most 32 items with you. Examples: 7EF32AXX and 7EF32BYY is the first pair. Put the item code (from item table) to XX, and the number of items to YY. e.g. 7EF32A00 and 7EF32B08 will replace your first item slot with 8 Salve 1. _________________ Items in storage: Offset: 7EF36AXX to 7EF469XX Format: 256 bytes storing the amount of each item (00 to FF) in the Storeroom. For example, 7EF36A05 will give you 5 Salve 1, and 7EF36B04 will give you 5 Salve 2. ________ Flags 1: Offset: 7EF46AXX to 7EF4E9XX Don't touch these unless you want to screw up your game. ________ Flags 2: Offset: 7EF4EAXX to 7EF509XX Don't touch these unless you want to screw up your game. ______________ Mastered tech: Offset: 7EF50AXX to 7EF529XX Format: 256 bits, 1 bit per tech (0: not mastered; 1: mastered) Note: Special techs, magic and a few weapon-associated techs are mastered at the very beginning (set to 1). Reserved techs are set to 0 by default, but setting them to 1 doesn't seem to have any adverse effect. Change all 32 bytes to FF if you want to master all the techs. ___________________ Learned Group tech: Offset: 7EF52AXX to 7EF531XX Format: 64 bits, 1 bit per tech (0: not learned; 1: learned) Change all 8 codes to FF if you want to master all group techs. Note: the 4 special group techs that are found in the treasure chests in the 4 gate dungeons are not affected by these codes. _______ Others: Money offset: 7EF31AXX, 7EF31BXX (16-bit number, Max 10000) Money in bank/Ruling game: 7EF31CXX to 7EF31FXX (32-bit number) Good XX values for the above codes: 32 = 50 (for weapon/magic skills) FA = 250 (for TP/MP) E7, 03 = 999 (for HP) 10, 27 = 10000 (for money) ********************************************************************** 2. ZSNES save-state offsets and meanings An offset represents the address of a byte. I assume people who read this knows what "address", "byte" and other technical terms mean. Also the user should be able to use a hex editor to change a byte provided he knows the offset. An advantage of hacking the ZSNES save-state directly using a hex-editor is that you can change a lot of value simultaneously and easily. PAR codes are good for amateurs, but one can only make 10 active codes at the same time. Use common sense. If you want to change a tech in your tech slot, go look for the hexcode of the tech in the Tech Table. If you are changing a weapon to another, look for the weapon in the Item Table. If you are just change numbers like TP, convert your number to hexadecimal and replace the original number with your desired number. The tables can be found at the end of this document. Don't try to get to my secret hack by cheating (like getting a Mana's icon by a PAR code). I have specially designed it so that it won't work. Unless you are an expert hacker or you know as much as I do about the game's code, it is probably easier for you to get to my secret place by the normal and proper way. :) ______________________ Main character's data: (Better avoid changing this, or the game may be unstable) Name offset: $FF13 to $FF1A Rank: $FF1B Weapon specialized: $FF1C ______________________ 1st Character's stats: Identity: $FC13 Character image/sprite: $FC14 (see sprite table) Job: $FC15 (see job table) Sex: $FC16 (MSB=0: F; MSB=1: M) HP offset: $FC27, $FC28 (Current), $FC29, $FC2A (Max) LP offset: $FC2B (Current), $FC2C (Max) TP offset: $FC2D (Current), $FC2E (Max) MP offset: $FC2F (Current), $FC30 (Max) Pwr offset: $FC31 Dex offset: $FC32 Spd offset: $FC33 Con offset: $FC34 Int offset: $FC35 Will offset: $FC36 Char offset: $FC37 Weapon Level offset: Sword offset: $FC38 Axe/Mace offset: $FC39 Spear/Epee offset: $FC3A Bow offset: $FC3B Fist offset: $FC3C Magic level offset: Wind magic: $FC3D Fire Magic: $FC3E Earth Magic: $FC3F Water Magic: $FC40 Sun Magic: $FC41 Moon Magic: $FC42 Equipped techniques: $FC4A to $FC51 (8 bytes, 1 tech per byte) Magic offset starts: $FC52 to $FC59 (8 bytes, 1 magic per byte) Equipped weapons/items: $FC5A to $FC5D (4 bytes, 1 item per byte) Equipped armors/rings: $FC5E to $FC61 (4 bytes, 1 item per byte) ____________________ 2nd Character stats: Identity: $FC93 Character image/sprite: $FC94 (see sprite table) Job: $FC95 (see job table) Sex: $FC96 (MSB=0: F; MSB=1: M) HP offset: $FCA7, $FCA8 (Current), $FCA9, $FCAA (Max) LP offset: $FCAB (Current), $FCAC (Max) TP offset: $FCAD (Current), $FCAE (Max) MP offset: $FCAF (Current), $FCB0 (Max) Pwr offset: $FCB1 Dex offset: $FCB2 Spd offset: $FCB3 Con offset: $FCB4 Int offset: $FCB5 Will offset: $FCB6 Char offset: $FCB7 Weapon Level offset: Sword offset: $FCB8 Axe offset: $FCB9 Spear offset: $FCBA Bow offset: $FCBB Fist offset: $FCBC Magic level offset: Wind magic: $FCBD Fire Magic: $FCBE Earth Magic: $FCBF Water Magic: $FCC0 Sun Magic: $FCC1 Moon Magic: $FCC2 Equipped techniques: $FCCA to $FCD1 (8 bytes, 1 tech per byte) Magic offset starts: $FCD2 to $FCD9 (8 bytes, 1 magic per byte) Equipped weapons/items: $FCDA to $FCDD (4 bytes, 1 item per byte) Equipped armors/rings: $FCDE to $FCE1 (4 bytes, 1 item per byte) ____________________ 3rd character stats: Identity: $FD13 Character image/sprite: $FD14 (see sprite table) Job: $FD15 (see job table) Sex: $FD16 (MSB=0: F; MSB=1: M) HP offset: $FD27, $FD28 (Current), $FD29, $FD2A (Max) LP offset: $FD2B (Current), $FD2C (Max) TP offset: $FD2D (Current), $FD2E (Max) MP offset: $FD2F (Current), $FD30 (Max) Pwr offset: $FD31 Dex offset: $FD32 Spd offset: $FD33 Con offset: $FD34 Int offset: $FD35 Will offset: $FD36 Char offset: $FD37 Weapon Level offset: Sword offset: $FD38 Axe/Mace offset: $FD39 Spear/Epee offset: $FD3A Bow offset: $FD3B Fist offset: $FD3C Magic level offset: Wind magic: $FD3D Fire Magic: $FD3E Earth Magic: $FD3F Water Magic: $FD40 Sun Magic: $FD41 Moon Magic: $FD42 Equipped techniques: $FD4A to $FD51 (8 bytes, 1 tech per byte) Magic offset starts: $FD52 to $FD59 (8 bytes, 1 magic per byte) Equipped weapons/items: $FD5A to $FD5D (4 bytes, 1 item per byte) Equipped armors/rings: $FD5E to $FD61 (4 bytes, 1 item per byte) ____________________ 4th character stats: Identity: $FD93 Character image/sprite: $FD94 (see sprite table) Job: $FD95 (see job table) Sex: $FD96 (MSB=0: F; MSB=1: M) HP offset: $FDA7, $FDA8 (Current), $FDA9, $FDAA (Max) LP offset: $FDAB (Current), $FDAC (Max) TP offset: $FDAD (Current), $FDAE (Max) MP offset: $FDAF (Current), $FDB0 (Max) Pwr offset: $FDB1 Dex offset: $FDB2 Spd offset: $FDB3 Con offset: $FDB4 Int offset: $FDB5 Will offset: $FDB6 Char offset: $FDB7 Weapon Level offset: Sword offset: $FDB8 Axe offset: $FDB9 Spear offset: $FDBA Bow offset: $FDBB Fist offset: $FDBC Magic level offset: Wind magic: $FDBD Fire Magic: $FDBE Earth Magic: $FDBF Water Magic: $FDC0 Sun Magic: $FDC1 Moon Magic: $FDC2 Equipped techniques: $FDCA to $FDD1 (8 bytes, 1 tech per byte) Magic offset starts: $FDD2 to $FDD9 (8 bytes, 1 magic per byte) Equipped weapons/items: $FDDA to $FDDD (4 bytes, 1 item per byte) Equipped armors/rings: $FDDE to $FDE1 (4 bytes, 1 item per byte) ____________________ 5th character stats: Identity: $FE13 Character image/sprite: $FE14 (see sprite table) Job: $FE15 (see job table) Sex: $FE16 (MSB=0: F; MSB=1: M) HP offset: $FE27, $FE28 (Current), $FE29, $FE2A (Max) LP offset: $FE2B (Current), $FE2C (Max) TP offset: $FE2D (Current), $FE2E (Max) MP offset: $FE2F (Current), $FE30 (Max) Pwr offset: $FE31 Dex offset: $FE32 Spd offset: $FE33 Con offset: $FE34 Int offset: $FE35 Will offset: $FE36 Char offset: $FE37 Weapon Level offset: Sword offset: $FE38 Axe/Mace offset: $FE39 Spear/Epee offset: $FE3A Bow offset: $FE3B Fist offset: $FE3C Magic level offset: Wind magic: $FE3D Fire Magic: $FE3E Earth Magic: $FE3F Water Magic: $FE40 Sun Magic: $FE41 Moon Magic: $FE42 Equipped techniques: $FE4A to $FE51 (8 bytes, 1 tech per byte) Magic offset starts: $FE52 to $FE59 (8 bytes, 1 magic per byte) Equipped weapons/items: $FE5A to $FE5D (4 bytes, 1 item per byte) Equipped armors/rings: $FE5E to $FE61 (4 bytes, 1 item per byte) ____________________ 6th character stats: Identity: $FE93 Character image/sprite: $FE94 (see sprite table) Job: $FE95 (see job table) Sex: $FE96 (MSB=0: F; MSB=1: M) HP offset: $FEA7, $FEA8 (Current), $FEA9, $FEAA (Max) LP offset: $FEAB (Current), $FEAC (Max) TP offset: $FEAD (Current), $FEAE (Max) MP offset: $FEAF (Current), $FEB0 (Max) Pwr offset: $FEB1 Dex offset: $FEB2 Spd offset: $FEB3 Con offset: $FEB4 Int offset: $FEB5 Will offset: $FEB6 Char offset: $FEB7 Weapon Level offset: Sword offset: $FEB8 Axe offset: $FEB9 Spear offset: $FEBA Bow offset: $FEBB Fist offset: $FEBC Magic level offset: Wind magic: $FEBD Fire Magic: $FEBE Earth Magic: $FEBF Water Magic: $FEC0 Sun Magic: $FEC1 Moon Magic: $FEC2 Equipped techniques: $FECA to $FED1 (8 bytes, 1 tech per byte) Magic offset starts: $FED2 to $FED9 (8 bytes, 1 magic per byte) Equipped weapons/items: $FEDA to $FEDD (4 bytes, 1 item per byte) Equipped armors/rings: $FEDE to $FEE1 (4 bytes, 1 item per byte) ___________ Items held: Offset: $FF3D to $FF7C Format: 64 bytes; 2 bytes per item; byte1=item code, byte2=amount Totally maximum 32 items _________________ Items in storage: Offset: $FF7D to $1007C Format: 256 bytes; each byte corresponds to item code 00 to FF; the byte represents the amount of that item. e.g. if address $FF7D contains $05, this means there are 5 Salve 1 (item code 00) in the storage. ________ Flags 1: Offset: $1007D to $100FC Don't touch these unless you want to screw up your game. ________ Flags 2: Offset: $100FD to $1011C Don't touch these unless you want to screw up your game. ______________ Mastered tech: Offset: $1011D to $1013C Format: 256 bits, 1 bit per tech (0: not mastered; 1: mastered) Note: Special techs, magic and a few weapon-associated techs are mastered at the very beginning (set to 1). Reserved techs are set to 0 by default, but setting them to 1 doesn't seem to have any adverse effect. Change all 32 bytes to FF if you want to master all the techs. ___________________ Learned Group tech: Offset: $1013D to $10144 Format: 64 bits, 1 bit per tech (0: not learned; 1: learned) Change all 8 bytes to FF if you want to master all group techs. Note: the 4 special group techs that are found in the treasure chests in the 4 gate dungeons are not affected by these bytes. _______ Others: Money offset: $FF2D, $FF2E (16-bit number, Max 10000) Money in bank/Ruling game: $FF2F to FF32 (32-bit number) ********************************************************************** 3. Tables ________________ Technique Table: Notes: 1. There are reserved codes which contains no valid tech. They should not be used. 2. Special techs are available to certain characters only. 3. Techs associated with a special weapon should not be put to the tech slots. They can be put to the magic slots, but will be a bit glitchy. 4. Each magic group has a "basic" magic which automatically exists whenever you learn that kind of magic. They cannot be added or removed. 5. The list is in this format: Value #: Technique/Spell Name (WP/JP Cost.) Reserved: 00 to 0C: tech type names or empty 27: Group sword (?) 47 to 48, 6C to 6D, 81, 93, A6, A9, D8 to DB, F9 to FE: reserved FF: empty Specials: 1E: Demi rune (Harid only) (1) 1F: Demi echo (Harid only) (4) 94: Forever ice! (Snowman? only) (0) 95: Everyone's song (Poet only) (0) A7: Shield rush (Herman/Black only) A8: Julian block (only in Monica scenario when Julian blocks the first attack of a boss monster in Godwin's cave) Sword: 0D: Final strike (tech associated with a special weapon) (All) 0E: Final strike (tech associated with a special weapon) (All) 0F: Parry (0) 10: Sweep down (0) 11: Double mist (2) 12: Rude sword (1) 13: Cross slash (4) 14: Flying water cut (4) 15: Backstab (7) 16: Dragon tail (6) 17: Gushing wind (8) 18: Holo sword (4) 19: Dimension cut (3) 1A: Satsuki rain (10) 1B: Split body (7) 1C: Sword flash (9) 1D: Golden dragon (12) 20: Spider net (tech associated with a special weapon) (1) 21: Blade net (tech associated with a special weapon) (3) 22: Ice stare (tech associated with a special weapon) (3) 23: Charm stare (tech associated with a special weapon) (3) 24: Scare voice (tech associated with a special weapon) (4) 25: Star burst (tech associated with a special weapon) (7) 26: Star stream (tech associated with a special weapon) (7) Broad Sword: 28: Blunt strike (0) 29: Rollup strike (1) 2A: Chop down (4) 2B: Smash (4) 2C: Sweep draw (3) 2D: Earth run (4) 2E: Shadow move (2) 2F: Brook rush (6) 30: Stealing hands (7) 31: Reverse wind (7) 32: Nature dance (11) 33: Earth cresent (9) 34: Moulin rouge (tech associated with a special weapon) (3) 35: Exorcist (tech associated with a special weapon) (5) 36: Misty ice (tech associated with a special weapon) (9) 37: Dancing sword (tech associated with a special weapon) (3) Axe: 38: Tomahawk (1) 39: Skull crush (3) 3A: Big logs chop (4) 3B: War cry (1) 3C: Hyper hammer (4) 3D: Axel turn (5) 3E: Blade roll (5) 3F: Megahawk (6) 40: Dimension cut (6) 41: Dynamic hit (8) 42: Sky drive (9) 43: Deadly spin (10) 44: Yoyo (tech associated with a special weapon) (5) 45: Genghis Khan (tech associated with a special weapon) (3) 46: Orbit borer (tech associated with a special weapon) (11) Mace: 49: Brain split (1) 4A: Hard hit (3) 4B: Just meet (2) 4C: Rotation hit (4) 4D: Bone crush (4) 4E: Earthquake hit (6) 4F: Aerobit (3) 50: Stone cut (7) 51: Gravity break (6) 52: Grand slam (9) 53: Shell split (11) 54: Bless (tech associated with a special weapon) (1) 55: Power heal (tech associated with a special weapon) (0) 56: Escape out (tech associated with a special weapon) (5) 57: Werebuster (tech associated with a special weapon) (1) 58: Spell enhance (tech associated with a special weapon) (1) 59: Draw sword (tech associated with a special weapon) (3) 5A: Midas hand (tech associated with a special weapon) (4) 5B: Swallow hit (tech associated with a special weapon) (7) 5C: Shatter staff (tech associated with a special weapon) (1) Epee: 5D: Feint (0) 5E: Axel sniper (1) 5F: Imprison (1) 60: Mindstare (2) 61: Snake shot (4) 62: Bolt pierce (5) 63: Matador (3) 64: Screwdriver (7) 65: Southern cross (7) 66: Firecracker (10) 67: Final letter (9) 68: Awakening (tech associated with a special weapon) (1) 69: Were buster (tech associated with a special weapon) (1) 6A: Nurse heal (tech associated with a special weapon) (2) 6B: Snake sword (tech associated with a special weapon) (7) Spear: 6E: Leg sweep (0) 6F: Stone stab (0) 70: Double stab (2) 71: Aiming (2) 72: Windmill (3) 73: Brain split (2) 74: Charge (3) 75: Dragon hit (3) 76: Spiral charge (7) 77: Double dragon (6) 78: Beast god stab (6) 79: Great wheel (5) 7A: Triple thrust (10) 7B: Meteor thrust (9) 7C: Swing (tech associated with a special weapon) (2) 7D: Round slicer (tech associated with a special weapon) (7) 7E: Victory song (tech associated with a special weapon) (3) 7F: Psycho buster (tech associated with a special weapon) (5) 80: Trishooter (tech associated with a special weapon) (1) Bow: 82: Shadow sew (1) 83: Random arrow (2) 84: Id break (3) 85: Beast chaser (3) 86: Quick arrow (5) 87: Flash arrow (4) 88: Sidewinder (5) 89: Shot wave (6) 8A: Provoke shot (2) 8B: Plasma shot (8) 8C: Continue shot (7) 8D: Shadow kill (4) 8E: Million dollar (10) 8F: Fairy arrow (tech associated with a special weapon) (2) 90: Resona weep (tech associated with a special weapon) (1) 91: Inner eye (Use Random arrow when blind) (18) 92: Death arrow (tech associated with a special weapon) (5) Fist: 96: Kick (0) 97: Saming (0) 98: Focus (0) 99: Counter (1) 9A: Air throw (1) 9B: Giant swing (3) 9C: Bolt kick (3) 9D: Instant power (4) 9E: Niagara buster (8) 9F: Reverse throw(5) A0: Evil breaker (6) A1: S dimension (6) A2: Meteor kick (8) A3: Powerup fist (7) A4: Tiger break (12) A5: Dragon inferno (15) Wind magic: AA: Wind dart (basic) (1) AB: Nap (3) AC: Dancing leaf (5) AD: Sewn bind (4) AE: Suction (5) AF: Tornado (8) B0: Dragon god (18) Fire magic: B1: Air slash (basic) (1) B2: Hard Fire (2) B3: Self burning (5) B4: Feather seal (3) B5: Bard Song (3) B6: Fire Wall (7) B7: Reviver (16) Earth magic: B8: Stone ballet (basic) (1) B9: Berserk (3) BA: Crack (4) BB: Stone skin (3) BC: Earth Heal (4) BD: Touch gold (6) BE: Super gravity (9) Water: BF: Squall (basic) (1) C0: Life water (1) C1: Mystic Water (3) C2: Water Ball (6) C3: Sparkling mist (2) C4: Thunder clap (7) C5: Quick Time (All) Sun Magic: C6: Sunshine (basic) (1) C7: Heat Wave (4) C8: Star Fixer (5) C9: Day Break (7) CA: Sun wind (9) CB: Revival light (7) CC: Illusion sun (11) Moon Magic: CD: Shadow bolt (basic) (1) CE: Moonglow (2) CF: Soul Freeze (6) D0: Moon Shine (5) D1: Moon read (2) D2: Charm light (3) D3: Shadow servant (10) Vampire Magic: D4: Blood Suck (0) D5: Stare (4) D6: Control undead (8) D7: Gentle touch (12) Evade Tech: DC: Net DD: Slicing slash DE: Multi attack DF: Rollup strike E0: Smash E1: Far hit E2: Multiway E3: Thousand bird E4: Bone crush E5: Blade roll E6: Freezebarrier E7: Earthquake E8: Feint E9: Axel sniper EA: Screwdriver EB: Leg sweep EC: Aiming ED: Shadow sew EE: Random arrow EF: Tentacle F0: Trample F1: Body hit F2: Bolt kick F3: Hypnotize F4: Death sickle F5: Lifesteal F6: Pheromone F7: Stare F8: Brain split _________________ Group tech table: Reserved values: 00 to 1F, 3A, 3B, 4D, 4F 20: Time gap atk 21: X attack 22: Twin rush 23: High speed 24: Shiva triangle 25: Cross driver 26: Axel driver 27: Jack knife 28: Double X 29: Nature moon 2A: External bind 2B: Kibaryu dance 2C: Shinryu dance 2D: Thousand hand god 2E: Triplet 2F: Water stream 30: Mavelous cannon 31: Deflect 32: Spell deflect 33: Multicounter 34: Arrow storm 35: Crossbow 36: Shadow arrow 37: Dragon shock 38: Dinofang 39: Dbl impact 3C: Zodiac fall 3D: Star virus 3E: Cat and dog 3F: 3 cramp 40: Time gap atk 41: Twin rush 42: Cross driver 43: Crossbow 44: Shadow arrow 45: High speed 46: Jack knife 47: Nature moon 48: Time gap atk 49: Crossbow 4A: Cross driver 4B: High speed 4C: Jack knife 4E: Time gap atk 50: Zodiac fall 51: Wormhole 52: Galaxy 53: Crimson flare 54: Light wall 55: Tempest 56: Light wing 57: Sunshine 58: Shadow bolt 59: Morning moon 5A: Star virus 5B: Rabbit storm 5C: Black dragon hit 5D: Rising flame 5E: Dopler roar 5F: Tidal wave ___________ Item Table: Notes: 1. The list is in this format: Value #: Equipment/Item Name (see below.) 2. If it is a weapon, the number is the weapon's attack power. 3. If it is a piece of armor (any type), the numbers are the armor's defense, followed by the armor's magic defense. 4. If it is a big shield, the numbers are how much the shield adds to your defense, followed by the percentage chance of this happening. 5. If it is a small shield, the number is the percentage chance of the shield blocking (small shields block all damage, but less frequently than big shields.) 6. Equipment marked with a '*' after the name cannot be removed after being equipped. To remove them, 'erase' them with the value FF, or replace them with another piece of equipment. 7. Any sword with a 'K' after the name means that it is a Kamsheen sword, which Harid can equip in his first weapon slot (others can equip them as well, but Harid can ONLY have one of these swords in his first weapon slot.) 8. The good Dusk Robe is what Leonid wears. The wearer is immune to status attacks, fatal attacks, and regenerates HP every turn. However, the wearer becomes weak against sun magic, can only equip rings, and cannot take it off (but who would want to?) IMO, this is the best armor in the game! On the other hand, the bad Dusk Robe makes you weak against everything, so don't use it! Items: 00: Salve 1 (Restores 100 HP) 01: Salve 2 (Restores 400 HP) 02: Salve 3 (Restores 800 HP) 03: Remedy (Restores 200 HP, cures all status problems except petrify) 04: Soft (Restores 200 HP, cures petrify) 05: Spirit stone 06: Sand of Mars 07: Eternal ice Swords: 08: Long sword (8) 09: Broad sword (14) 0A: Silver sword (25) 0B: Curve sword (12) - K 0C: Falchion (23) - K 0D: Bloody (19)* 0E: Spider (20) 0F: Screamer (28) 10: Evil eye (34) 11: Dragon scale (43) 12: Invoker (39) 13: Seven star (35) Big Swords: 14: Big sword (10) 15: Two handed (18) 16: Kamsheen (41) 17: Bastard sword (17) 18: Flamberge (34) 19: Victory (27) 1A: Beauty (43) 1B: Ice sword (40) 1C: Yoto ryuko (13) 1D: Triple (33) Axes: 1E: Hand axe (9) 1F: Battle axe (21) 20: Brover (36) 21: Francisca (25) 22: Viking (17) 23: Hawk wind (34) 24: Buster (30) 25: Devil King (42) Hammer: 26: Bat. Hammer (8) 27: Twister (22) 28: Poet fidl 29: Club (15) 2A: Slit hammer (30) 2B: Golden bat (19) 2C: Glory staff (20) 2D: Rune staff (13) 2E: Life cane (10) 2F: Training cane (16) Epee: 30: Foil (7) 31: Rapier (13) 32: Estoc (28) 33: Gladius (23) 34: Masquerade (9) 35: Silver foil (17) 36: Nitingale (12) 37: Kris naga (37) 38: Triple (transformed) (22) Spear: 39: Long spear (11) 3A: Amen tomb (27) 3B: Partisan (15) 3C: Halberd (20) 3D: B. lancer (38) 3E: Lucerne (23) 3F: Will spear (30) 40: Beastman (34) 41: Holy King (37) 42: Dragon spear (45) Bow: 43: Hunter (7) 44: Long (15) 45: Catalpa (26) 46: Elder (22) 47: Canary (25) 48: Fairy (30) 49: Death (42) 4A: Enhanced (34) 4B: Dobi (27) 4C: Seven star (transformed) (60) 4D: Masquerade (transformed) (35) 4E: Training cane (transformed) (10) 4F: Holy grail (0) Note: transformed weapons are the ones which are not supposed to be found outside of battles. During battles, the Seven Star, Masquerade, the Training Cane and the Triple Sword will transform into another weapon after using a certain tech (Star burst, Awakening, Draw Sword and Dancing Sword respectively). Say, the original Masquerade is an epee with attack power 9. After using Awakening, it turns into a Big Sword with attack power 35 and the build-in tech Moulin Rouge. Although this is not as obvious in the case of the Seven Star Sword and the Training Cane, they indeed do change. Seven Star Sword will turn into a sword with attack power 60 and has the build-in tech Star Stream after Star Burst is used. Training Cane will turn into an Epee with attack power 10 and no build-in tech. Normally these weapons will return to the normal one after battle, but if you hack the game and equip the a player with a transformed weapon, it will remain transformed even after battle (unless you use a special tech to change it back to normal). In case you are using the Training Cane or a Triple sword and find your Epee skill level up, this is the reason. Shield: 50: Small (10, 40) 51: Large (16, 40) 52: Knight (25, 40) 53: Spike (18, 35) 54: Flame beast (20, 35) 55: Water mirror (30, 40) 56: Dragonscale (35, 35) 57: Devil King 58: Light (15) 59: Smart (20) 5A: Excel (30) 5B: Buckler (18) 5C: Target (22) 5D: Earth (25) 5E: Will (20) 5F: Wonder bangle (99) Armors/shirts: 60: Soldier (14, 6) 61: Knight (18, 8) 62: Silver trail (22, 16) 63: White silver (28, 18) 64: Fish scale (20, 10) 65: Star (27, 16) 66: Devil King (20, 40) 67: Star trail (32, 24) 68: Lord (24, 18) 69: War God (35, 8) 6A: Dragonscale (37, 15) 6B: B. dragon (20, 20) 6C: Firebird (15, 25) 6D: White tiger (25, 15) 6E: Sea tortoise (30, 10) 6F: Gold dragon (25, 25) 70: Teddy bear (2, 2)* 71: Eternal Ice (4, 1)* 72: Cotton (3, 6)* 73: Flame beast (12, 12) 74: Magic beast (16, 13) 75: Hidora (20, 10) 76: Chain vest (12, 6) 77: Bone breast (18, 10) 78: Undead mail (12, 24) 79: Bone mail (26, 20) 7A: Beast (14, 7) 7B: Nut vest (14, 14) 7C: Tree (16, 12) 7D: Headband (13, 4) 7E: Slime skin (18, 8) 7F: Ghost coat (24, 16) 80: Gelatin suit (35, 12) 81: Fish scale (16, 8) 82: Snakeskin (16, 10) 83: Heat res. (12, 6)* 84: Evil (25, 12) 85: Soul cap (18, 8) 86: Scarf (1, 7)* 87: Lobster (25, 5)* 88: Fire mantle (8, 10) 89: Force mantle (8, 15) 8A: Lovers (8, 10) 8B: Clear love (13, 0) 8C: Protector (0, 0) 8D: Protector (20, 20) 8E: Protector (15, 10) 8F: Protector (10, 10) 90: Leather (9, 4) 91: Hard leather (13, 6) 92: Brigandy (22, 9) 93: Raw leather (8, 4) 94: Pretty ring (0, 5) 95: Beast leather (21, 16) 96: Hid. leather (32, 18) 97: Crocodile (18, 7) 98: Magician (8, 12) 99: Sorcerer (12, 15) 9A: Lake (14, 18) 9B: Fire (22, 16) 9C: Moon (14, 27) 9D: Stardust (18, 21) 9E: Dusk robe (42, 42) – Bad 9F: Dusk robe (42, 42) – Good* A0: Soldier (25, 10) A1: Protect (30, 16) A2: Enhanced (26, 14) A3: Fort (45, 26) A4: Titan (35, 22) A5: Combat (30, 30) A6: Mobile (32, 24) A7: Mystery (32, 30) A8: Tunic (4, 2) A9: Silk (3, 3) AA: Martial (9, 5) AB: Fur vest (7, 6) AC: Worn cloth (5, 5) AD: Demon belt (6, 6) AE: Nut (8, 12) AF: E. martial (14, 9) Helmets: B0: Full face (6, 3) B1: Close (10, 5) B2: Psycho (8, 1) B3: Horned (9, 3) B4: Headband (1, 6) B5: Knight (3, 4) B6: Evil mask (5, 10) B7: Holy King (8, 8) Gloves: B8: Gauntlet (7, 4) B9: Vambrace (12, 5) BA: Shell blazer (6, 3) BB: Power glove (9, 5) BC: Duel master (7, 7) BD: Ghost hand (16, 4) BE: Bone ring (8, 8) BF: Silver hand (7, 7) Shoes: C0: Leather (4, 3) C1: Power (12, 7) C2: Shoes (4, 2) C3: Clown (4, 4) C4: Hurricane (1, 6) C5: Plastic (3, 10) C6: Feather (5, 12) C7: Holy King (7, 7) Necklaces/rings/special items: C8: Bone cross (6, 6) C9: Moon bone (2, 10) CA: Dead heart (0, 12) CB: Kris knife (0, 8) CC: Clear pattern (0, 10) CD: Witch's eye (0, 13) CE: Troll stone (0, 14) CF: Guard ring (8, 8) D0: Candy ring (0, 6) D1: Fang charm (3, 3) D2: Wing charm (3, 3) D3: Hair orna. (1, 7) D4: Water claw (4, 12) D5: Fairy ring (0, 7) D6: Fog ring (0, 12) D7: Dolphin stat (0, 1) D8: Royal ring (0, 5) D9: Death ring (9, 9) DA: Tiny feather (2, 2) DB: Fishscales (2, 6) DC: Drgn scales (2, 12) DD: Gold medal (0, 4) DE: Heartache (0, 9) DF: Dream gem (0, 18) Restore items: E0: Tpotion E1: Tpotion 2 E2: Tpotion 3 E3: Heliotrope E4: Edelweiss E5: Mpotion E6: Mpotion 2 E7: Mpotion 3 E8: Life potion E9: Barrier stone EA: Wild herbs EB: Snake scent EC: Pidon Jewel ED: Fairy herb EE: Mana's icon EF: Earl's tears Special items: F0: Rat poison F1: Meteo frag F2: Death frag F3: Fur pelt F4: Card F5: Chocobo crd F6: F7: F8: F9: FA: FB: FC: FD: FE: Life elemnt FF: ___________ Name/Identity Table: Notes: 1. A character's stats are linked to their name. Thus, the only way to change a character's stats is to change their name. 00: Julian 01: Ellen 02: Sara 03: Thomas 04: Harid 05: Mikhail 06: Monica 07: Katrina 08: Leonid 09: Young boy 0A: Tiberius 0B: Wood 0C: Paul 0D: Robin 0E: Robin 0F: Muse 10: Sharl 11: Poet 12: Tatyana 13: Yan Fan 14: Undine 15: Zhi Lin 16: Herman 17: Fullbright 18: Bai Meiling 19: Nora 1A: Black 1B: Katherine 1C: Fairy 1D: Boston 1E: Elephant 1F: Snowman 20: Therese 21: Sherbert 22: Mille feui 23: Candy 24: Crepe 25: Souffle 26: Bavarois 27: Eclair 28: Tart 29: Sagittarius 2A: Libra 2B: Taurus 2C: Gemini 2D: Capricorn 2E: Cygnus 2F: Klax 30: Godwin 31: Goblin king 32: Tommy Zom 33: Gbln prince 34: ? ? ? ? ? 35: Libra 36: Taurus 37: Clemens 38: Ludwig 39: Klax 3A: Jason 3B: Pupenheim 3C: Vlad 3D: Razal 3E: Yan Fan 3F: Galbaldi 40: Sharl 41: Hianyu 42: Gamma 43: Bradley 44: Collins 45: Patton 46: Byahl 47: Dianeira 48: Rabbit 49: Fox 4A: Bear 4B: Duma 4C: Duma 4D: Klax 4E: Jason 4F: Bonaparte 50: Pancho 51: Pancho 52: Yan Youchun 53: Acute 54: Hannibal 55: Devil leader 56: Edwin 57: Windseed 58: Warenstein 59: Tancredo 5A: Dabo 5B: Marbala 5C: Hannibal 5D: Epaminond 5E: Gustav 5F: Belisarius 60: Minerva 61: Luna 62: Juno 63: Celes 64: Aurora 65: Fury 66: Victoria 67: Diana 68: Shigen 69: Hakuyak 6A: Tanpuk 6B: Tutach 6C: Kokin 6D: Hakugen 6E: Motok 6F: Komei 70: Jubei 71: Tesshu 72: Jusak 73: Ganryu 74: Toshi 75: Renya 76: Bokuden 77: Soji 78: Sulkan 79: Neman 7A: Tandan 7B: Sahariar 7C: Abulhasan 7D: Marzwan 7E: Almanos 7F: Sliman 80: Ludwig 81: Clemens 82: Nina 83: Franz 84: Volcano 85: Altemesia 86: Buco 87: Tomoe 88: Hamuba 89: Kuu 8A: Mujugu 8B: Bai 8C: Osei 8D: Rangary 8E: Kecheu 8F: Gadafum 90: Altan 91: Galdan 92: Bazoo 93: Ethan 94: Dayan 95: Akuda 96: Aboki 97: Bokutosh 98: Fatima 99: Besma 9A: Aria 9B: Mizura 9C: Agisa 9D: Donea 9E: Nozuhato 9F: Saharasad A0: George A1: Peter A2: Paul A3: Jacob A4: Benedict A5: Valentine A6: Urban A7: Christoph A8: Sophia A9: Agatha AA: Monica AB: Gertrude AC: Barbara AD: Matilda AE: Magdalena AF: Maria B0: Natalia B1: Malaia B2: Janice B3: Olivia B4: Kate B5: Sara B6: Debbie B7: Linda B8: Eriken B9: Mazeran BA: Gama BB: Mahan BC: Fischer BD: Tielpitz BE: Tei BF: Drake C0: Eric C1: Halfagar C2: Palna C3: Ambjorn C4: Egil C5: Olav C6: Cygles C7: Sunori C8: Karl C9: Fritz CA: Dynamite CB: Terry CC: Bruiser CD: Vader CE: Hase CF: Rygar D0: Sparrow D1: Crow D2: Robin D3: Pigeon D4: Starling D5: Swift D6: Slash D7: Falcon D8: Cat D9: Beaver DA: Badger DB: Mouse DC: Rabbit DD: Ferret DE: Weasel DF: Fox E0: Kerut E1: Tanbora E2: Garngan E3: Au E4: Meripe E5: Agun E6: Soptan E7: Papandaya E8: Siero E9: Lego EA: Cherno EB: Podo EC: Rato ED: Gray EE: Bertie EF: Bernie F0: Tethys F1: Pelusa F2: Russianasa F3: Merite F4: Ampitorite F5: Nausitoe F6: Saoh F7: Glatia F8: Windy F9: Claudia FA - FF: Reserved Values ___________ Sprite Table: Notes: 1. Party member sprite are all valid, usable sprites, which have animations for all activities. 2. General NPC sprites are reserved for the random people on the streets. They do not have animations for techs, magic, running, or anything other than their usual aimless walking, so don't expect much if you plan on using them to make new characters. 3. Unique NPC sprites are, well, unique. They look fine in the menu screen, but are glitchy in battle (except for some, like Katrina's noble woman outfit). These are used for named characters, like the Professor and Nina, that affect the story but never join your party. 4. A * indicates that a sprite was never used in the game, to the best of my knowledge. NPC sprites only Party Member Sprites: 00: Monica 01: Julien 02: Mikhail 03: Thomas 04: Ellen 05: Sarah 06: Harid 07: Katrina 08: Young Boy 09: Tiberius 0A: Leonid 0B: Fat Robin 0C: Thin Robin 0D: Herman 0E: Wood 0F: Muse 10: Sharl 11: Poet 12: Tatyana 13: Paul 14: Undine 15: Fullbright 16: Zhi Ling 17: Nora 18: Yan Fan 19: Bai Mei Niang 1A: Zo (Blue Elephant) 1B: Boston 1C: Fairy 1D: Snowman General NPC Sprites: 1E: Glitchy 1F: Desert Woman 20: Desert Man (Old) 21: Desert Man (Young)* 22: Desert Child (Boy) 23: Desert Child (Girl)* 24: Lance Woman (Young) 25: Lance Man (Mustache) 26: Lance Man (Blue Beard, Purple Robes) 27: Lance Woman (Old, Purple Hair) 28: Kidlanto Woman 29: Kidlanto Man (Wolfskins) 2A: Kidlanto Man (Red Hat) 2B: Kidlanto Child 2C: Ake Man (Young) 2D: Ake Man (Old) 2E: Ake Woman (Young) 2F: Ake Woman (Young) 30: Ake Child (Girl) 31: Ake Child (Boy) 32: Eastern Man (Yellow Clothes) 33: Eastern Woman (Young) 34: Eastern Child (Purple Clothes) 35: Eastern Child (Orange Clothes)* 36: Eastern Man (Orange Clothes) 37: Eastern Woman (Old) 38: City Woman 39: Rural Woman 3A: Barmaid (Gold Clothes)* 3B: Nun 3C: Girl (Pink Dress) 3D: Old Woman 3E: Warrior Woman 3F: Dancer* 40: Young Man (Green Shirt) 41: Blacksmith 42: Old Man (Purple Vest) 43: Young Man (Blue Vest) 44: Purple Mage 45: Boy (Blue Clothes) 46: Soldier 47: Old Man (Blue Robes) 48: Old Man (Green Clothes, Cane) 49: Barmaid 4A – 5C: Glitchy 5D: Fatima (Harid's Princess) 5E - 69: Glitchy Unique NPC Sprites: 6A: Monica (Pink Costume) 6B: Fat Robin (No Costume) 6C: Katrina (Purple Dress) 6D: Scholar (Anna's Brother) 6E: Duke Zweig 6F: Green-Armored Warrior* 70: Nina 71: Anna 72: Glitchy 73: Thin Robin (No Costume) 74 - 90: Glitchy 91: The Professor 92 - 9A: Glitchy 9B: Black 9C - FF: Glitchy ___________ Job Table: Notes: 1. Do not enter values higher than 1B for a character's job. It may cause unexpected problems if you do. 00: Settler 01: Wanderer 02: Marquis 03: Princess 04: Noble 05: Vampire Earl 06: ???? 07: Church Head 08: Man From North 09: Ex - Thief 0A: The Mask 0B: A Young Lady 0C: Magic Warrior 0D: Scholar 0E: Wandering Girl 0F: General 10: Water Magician 11: Mung Girl 12: Ex - Pirate 13: Merchant 14: Fairy 15: Lobster 16: Snowman 17: Wandering Girl 18: East Magician 19: Craftsman 1A: Rashkutan 1B: Ex - Sailor