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Code:___ ___ ___ ___ ___ /\ \ /\ \ /\ \ /\ \ /\ \ //\\ \ //\\ \ //\\ \ //\\ \ //\\ \ ///\\\ \ ///\\\ \ ///\\\ \ ///\\\ \ ///\\\ \ /// \\\ \ /// \\\ \ /// \\\ \ /// \\\ \ /// \\\ \ /// / \\\ \ /// / \\\ \ /// / \\\ \ /// / \\\ \ /// / \\\ \ ///__/ \\\__\ ///__/ \\\__\///__/ \\\__\///__/ \\\__\///__/ \\\__\ \\\ \ ___\/__/ \\\ \ ___\/__/\\\ \ \/__/\\\ \ \/__/\\\ \ \/__/ \\\ \/\ \ \\\ /\ \ \\\ \ \\\ \ \\\ \ \\\ \\\ _\ \\\ \\\__\ \\\ \ \\\ \ \\\ \ \\\/// / \\\/// / \\\ \ \\\ \ \\\ \ \\// / \\// / \\\__\ \\\__\ \\\__\ \/__/ \/__/ \/__/ \/__/ \/__/ TM GAME GENIE CODE CREATORS CLUB | SUPER NINTENDO GAME GENIE HANDBOOK, ver. 6.61 ============================================================================== | (c) 1995, 1996, 1998 Game Genie Code Creators | Club. All rights reserved. This material may -===WRITTEN BY===- | not be reproduced, stored in a retrieval [email protected] | system, transmitted, or published, in any form | or by any means-- electronic, mechanical, | xerographic, or otherwise-- without being -=====DATE=====- | fully credited or without the prior written 5 November, 1998 | permission of a club official. E-mail | [email protected] or [email protected] for | more information. ============================================================================== This file is best viewed in a monospace font such as Courier. Optimized for viewing in the MS-DOS Editor. ********************* * TABLE OF CONTENTS * ********************* Part 1 : Introduction Part 2 : Credits 2.1 Credits 2.2 Revision History Part 3 : Notes 3.1 Things to Remember 3.2 What's New in this Version? BASICS: This section is for people who don't know a thing about making ------- Game Genie codes. Part 4 : Why Some Codes Don't Work Part 5 : Conversion Chart Part 6 : Patience is a Virtue Part 7 : Creating & Altering Codes 7.1 Introduction 7.2 Creation Method: GUESS 'N' OBSERVE 7.3 Creation Method: PORTING OVER 7.4 Creation Method: ALTERED GUESS 7.5 Alteration Method: KNOWLEDGEABLE GUESS 7.6 Alteration Method: SLOTS ONE AND TWO 7.7 Alteration Method: MAKE IT BETTER Part 8 : Chaos and Order 8.1 Introduction 8.2 Code Finding Sheet 8.3 Code Altering Sheet Part 9 : Effect Meter BEYOND THE BASICS: This section is for people who know the basic ------------------ fundamentals of the Game Genie and wish to delve deeper into its inner workings. Part 10 : Hex Marks the Spot 10.1 Introduction 10.2 Hex Counting 10.3 What's in a Code? 10.4 Numerical Value Chart 10.5 Examples of Decoding the First Two Digits Part 11 : Bits, Bytes, and Binary 11.1 Introduction 11.2 Bits & Bytes 11.3 Numerical Chart: The Sequel Part 12 : Breaking the Cypher 12.1 Introduction 12.2 Bit Shift 12.3 HiROM and LoROM 12.4 The Long Way 12.5 Semi-unimportant Side Note 12.6 Example from a HiROM Game 12.7 Example from a LoROM Game Part 13*: An Easier Way to Decode 13.1 Introduction 13.2 Know thy Slots 13.3 Actual Values of the Slots 13.4 What's Worth What? The Master Chart! 13.5 Example using the Chart 13.6 Converting Back: from ROM Address to GG Code Part 14 : Using the Slots 14.1 Introduction 14.2 Slots 1 and 2 14.3 Slot 3 14.4 Slot 4 14.5 Slot 5 14.6 Slot 6 14.7 Slot 7 14.8 Slot 8 Part 15 : Infinite or Illiterate? 15.1 Introduction 15.2 Explanation Part 16 : Company Hex Methods 16.1 Introduction 16.2 Company Hex Method Chart Part 17 : Words from the Wise 17.1 \ to > Tips on Code Creation 17.7 / Part 18 : Anatomy of the FF3 Code 18.1 Introduction 18.2 Memory Address Positions 18.3 Disassembling a Code Part 19 : Final Word * indicates completely new material in version 6.6! ************************** * PART 1: INTRODUCTION * ************************** People were having difficulty using the section of the handbook to convert GG codes to ROM addresses. So, in this release, I added part 13, which is another (easier) method to accomplish the same thing. Hopefully, this will be easier to understand. Some minor errors have also been corrected in this version, and the handbook has been sectionalized for easy reference. [email protected] GGCCC co-president ******************* * PART 2: CREDITS * ******************* <2.1> Credits --------------------------------------------------------------- Writers/contributers to the handbook: Makers of their own handbooks: [email protected] [email protected] [email protected] [email protected] Jay McGavren ([email protected]) [email protected] Michael Goldman [email protected] [email protected] [email protected] <[email protected]> provided the bit-encoding information for GG Code to CPU Address conversion, and the method for CPUAddress to ROMAddress conversion in LoROM games. <[email protected]> and <[email protected]> devised the method for CPUAddress to ROMAddress conversion in HiROM games. <2.2> Revision History------------------------------------------------------- VERSION 6.6 (November 1998) - New, easier-to-understand section on Game Genie to ROMAddress conversion. Also added a section on how to reverse the process more easily. Revised other parts of the handbook; reorganized the handbook into sections. VERSION 6.0 (September 1998) - This version was the first to contain methods of finding the CPU / ROM addresses for Game Genie codes. It's the only document I know of that specifies how to convert GG codes to ROM addresses. [by [email protected]] VERSION 5.0 (June 1998) - Corrected many of the errors in Rokol's previous handbooks. [by [email protected]] VERSION 4.0 (December 1996) - One of Rokol's last contributions to the GGCCC, this guide contained information from some "source" he had at Galoob. Some of it was legitimate, but some of it was inaccurate. [by [email protected]] VERSION 3.3 (October 1996) - Rokol corrected some (though not all) of the errors in his 3.0 version. [by [email protected]] VERSION 3.0 (June 1996) - In this version, Rokol introduced the 'advanced' section, with the first allusions to the fact that a code altered a memory address. At this point, our knowledge was still very sketchy. First use of the "D, 0, 6, A", "F, 9, B, 2", etc. patterns for positions 5 / 7 in the handbook. [by [email protected]] VERSION 2.0 (April 1996) - Included the data values for the first two positions of the codes (although somewhat incorrectly :P). First use of the name 'handbook' here. [by [email protected]] VERSION 1.5 (November 1995) - Corrected some errors in version 1.0. [by [email protected]] VERSION 1.0 (October 1995) - The GGCCC's first attempt at a Game Genie Guide. Rokol wrote down the techniques (mostly based on guessing and observation). [by [email protected]] * Read this document and want to join the GGCCC? Fill out the new member application on our website: http://ggccc.dragonfire.net/ ***************** * PART 3: NOTES * ***************** <3.1> Things to Remember---------------------------------------------------- -Please keep in mind that some methods/techniques in this guide may not work with some games. -Some code examples and the Galoob effects chart are taken from Galoob's Codebook and Programming Manual. -Terms used in this guide: GG - Game Genie Alphanumerics - Letter(s)/number(s) (in a GG code) Position(s) - One or more of the slots in the 8 character GG code. Slot(s) <3.2> What's new in this version?------------------------------------------- v6.60 -Lots of explanations. -MANY corrections. -Part 13, explaining how to encypher / decypher GG codes without the use of binary. v6.61 -a few small (but critical) corrections (like this list for example :)) ************************************* * PART 4: WHY SOME CODES DON'T WORK * ************************************* An editorial written by [email protected] What you are about to read is my PERSONAL OPINION and the information that a Galoob Game Genie representative has given me. I have been recieving complaints from people about codes not working on their game. Based on my expeience and other sources, I will explain why some codes don't work for your game. You see, Nintendo sued Galoob many years ago, to try to stop Galoob from creating their Game Genie. Nintendo lost the lawsuit. Nintendo changes the configuration of their games. I made this observation after buying another Final Fantasy 3 game. I have noticed that there are still codes that won't work for both of them. That led me to believe that Nintendo is creating different versions of the games they make. They are doing this to either fix the bugs in their games and to frustrate Galoob from finding more codes. ****************************** * PART 5: CONVERSION CHART * ****************************** Are you having problems getting a code to work? Well, it may be that you have a different version of the game. However, you can make that code compatible by using the "CONVERSION CHART". CONVERSION CHART ---------------- D <------> 6 0 <------> A F <------> B 9 <------> 2 4 <------> C 7 <------> 3 7 <------> 8 5 <------> E To make a code work for you, all you have to do is to change the 3rd slot of a code to the equivalent alphanumeric on the conversion chart. EXAMPLE: -------- CODE: EEC4-EDD8 "255 damage to enemy" If the code doesn't work try changing the "C" into a "4". So, the new code is... EE44-EDD8. ******************************** * PART 6: PATIENCE IS A VIRTUE * ******************************** Finding GG Codes is not an easy job. It takes a lot of time and patience. Following the list below will help make your code programming experience more enjoyable. 1. Do not work for more than an hour in finding codes. That is a major cause of stress. If you are going to work more than an hour, take a fifteen minute break for every hour you work on codes. 2. Turn the game music down and play some other music (music you like). Listening to the same tune over and over will drive you crazy. 3. Make yourself comfortable, but not too much. Being too comfortable might cause you to fall asleep! 4. Turn the brightness of your TV down. Looking at a bright screen too long is not good for your eyes. It also puts you to sleep. 5. Have something else to do while you are looking for codes so you don't get bored too fast. 6. Most importantly, do not get mad when you can't find codes... chances are you may have even worse luck. You are a better programmer when you are not mad or stressed. 7. If you have more than one GG, use it. Using more than 1 GG is helpful because it increases the amount of codes you can enter each time. But, don't use more than 3 GG's. Using more than 3 GG's will only serve to confuse you. ************************************* * PART 7: CREATING & ALTERING CODES * ************************************* <7.1> Introduction----------------------------------------------------------- The methods explained in this section rely on guessing and identification in patterns of codes to make new ones. This will probably be how you make most of the best codes... the best things always seem to come randomly. Mathematical (and therefore more precise) methods of finding codes are explained in the "Advanced" section of the handbook. * CODE CREATION METHODS: A. Guess 'N' Observe B. Porting Over C. Altered Guess * ALTERATION METHODS: A. Knowledgable Guess B. Slot 1 and 2 C. Make it Better <7.2> Creation Method: GUESS 'N' OBSERVE------------------------------------- Depending on your luck, you can either find codes or nothing. To use this method, all you do is put random alphanumerics down and check if it changes anything in the game. Easy? Yup, but it all depends on your luck. <7.3> Creation Method: PORTING OVER------------------------------------------ This is when you take codes from one game and port them over to another version of the game. For example, take codes from MegaMan X and plug it into MegaMan X2. Due to many versions of games this method might not work at all. NOTE: This, however, works well with GameBoy GG Codes. <7.4> Creation Method: ALTERED GUESS----------------------------------------- This is probably the most useful of the random methods. You actually know what a code does and try to make new ones by changing it through guesses. EXAMPLE: ****-7765 <---- means "AFFECTS BATTLE" in Chrono Trigger. So, making this observation you can make guesses on the first 4 slots of the code. Here are some of the results of this method. - 9DA6-7765 "INFINITE M.P. FOR THE FIRST CHARACTER" - B623-7765 "9999 DAMAGE" <7.5> Alteration Method: KNOWLEDGEABLE GUESS--------------------------------- Sometimes looking at a set of codes will show you what you need to change to get different effects. EXAMPLE: "Soldiers of Fortune" - DF40-ED75 "BRIGAND STARTS WITH BOMB SPECIAL" - DF40-EF75 "MERCENARY STARTS WITH BOMB SPECIAL" - DF40-E475 "GENTLEMAN STARTS WITH BOMB SPECIAL" You will notice that slot 6 is changed to affect different people. Knowing this, you can guess that changing slot 6 can be changed for different effects. <7.6> Alteration Method: SLOTS ONE AND TWO----------------------------------- Changing slots 1 and 2 is the easiest way to find codes. EXAMPLE: "Paladin's Quest" - **EA-6F1D "CHANGE ITEM IN CHENZI'S RIGHT ARM" You will notice that putting any alphanumerics in slots 1 and 2 will give Chenzi any possible items on his right arm. <7.7> Alteration Method: MAKE IT BETTER-------------------------------------- Galoob creates codes to help make a game easier to play for you, not make you a god. But you can change that just by upgrading the codes that Galoob has provided. EXAMPLE: "Lagoon" - D42D-6D6C "START WITH 612 G.P." - D92D-6D6C "START WITH 1380 G.P." Try changing slots 1 and 2 to "EE". Trust me, you will be surprised by the results. Here is a chart that shows the difficulty of creating codes with the above methods. Method Create or Alter? Difficulty -------------------------------------------------------------------------- Guess 'n' Observe Create Very Hard Porting Over Create Hard Altered Guess Create Relatively Easy Knowledgable Guess Alter Easy Slot 1 and 2 Alter Very Easy Make it Better Alter Very Easy *************************** * PART 8: CHAOS AND ORDER * *************************** <8.1> Introduction----------------------------------------------------------- When you create or alter codes, you should at least have a little organization so you don't have to worry about losing or misplacing codes. I'm not telling you to copy my procedures for organization. But to observe, how I keep my codes organized and probably help you develop your own method of organization. <8.2> Code Finding Sheet: SNES----------------------------------------------- NAME:_______________________________ | CODE | EFFECT /ALTER/FINAL/NONE | |______|______|__________________________________________|_____|_____|______| |______|______|__________________________________________|_____|_____|______| |______|______|__________________________________________|_____|_____|______| |______|______|__________________________________________|_____|_____|______| |______|______|__________________________________________|_____|_____|______| |______|______|__________________________________________|_____|_____|______| |______|______|__________________________________________|_____|_____|______| SLOTS: --------------------------------------------------------------------------- | 1234 | 5678 | A BRIEF DESCRIPTION OF THE EFFECT /ALTER /FINAL /NONE | --------------------------------------------------------------------------- KEYS: ALTER -Can be altered to create more new codes. FINAL -Does no need to be altered. NONE -No visible effects EXAMPLE: -------- NAME: Lagoon | CODE | EFFECTS /ALTER /FINAL /NONE ------------------------------------------------------|------|------|------ | 4D2D | 6D6C | Start with 8292 GP. |******| | | --------------------------------------------------------------------------- NOTE: You can alter this to give you max GP. <8.3> Code Altering Sheet: SNES---------------------------------------------- NAME:_______________________________ | CODE | EFFECT |_|_|_|_|_|_|_|_|___________________________________________________________| |_|_|_|_|_|_|_|_|___________________________________________________________| |_|_|_|_|_|_|_|_|___________________________________________________________| |_|_|_|_|_|_|_|_|___________________________________________________________| |_|_|_|_|_|_|_|_|___________________________________________________________| |_|_|_|_|_|_|_|_|___________________________________________________________| |_|_|_|_|_|_|_|_|___________________________________________________________| |_|_|_|_|_|_|_|_|___________________________________________________________| |_|_|_|_|_|_|_|_|___________________________________________________________| WAYS TO USE IT: Method 1: Altering A Slot NAME: Mega Man X |1|2|3|4|5|6|7|8| EFFECT --------------------------------------------------------------------------- |D|B|B|E|4|4|6|F|____Start with 10 Lives____________________________________| |*|D|*|*|*|*|*|*|____Start with 1 Life______________________________________| Method 2: Altering Several Slots NAME: Super Metroid |1|2|3|4|5|6|7|8| EFFECT --------------------------------------------------------------------------- |C|2|8|8|C|5|A|7|_Almost Infinite Missiles__________________________________| |*|*|*|A|*|9|D|*|_Almost Infinite Super Missiles____________________________| ************************ * PART 9: EFFECT METER * ************************ The Game Genie uses an effect meter to determine the extremity of the first two positions. This is in the manual, but is also reprinted below for convenience. Example: DAFFY DUCK: THE MARVIN MISSIONS GAME DBBD-1DA4 Start with 9 lives 49BD-1DA4 Start with 25 lives 17BD-1DA4 Start with 99 lives The meter is below: ---------------------------------------------------------------------------- D F 4 7 0 9 1 5 6 B C 8 A 2 3 E Smallest Effect Biggest Effect ---------------------------------------------------------------------------- NOTES: ------ Some games might reverse the Effect Chart. For instance, there are some codes for Final Fantasy II in which "D" will produce the largest effect and "E", the smallest. The effects chart is actually an encoding system for hex numbers. This concept is explained further in the "advanced" section. Now that you have "working" codes (or if you already have codes), you'll probably want to alter them so something cool happens. The charts and examples below will help you figure out what you are doing. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ============================ BEYOND THE BASICS ============================= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ******************************* * PART 10: HEX MARKS THE SPOT * ******************************* <10.1> Introduction----------------------------------------------------------- Note: The letter "h" after a number indicates that number is in base 16 (hexadecimal). It is not actually a part of the numeral; it merely distinguishes it from a decimal number. Each Game Genie code is like an encoded hexadecimal number. Hexadecimal is a base 16 number system, with the digits 0 through 9 and A through F. Instead of "9" having the largest value like in our decimal system, Fh has the largest value. <10.2> Hex Counting----------------------------------------------------------- If you were to count in hexadecimal, the sequence would be: 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 0A, 0B, 0C, 0D, 0E, 0F, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 1A, 1B, 1C, 1D, 1E, 1F, 20, 21, 22, .... [all h] Ah is equivalent to 10, Bh = 11, Ch = 12, Dh = 13, Eh = 14, and Fh = 15. Because there are 15 numbers (excluding 0) before "10" in hexadecimal, 10h is equal to 16. Therefore, instead of having the "ones", "tens", "hundreds", and "thousands" place like in base 10, we have the "ones", "sixteens", "256s", and "4096s". The number "5" in the number 50h is actually worth 16 x 5 = 80. "8" in 8A0h is worth 256 x 8 = 2048. Let's try to decode the hex number 3E5h. TWO-HUNDRED FIFTY-SIXES SIXTEENS ONES ----------------------- -------- ---- Hex Number 3 E 5 Dec Number 3 14 5 Dec Value 256 x 3 = 768 16 x 14 = 224 5 = 1 x 5 To get the total value of the number, add the decimal values of all the places together. Total Value = 768 + 224 + 5 = 997. <10.3> What's in a Code?------------------------------------------------------ Why are we learning about hexadecimal? Because the a Game Genie code is actually an encoded, 8-digit hexidecimal number. Before we get to what, exactly, each digit of that number represents, we must break the GG's encyphering scheme. The "effect chart" mentioned in the above part is actually a substitution cypher that the GG uses to encode memory addresses. This code is ALWAYS the same; even though the effects chart can be reversed, this is due to the game's setting a factor to "LOWER NUMBER = MORE EFFECT". Everything in a game is controlled by a number, or a combination of numbers. Here, now, is the Game Genie's encoding scheme. Since you will most often use direct numerical substitution with the first two alphanumerics, there are columns on the chart which indicate those digits' values. In a code XY00-0000, X + Y = the value of the first two digits. <10.4> Numerical Value Chart-------------------------------------------------- VALUES: (X) (Y) GG HEX DECIMAL 1ST 2ND -- --- ------- --- --- D 0h 0 0 0 F 1h 1 16 1 4 2h 2 32 2 7 3h 3 48 3 0 4h 4 64 4 9 5h 5 80 5 1 6h 6 96 6 5 7h 7 112 7 6 8h 8 128 8 B 9h 9 144 9 C Ah 10 160 10 8 Bh 11 176 11 A Ch 12 192 12 2 Dh 13 208 13 3 Eh 14 224 14 E Fh 15 240 15 <10.5> Examples of Decoding the First Two Digits------------------------------ E2 = 253 X = E = 240 | 17 = 99 X = 1 = 96 Y = 2 = 13 | Y = 7 = 3 X + Y = 253 | X + Y = 99 ----------------------------------------------------------------------- 10 = 100 X = 1 = 96 | A6 = 200 X = A = 192 Y = 0 = 4 | Y = 6 = 8 X + Y = 100 | X + Y = 200 ********************************** * PART 11: BITS, BYTES, & BINARY * ********************************** * Note: if you don't understand this, don't worry! You can still decode GG codes using only hexadecimal. Read on for more information! <11.1> Introduction----------------------------------------------------------- Just when you thought you'd had enough math... it's time for ANOTHER number system: binary, or base 2. This is a lot simpler than hex; the only digits are 0 and 1. The counting goes like this: 0, 1, 10, 11, 100, 101, 110, 111, 1000, etc. <11.2> Bits & Bytes----------------------------------------------------------- One binary digit is known as a "bit". A "bit" can have two possible states: 0 (off) or 1 (on). Each Game Genie code is actually composed of a 24-bit encoded memory address (e.g., 100011011001111100101011), and 8-bit encoded data (e.g., 11001001) -- don't worry about this for now; you'll understand it later. Eight bits are known as a "byte". A byte is also the amount of information that two hex digits (the first two digits of a Game Genie Code) can store -- 256 different values. If two hex digits can store a byte, than each individual hex digit represents a 4-bit binary sequence. The digits of the Game Genie can be further broken down into their binary equivalents: <11.3> Numerical Chart: The Sequel-------------------------------------------- GG HEX DECIMAL BINARY -- --- ------- ------ D 0h 0 0000 F 1h 1 0001 4 2h 2 0010 7 3h 3 0011 0 4h 4 0100 9 5h 5 0101 1 6h 6 0110 5 7h 7 0111 6 8h 8 1000 B 9h 9 1001 C Ah 10 1010 8 Bh 11 1011 A Ch 12 1100 2 Dh 13 1101 3 Eh 14 1110 E Fh 15 1111 ********************************* * PART 12: BREAKING THE CYPHER * ********************************* <12.1> Introduction----------------------------------------------------------- Each Game Genie Code represents a 24-bit memory address in the game (the last 6 digits of the code), as well as 8-bit data with which the value of that memory address is set. <12.2> Bit Shift-------------------------------------------------------------- This is where things start to get a little complex. In the Game Genie code, Galoob has created a double substitution cypher. The first step is switching from Game Genie Hex to normal hex. The table just above this section will allow you to do that. So, if you have the Game Genie Code DF47-0915, that becomes 0123-4567 in normal hex. The next step is to drop the first two digits (the value, in this case it's 01), but REMEMBER it; you'll need it later. Now you have a six-digit hex number, 234567h. Then, convert the six-digit hex number into binary. You should get a 24-bit binary number. Append zeroes to the beginning until the number is 24 bits: 1000110100010101100111 = 234567h = 001000110100010101100111 Now, this binary number is ALSO encoded (damn those people at Galoob! How hard were they trying to make it?). You have 24 digits, arranged in this order and labelled "a" through "x": 00100011 01000101 01100111 ijklqrst opabcduv wxefghmn : 24-bit encoded data. Shift the bits around, and rearrange them in this order: abcdefgh ijklmnop qrstuvwx : 24-bit decoded data. 00011001 00101101 00110101 Convert this number to hex (192D35h), and what you have is known as the CPU ADDRESS. What you do from here depends on what game the code is for: <12.3> HiROM and LoROM-------------------------------------------------------- - If the code is for a game utilizing the HiROM memory system (many games made late in 1993 or after -- 16 megabit or more games), then do the following: * If the CPU address is GREATER than BFFE00h, then subtract BFFE00h (12,582,400) from the CPU address to get the ROM ADDRESS, the actual location of the code in the game's ROM (editable with a hex editor). * If the CPU address is LESS than BFFE00h (this won't happen too often because of the way HiROM games are structured), then _add_ FE9CEh to the CPU address to get the ROM address. - If the game is using the LoROM memory system (most games less than 16 megabit), subtract FE00h from the CPU Address to get the ROM Address. <12.4> The Long Way----------------------------------------------------------- Where'd I get those numbers from? Well, the above methods are just shortucts. The true process that occurs is quite a bit longer. If you find that the "shortcut" methods, don't work, you can do the following: 1. Take the CPUAddress and convert it back into binary (000110010010110100110101) 2. Remove bit 15 (the sixteenth bit from the right, or the ninth bit from the left). (00011001_010110100110101) 3. Shift all the higher-than-15 valued bits to the right to fill in the space and append a zero to the beginning: (000011001010110100110101) 4. Make all the first four digits zeroes. EXCEPTION: If all four of the first four digits are 1's, and this process does not work for that code, try only switching the first THREE digits to zeroes. (000011001010110100110101) 5. Take this number and convert it to hex. (0CAD35h) 6. If the game uses the LoROM memory system (most games less than 16 megabit or released before mid-1993): Add 200h (512 decimal) to this number: 0CAD35h + 200h -------- [0CAF35h] is your ROM Address for a LoROM game. If the game uses the HiROM memory system (most games 16 megabit or more or released after mid-1993): Add 268200h (2,523,648 decimal) to this number: 0CAD35h +268200h -------- [332F35h] is your ROM Address for a HiROM game. <12.5> Semi-unimportant Side Note--------------------------------------------- For those interested in the mechanics behind this, it's a bit-masking using the equation: ROMadd. = [(CPUadd. and 7FFFh) or ((CPUadd. and FF0000h) shl 1)] + 200h [LoROM] + 268200h [HiROM] If you don't understand this equation, you don't need to be reading this as it's not important to the ultimate goal. :) Okay, totally confused? We'll try some examples from both a HiROM game and a LoROM game. <12.6> Example from a HiROM Game---------------------------------------------- [FINAL FANTASY III] 135C-7B85 Terra starts with 110 Vigor STEP 1: Convert GG Cypher into Normal Hex ------------------------------------------ Game Genie ---> Hex 135C-7B85 ---> 6E7A-39B7 STEP 2: Cut down to six digits ------------------------------- 7A39B7h STEP 3: Convert to binary & decypher ------------------------------------- 11110100011100110110111 01111010 00111001 10110111 ijklqrst opabcduv wxefghmn abcdefgh ijklmnop qrstuvwx 11101101 01111100 10100110 STEP 4: Get CPU Address ----------------------- 111011010111110010100110 = ED7CA6h STEP 5: Convert to ROM Address ------------------------------ 111011010111110010100110 > Remove bit 15 11101101_111110010100110 > Shift 011101101111110010100110 > Switch highest 4 bits to "0" 000001101111110010100110 > Convert to Hex 06FCA6h > Add 268200h 2D7EA6h > Put your value in [2D7EA6:6E] is the ROM address and value to set Terra's initial Vigor to 110. Go to this offset in a hex editor, change it to 6E, and Terra will start with 110 vigor without the GG! Note that 2D7EA6h = ED7CA6h - BFFE00h. You could've used the shortcut to avoid the hassle of the later steps. :) <12.7> Example from a LoROM game---------------------------------------------- [FINAL FANTASY II] 00CE-6D69 The Gunslinger Code This is probably the most famous Game Genie code of all time, so I'll use it for the example. STEP 1: Convert GG Cypher into Normal Hex ------------------------------------------ Game Genie ---> Hex 00CE-6D69 ---> 44AF-8085 STEP 2: Cut down to six digits ------------------------------- AF8085h STEP 3: Convert to binary & decypher ------------------------------------- 101011111000000010000101 10101111 10000000 10000101 ijklqrst opabcduv wxefghmn abcdefgh ijklmnop qrstuvwx 00000001 10100110 11110010 STEP 4: Get CPU Address ----------------------- 000000011010011011110010 = 01A6F2h STEP 5: Convert to ROM Address ------------------------------ 000000011010011011110010 > Remove bit 15 00000001_010011011110010 > Shift 000000001010011011110010 > Switch highest 4 bits to "0" 000000001010011011110010 > Convert to Hex 00A6F2h > Add 200h 00A8F2h > Put your value in [00A8F2:44] is the ROM address and value to have a permanent Gunslinger code! Note also that A8F2h = 1A6F2h - FE00h. The shortcut would work here too. ************************************ * PART 13: AN EASIER WAY TO DECODE * ************************************ <13.1> Introduction----------------------------------------------------------- Totally dumbfounded by everything in part 12? Well, good news: you don't have to understand it to create codes, or even to convert codes to ROM addresses! You do, however, have to understand how hexadecimal works. Once you've done that, you can use the method laid out in this section to convert the codes. <13.2> Know thy Slots--------------------------------------------------------- Here's some detailed information about the various slots of a Game Genie Code. Character Position What You Can Change It To ~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1 & 2 Anything. Determines the degree to which the memory address is affected. 3 This seems to act as a "version check" either for the Game Genie or the game. There are two groups of digits for this position: Group 1: D,F,4,7,0,9,1,5 Group 2: 6,B,C,8,A,2,3,E The effect of equivalent positions seems to be the same (e.g. D = 6); however, some versions of Game Genie accept only certain values: - GG VERSION 1 will accept values from both Group 1 and Group 2; however, it will automatically change values from Group 1 to their corresponding value in Group 2. - GG VERSION 2 will accept values from both Group 1 and Group 2; however, it will automatically change values from Group 2 to their corresponding value in Group 1. - GG VERSION 3 will accept values from Group 1 ONLY. It will NOT convert Group 2 values automatically. Perhaps this is to open a wider range of memory addresses for the newer version? Codes made with Version 3 using Group 1 values for the third position may not work on Version 1 and 2 Genies. 4 Anything; usually gives the code a much different effect, though in the same area of the game, when changed. 5 & 7 Change the character to another one in its group: Group 1: D 0 6 A Group 2: F 9 B 2 Group 3: 4 1 C 3 Group 4: 7 5 8 E 6 & 8 Change the character to another one in its group: Group 1: D F 4 7 Group 2: 0 9 1 5 Group 3: 6 B C 8 Group 4: A 2 3 E <13.3> Actual Values of the Slots--------------------------------------------- Each slot has a numerical value assigned to its increment. The numbers listed here are the resulting increase in memory address from increasing the appropriate slot by 1. The reason for the "groups" listed above is that the slots are assigned different values for changing within groups and out of groups. The first value on the chart is the increment going "across" a row on the GROUP CHARTS above; the second value is the increment going "down" a column on the GROUP CHART. SLOT VALUE WITHIN GROUP VALUE OUTSIDE GROUP ---- ------------------ ------------------- 3 1000h (4096) 0h (0) 4 10h (16) 10h (16) 5 100h (256) 400000h (4,194,304) 6 4h (4) 100000h (1,048,576) 7 1h (1) 40000h (262,144) 8 400h (1024) 10000h (65536) So, to regroup this, the hierarchy of slots is: 7* 6 4 5* 8 3 8* 7 6* 5 * in order to increment this slot "one" in this position in the hierarchy, add four to it; e.g., D --> 0 --> 6 --> A Confused? The chart below can help. Just find the right slot, find the digit that is present in that slot on the chart, and you will find its value in the CPU Address. Add all the values of all the slots together, and you will be able to find the entire CPU address with just a hex calculator! <13.4> What's Worth What? The Master Chart!---------------------------------- SLOT DIGIT VALUE SLOT DIGIT VALUE ---- ----- ------- ---- ----- ------- 3rd D 0h 4th D 0h F 1000h F 10h 4 2000h 4 20h 7 3000h 7 30h 0 4000h 0 40h 9 5000h 9 50h 1 6000h 1 60h 5 7000h 5 70h 6 0h 6 80h B 1000h B 90h C 2000h C A0h 8 3000h 8 B0h A 4000h A C0h 2 5000h 2 D0h 3 6000h 3 E0h E 7000h E F0h SLOT DIGIT VALUE SLOT DIGIT VALUE ---- ----- ------- ---- ----- ------- 6th D 0h 8th D 0h F 4h F 400h 4 8h 4 800h 7 Ch 7 C00h 0 100000h 0 10000h 9 100004h 9 10400h 1 100008h 1 10800h 5 10000Ch 5 10C00h 6 200000h 6 20000h B 200004h B 20400h C 200008h C 20800h 8 20000Ch 8 20C00h A 300000h A 30000h 2 300004h 2 30400h 3 300008h 3 30800h E 30000Ch E 30C00h SLOT DIGIT VALUE SLOT DIGIT VALUE ---- ----- ------- ---- ----- ------- 5th D 0h 7th D 0h 0 100h 0 1h 6 200h 6 2h A 300h A 3h F 400000h F 40000h 9 400100h 9 40001h B 400200h B 40002h 2 400300h 2 40003h 4 800000h 4 80000h 1 800100h 1 80001h C 800200h C 80002h 3 800300h 3 80003h 7 C00000h 7 C0000h 5 C00100h 5 C0001h 8 C00200h 8 C0002h E C00300h E C0003h <13.5> Example using the Chart------------------------------------------------ [FINAL FANTASY III] **5C-7B85 Modifies Terra's Vigor looking at the chart, we see that... "5" in slot 3 = 7000h "C" in slot 4 = A0h "7" in slot 5 = C00000h "B" in slot 6 = 200004h "8" in slot 7 = C0002h "5" in slot 8 = 10C00h ----------------------- TOTAL ED7CA6h Does that number look familiar? It should; it's the same CPU adddress that we arrived at in Part 12 using the bit shift method. Yes, that means there is a way to decyhper Game Genie codes without the use of binary! Once you have the CPU address, you can do one of these simple operations to find the ROM address: > Subtract BFFE00h if the game uses the HiROM memory system (most newer games greater than 2 MB [16 megabits] -- Final Fantasy III is one of these): ED7CA6h - BFFE00h = 2D7EA6h ... which is the correct ROM address. > If the game uses the LoROM memory system (older games less than 2 MB), instead subtract FE00h to find the ROM address. <13.6> Converting Back: from ROM Address to GG Code--------------------------- Okay, now that you've created the memory address for a code using the chart, you may be wondering: "How do I go the other way?" While you could reverse the bit shift process in Part 12, you could also use the chart above to do it. This process requires a little deduction on your part, but it's probably easier than the binary hassle. What you have to do is separate the hex number into its six digits, then, in turn, separate the six digits into values which can be made by the numbers on the chart. The first thing you have to do is to convert the ROM address back to a CPU address, which you can do by either _adding_ BFFE00h (for a HiROM game) or FE00h (for a LoROM game-- see section <12.3> for details). The next thing you need to do is to convert the CPU address into Game Genie format. The best way to illustrate this is through example. Let's say you have found the CPU address to be DA4DB2h. We know we're looking to end up with an eight-digit code [????-????]. The first two ?s will remain that way, as they indicate the data. At the end of this process, though, we will have definite values for the other 6 positions. DA4DB2h = D00000h + A0000h + 4000h + D00h + B0h + 2h 1. The first task is to make D00000h using numbers on the chart. You want a combination of no more than two numbers, and only addition is allowed. So, D00000h = C00000h + 100000h. Looking at the chart, that gives us a "7" in slot 5 and a "0" in slot 6. [????-70??] 2. Next, we have to get A0000h. A0000h = 80000h + 20000h. That gives us a "4" in slot 7 and a "6" in slot 8. [????-7046] 3. Get 4000h, which is simply an "A" in slot 3. [??A?-7046] 4. Get D00h. D00h = C00h + 100h, which is a "7" in slot 8 and a "0" in slot 5. Uh oh! We already have numbers in those slots! No problem. Just "lay" the values for D00h over the previous values; you'll find it always works. For instance, your old value for slot 5 was C00000h. The one you want now is 100h. "Lay" the second on top of the first and you get C00100h, which, if you look on the chart, is a "5" in slot 5. Do a similar thing with slot 8: your value already there is 20000h, and the one you want now is C00h. "Lay" the C00h on the old value, and you get 20C00h, which is obtained with an "8" in slot 8. [??A?-5048] 5. Get B0h. B0h = "8" in slot 4. [??A8-5048] 6. Get 2h. 2h is a "6" in slot 7. You already have a slot 7, so use the "laying" technique again: Your initial value for slot 7 was 80000h. 80000h + 2h = 80002h, which is a "C" in slot 7. So, your final code comes out ??A8-50C8. And that's all there is to it! This is useful, because using a hex editor, you can search the ROM of a game for a value your looking for (for instance, initial stats), and use this to find the equivalent GG code. If you find continuous memory addresses for stats, etc., you don't have to do this for every code. Just use the "increment" information in <13.3> to calculate the rest of the codes-- 999 times out of 1000 you'll be right. **************************** * PART 14: USING THE SLOTS * **************************** <14.1> Introduction----------------------------------------------------------- This is a collection of information gathered by induction, and information from sources at Galoob. NOTE: Some of this information might not work on certain games. <14.2> Slots 1 and 2---------------------------------------------------------- SLOT 1: INCREMENT Data +1 SLOT 2: INCREMENT: Data +10h (16) *** These slots affect the value which the memory address (specified by the rest of the code) is set to. How to arrive at this value (if it is numeric) is explained in Part 10 above. If it's not blatantly numeric in the game, the general rule of thumb is "smallest value, smallest effect; largest value, largest effect", though this is reversed on some games. *** On some codes, you don't really have to plug every alphanumeric possible. Instead use this method. Plug the highest effect, which is "EE" (255). Then, plug in the smallest effect which is "DD" (0). Then finally, plug "6D" (128), which is the most average. Sometimes, you get a whole new effect by doing this. <14.3> Slot 3----------------------------------------------------------------- INCREMENT: 1000h (4096) *** This is probably the most elusive slot of the Game Genie code. Changing it can do almost anything, though there seem to be certain "slot 3 / slot 8" pairs which compliment each other well: MOST COMMON SLOT 3 SLOT 8 ------ ----------- D / 6 8, B F / B 3, E 4 / C 3, E 7 / 8 3, E 0 / A Anything (this seems to be the most versatile slot 3) 9 / 2 8, B 1 / 3 6, C 5 / E D, 7 <14.4> Slot 4----------------------------------------------------------------- INCREMENT: 10h (16) *** This slot can be anything. It has the widest range of values. Usually, the alphanumeric in slot 4 will modify the effect created by slot 3. Changing this slot up or down one or two digits is a good way to find new codes. EXAMPLE: Final Fantasy III CE17-77D6 Learn all spells from Espers at x5 rate A simple modification to position 4 yields: CE19-77D6 Learn all spells from equipped Esper after one battle <14.5> Slot 5----------------------------------------------------------------- INCREMENT INSIDE GROUP: 100h (256) INCREMENT OUTSIDE GROUP: 400000h (4,194,304) *** Just remember if you find a working alphanumeric for slot 5, chances are it will only use the alphanumerics in its group. SLOT 5 GROUP CHART: ----------------------------------- Group 1: D 0 6 A [second most common] Group 2: F 9 B 2 [very rare] Group 3: 4 1 C 3 [very rare] Group 4: 7 5 8 E [most common by far] ------------------------------------- *** This is another way to easily create codes. The vast majority of existing codes have position 5 values of 7, 5, 8, and E. (0 might work as well). Simply substitute the other three characters in a code and you can create some truly magnificent effects! Final Fantasy III EXAMPLE: **00-5D68 Every action causes you to fight. **00-8D68 Changes Strago's lores to different spells. <14.6> Slot 6----------------------------------------------------------------- SLOT 6 GROUP CHART: INCREMENT INSIDE GROUP: 4 INCREMENT OUTSIDE GROUP: 100000h (1,048,576) -------------------------------------- Group 1: D F 4 7 [most common] Group 2: 0 9 1 5 [rare] Group 3: 6 B C 8 [second most common] Group 4: A 2 3 E [rare] -------------------------------------- *** Changing this within the group will usually cause a small effect change. Changing to another group will change the code so much, that there will be very little similarity to the original. <14.7> Slot 7----------------------------------------------------------------- SLOT 7 GROUP CHART: INCREMENT INSIDE GROUP: 1 INCREMENT OUTSIDE GROUP: 40000h (262,144) --------------------------------------- Group 1: D 0 6 A [most common] Group 2: F 9 B 2 [rare] Group 3: 4 1 C 3 [uncommon] Group 4: 7 5 8 E [second most common] --------------------------------------- *** Slot 6 and 7 often work together. They affect the memory address, and thus, the code's effect, slightly, when changed within their groups. This is probably the easiest way to create a new code. <14.8> Slot 8----------------------------------------------------------------- INCREMENT OUTSIDE GROUP: 400h (1024) INCREMENT OUTSIDE GROUP: 10000h (65536) SLOT 8 GROUP CHART: ------------------- Group 1: D F 4 7 Group 2: 0 9 1 5 Group 3: 6 B C 8 Group 4: A 2 3 E ------------------- *** Slot 8 affects the area of the game which is altered by the code, and thus, can be any digit. Digits in the same group are related. For example: FINAL FANTASY III - VALUES OF 8th POSITION ------------------------------------------ D, F, 4, 7 = Affects the map screen & walkabout graphics for characters 0, 9, 1, 5 = Miscellaneous (varies greatly) 6, B, C, 8 = Affects mechanics of battle; what happens after battle; menu screens in battle A, 2, 3, E = Affects out-of-battle menu screens (e.g. equip, item, stores) ************************************ * PART 15: INFINITE OR ILLITERATE? * ************************************ <15.1> Introduction----------------------------------------------------------- Have you noticed that in all games, the codes to get an INFINITE amount of something are never the same as the ones that give you a numerical amount for that quantity? For example: DRAGON'S LAIR (SNES) -------------------- D689-0404 "Start with 9 lives" 3C62-D70F "Infinite lives" You will notice that both codes are totally different from each other. Why? Because they affect two totally different things! "Start with 9 lives" affects the life counter at the beginning of the game and changes it to 9; it merely alters a constant. "Infinite lives" forces the life counter to add another life before subtracting one upon death; it alters the game's mathematical calculations. <15.2> Explanation------------------------------------------------------------ --------------------------------------------------------------------------- | D689-0404 "Start with 9 lives" | | | | D6 = The numerical value of 9 | | 89 = Alters PLAYER's statistics at start of game | | 0 = Alters statistics at start of game | | 40 = Alters "LIVES" at start of game | | 4 = Alters the INTITALIZATION of the game, not the game itself. | | | | You start the game with 9 lives. When your player dies, it | | subtracts 1 from the life counter and you will end up with 8 lives. | | | | | | 3C62-D70F "Infinite lives" | | | | 3C = "No options" code [i.e., turns a memory address off or on] | | 62 = Alters calculation of PLAYER's statstics during the game | | D = Alters calculation of STATISTICS during the game | | 70 = Alters the calculation of player's LIVES during the game | | F = Refers to the calculation of "+" and "-" (alternate) | | | | You start the game with the same amount of lives as normally. What this | | code does is replaces the code for "subtract one from the life counter" | | with "do nothing" (i.e., turns the address off). Any value other than | | "DD" for the first two digits will accomplish this purpose. | -------------------------------------------------------------------------- ******************************** * PART 16: COMPANY HEX METHODS * ******************************** <16.1> Introduction----------------------------------------------------------- Certain companies tend to store the memory in their cartridges in certain places. So, in turn, the most useful codes for games by those companies tend to use the same "groups". These charts will help you ascertain which "groups" are best to use for positions 5, 6, 7 and 8 in games by various companies. --------------------------------------------------------------------------- | CHART: ****-5678 | | Each CODE slot has 4 possible groups to plug in. | | Let's pretend you want to create codes for... Final Fantasy 3 (Square). | | Well, looking at my chart below you will see that: | | ************** | | * SQUARESOFT * | | ************** | | MOST USED: 4111 | | OTHERS: 1111 1113 1114 1111 4113 | | | | Meaning that if you want to create a working code for FF3, you might | | want slots 6,7 and 8 to come from group 1, and slot 5 to come from | | group 4. It doesn't matter what slots 1-4 are. | | SAMPLE CODES: D555-776D 8800-8D67 <--- Notice how slots 6,7, and 8 | | belong to group 1, and slot 5 | | belongs to group 4. | | | | 5 & 7 Change the character to another one in its group: | | Group 1: D 0 6 A | | Group 2: F 9 B 2 | | Group 3: 4 1 C 3 | | Group 4: 7 5 8 E | | | | 6 Change the character to another one in its group: | | Group 1: D F 4 7 | | Group 2: 0 9 1 5 | | Group 3: 6 B C 8 | | Group 4: A 2 3 E | | | | 8 Can be anything, but the alphanumerics within | | the "groups" for position 6 will create similar | | effects. | | | --------------------------------------------------------------------------- <16.2> Company Hex Method Chart----------------------------------------------- NOTE: Remember the 4 numbers you see are the groups used for slots 5, 6, 7, and 8, respectively. #################### # 20TH CENTURY FOX # #################### MOST USED : 1111 OTHERS : 1121 1212 1244 ########### # ACCLAIM # ########### MOST USED : 1111 ######### # ATARI # ######### MOST USED : 1111 1112 ########## # CAPCOM # ########## MOST USED : 1111 1112 OTHERS : 3111 3113 3112 ############# # DATA EAST # ############# MOST USED : 1112 1111 ########## # DISNEY # ########## MOST USED : 1111 ################### # ELECTRONIC ARTS # ################### MOST USED : 1111 OTHERS : 1122 1134 ######## # ENIX # ######## MOST USED : 1112 OTHERS : 1131 1121 ######## # FASA # ######## MOST USED : 1111 3111 OTHERS : 3122 ############# # INTERPLAY # ############# MOST USED : 4234 ########## # JALECO # ########## MOST USED : 1111 3111 3324 OTHERS : 3332 3112 ######### # KEMCO # ######### MOST USED : 1111 OTHERS : 1144 ######## # KOEI # ######## MOST USED : 1112 OTHERS : 4131 4124 ########## # KONAMI # ########## MOST USED : 1111 1112 OTHERS : 1122 3111 2113 3114 ########## # MIDWAY # ########## MOST USED : 1111 3114 OTHERS : 3111 3231 3434 ############ # NINTENDO # ############ MOST USED : 2411 3111 OTHERS : 1243 1111 1124 1112 ############## # SQUARESOFT # ############## MOST USED : 4111 OTHERS : 1112 1113 1114 1111 4113 ################### # WARNER BROTHERS # ################### MOST USED : 3111 OTHERS : 3113 ******************************** * PART 17: WORDS FROM THE WISE * ******************************** Here are some helpful tips from various people: <17.1> Don't scrap blackout and freeze codes. Chances are that the code needs to be changed a bit so it doesn't freeze or blackout. <17.2> Here are some tips for "start with" codes: Changing the 4th character to something else will sometimes give the same effect but for somebody / something else. Example: CHRONO TRIGGER GAME 8B64-745D Crono starts with the SeraphSong accessory in his weapon slot 8B6A-745D Lucca starts with the SeraphSong accessory in her weapon slot <17.3> Changing the first and/or second character will give different items. Example: CHRONO TRIGGER GAME 8B64-745D Crono starts with the SeraphSong accessory in his weapon slot. 4464-745D Crono starts with the PicoMagnum gun in his weapon slot. <17.4> Change the 8th character of a code to any other character. If you get an effect, chances are it will be different. <17.5> Changing the 3rd, 5th or 8th characters will most likely give a very different effect. <17.6> Changing the 7th character of a code has little change on the effect (most of the time). <17.7> Once you have the last 4 characters of a code (____-XXXX) enter random characters in the first four slots and see what kinds of different effects you come up with. (Good endings to try are -54D8 on Final Fantasy III and -7765 on Chrono Trigger). **************************************************** * PART 18: ANATOMY OF THE CODE: FINAL FANTASY III * **************************************************** <18.1> Introduction----------------------------------------------------------- I have done most of my code-creating work with the Final Fantasy III game by Squaresoft. What follows is the results of lots and lots and lots of guessing. <18.2> Memory Address Positions----------------------------------------------- * Positions 6 and 7: Alter these positions in a pre-existing code to change its effect slightly. Sometimes, you can end up with an entirely different code by changing the sixth character, however. The most common values for these positions are D, 0, 6, and A for position 7 and D, F, 4, 7 for position 6. EX: CE17-77D6 Learn spells at 5x rate CE17-7DD6 Gain every 4th rage on the right hand side of Gau's list after one battle; screw up configuration 59A3-846D Enables entire Veldt cycle, plus some bosses 59A3-8FDD Only run into enemies from Kefka's Tower on the Veldt. * Positions 3 and 4: A good way to create codes is to take a common ending (-XXXX) and a constant value (first 2 characters -- AA seems to work well for a constant) and experiment by changing the third and fourth characters. AA00-54D8 Mimic enemies' last action AA88-54D8 Changes battle music AA23-54D8 16,777,216 experience pts. per fight AA2D-54D8 Act weirdly in battle ENDINGS TO TRY: --------------- IN BATTLE: -54D8, -54DB, -E4D8, -E4DB, -8D68, -84D8, -84DB, -77D6, -E7D6, -57D6, -54A6, -54D6, -EFDB, -E768. ON MENU: -5F63, -5D03, -5DAE, -EF63, -8F63 ON MAP: -740D, -74AD, -746D, -770D, -77AD * Position 5: This is usually 7, 5, 8, or E. Changing this to one of the other three characters from a pre-existing code will usually create a new, different code. THIS METHOD IS OFTEN OVERLOOKED AND CAN RESULT IN SOME GREAT NEW CODES!! I found the Enemy Spells Code (**00-8D68) this way. * Position 8: Changing this will alter the broad area of the game which your code affects: ------------------------------------------ D, F, 4, 7 = Affects the map screen & walkabout graphics for characters 0, 9, 1, 5 = Miscellaneous (varies greatly) 6, B, C, 8 = Affects mechanics of battle; what happens after battle; menu screens in battle A, 2, 3, E = Affects out-of-battle menu screens (e.g. equip, item, stores) Try changing the 8th digit to another in its group for a new code which affects the same area of the game. Example: 2624-EFD8 Glitchy menu screen in battle 2624-EFDB Cast any spell on any target <18.3> Disassembling a Code--------------------------------------------------- Let's take the code xx00-8D68, which replaces Strago's Lores with various attacks from the game. We can learn a number of things from this code: 1. The memory address at which the commands for executing Strago's Lores are kept: xx00-8D68 ---> straight hex xx44-B08B ---> memory address 025042:xx Look at this memory address in a Hex Editor and you will see that it is set to "8B". This is because 8Bh (139) is the index number for the "Condemned" spell, the first spell on Strago's list. 2. The spells are stored in a certain order, and each spell in the game has an index number. Replacing xx with that index number will result in Strago's lore list starting with that numbered spell and including the next 23. Example: Index number of "oFire " = DD (00h, 0 dec) "oIce " = DF (01h, 1 dec) "oBolt " = D4 (02h, 2 dec) "Condemned " = 68 (8Bh, 139 dec) "Absolute 0" = 88 (BBh, 187 dec) "Engulf " = 29 (D5h, 213 dec) "Imp Song " = C7 (A3h, 163 dec) "Fallen One" = AD (C0h, 192 dec). 3. ANALYSIS OF THE CODE: Positions 1 & 2: xx sets the value for the memory address 025042h. Position 8: The "8" tells the code to affect the part of the ROM that controls battle, or the results of a battle Position 3: The "0" directs the code pointer to the MAGIC-TYPE MENU area of the memory. Positions 4 & 5: These zero in on the LORE menu in the memory. Positions 6 & 7: These affect the addresses that tell the game HOW to handle the selection of a Lore (cast a spell). Changing these can result in different things happening when you select a Lore (e.g., execute a physical attack, screw up battle, black out game). *********************** * PART 19: FINAL WORD * *********************** I hope this guide has helped... remember, one of the most important factors in GG code creation is just plain luck! Even the most seasoned code creator can search for hours and find nothing. Finally, with the invaluable assistance of [email protected] and [email protected], I was able to find out the way to convert Game Genie codes into ROM addresses in ANY game! Enjoy the fruit of our labors! :) [email protected] GGCCC Co-President