___ ___ ___ ___ ___ /\ \ /\ \ /\ \ /\ \ /\ \ //\\ \ //\\ \ //\\ \ //\\ \ //\\ \ ///\\\ \ ///\\\ \ ///\\\ \ ///\\\ \ ///\\\ \ /// \\\ \ /// \\\ \ /// \\\ \ /// \\\ \ /// \\\ \ /// / \\\ \ /// / \\\ \ /// / \\\ \ /// / \\\ \ /// / \\\ \ ///__/ \\\__\///__/ \\\__\///__/ \\\__\///__/ \\\__\///__/ \\\__\ \\\ \ ___\/__/\\\ \ ___\/__/\\\ \ \/__/\\\ \ \/__/\\\ \ \/__/ \\\ \/\ \ \\\ /\ \ \\\ \ \\\ \ \\\ \ \\\ \\\ _\ \\\ \\\__\ \\\ \ \\\ \ \\\ \ \\\/// / \\\/// / \\\ \ \\\ \ \\\ \ \\// / \\// / \\\__\ \\\__\ \\\__\ \/__/ \/__/ \/__/ \/__/ \/__/ TM GAME GENIE CODE CREATORS CLUB ----------------------------- SUPER NINTENDO GAME GENIE HANDBOOK Version 3.0 ---------------------------------- (c) 1996, Game Genie Code Creators Club, All rights reserved. This material may not be reproduced, stored in a retrieval system, transmitted, or published, in any form or by any means, electronic, mechanical, photocopying or otherwise, without being fully creditted or without the prior written permission of the club. E-mail to LrdRokoL@aol.com or GWS Mara@aol.com . ********************* * TABLE OF CONTENTS * ********************* Part 1 : Introduction Part 2 : Credits Part 3 : Notes 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 : Create/Alter Codes Part 8 : Chaos and Order Part 9 : Effects Meter Part 10 : Game Genie Slots ADVANCE: This section is for people who know the basic fundamental of -------- the Game Genie and wishes to delve deeper into it's inner workings. Part 11 : Numerical Value of Slots 1 and 2 Part 12 : Knowing the Slots Part 13 : Using the Slots Part 14 : Infinite or Illiterate Part 15 : Company Hex Methods MISC: Just a few things that you should know. ----- Part 16 : Words From the Wise Part 17 : Final Word ************************** * PART 1: INTRODUCTION * ************************** GREETINGS TO ALL!!! After writing the GG Handbook, I thought it was all over. Boy, was I wrong. This revision of the old one is better than ever. For those of you who read my previous handbook, prepare to be enlightened again. For those of you who are just reading this for the first time, enjoy. Remember, I only provide you with the knowledge. It is your job to use this knowledge. Please, help me out. I need your opinion and comments about this handbook. E-mail me your views. So, I know what to put on my next revision. If you have a question don't hesitate to E-mail me. Thank You, LrdRokoL@aol.com ******************* * PART 2: CREDITS * ******************* Writers/contributers to the handbook: Thanks to for their guides: LordRokol@aol.com Jay McGavren (TheSpook@nfinity.com) LuKaSX@aol.com Michael Goldman Strato 508@aol.com Scmche19@mirage.skypoint.com ***************** * PART 3: NOTES * ***************** 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. WHAT'S NEW ---------- -Lots of explanations. -The "Conversion Chart". -The "Company Hex Methods". -A few corrections. ************************************* * PART 4: WHY SOME CODES DON'T WORK * ************************************* Written by: LrdRokol@aol.com 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 must be that you have a different version of the game. But, 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 one it equals to, using the conversion chart. EXAMPLE: -------- CODE: EEC4-EDD8 " 999 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; because your eyes gets tired from looking at a bright screen too long. 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: CREATE/ ALTER CODES * ******************************* There are 2 possible ways of finding your own codes, through creating or altering. Here are some ways of creating or altering codes. ***CREATING CODES: A. Guess N' Observe B. Porting Over C. Altered Guess A. GUESS N' OBSERVE ------------------- Depending on your luck, you can either find codes or nothing. To use this method, all you do is put any random alphanumerics down and check if it changes anything in the game. Easy? Yup, but it all depends on your luck. B. 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. C. ALTERED GUESS ---------------- Sometimes, 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" ***ALTERING CODES: A. Knowledgable Guess B. Slot 1 and 2 C. Make it Better A. KNOWLEDGABLE 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. B. SLOT 1 AND 2 --------------- 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. C. 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 surprise at the results. Here is a chart that will show you your chances of finding codes using the listed methods. Methods Create/ Alter % of finding a new GG Code -------------------------------------------------------------------------- Guess N' Observe Create 8 Porting Over Create 3 Altered Guess Create 10 Knowledgable Guess Alter 30 Slot 1 and 2 Alter 80 Make it Better Alter 95 *************************** * PART 8: CHAOS AND ORDER * *************************** 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 probbably help you develop your own method of organization. ----------------------------------- | FORM A: 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. --------------------------------- | FORM B: CODE ALTER 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 Missles___________________________________| |*|*|*|A|*|9|D|*|_Almost Infinite Super Missles_____________________________| ************************* * PART 9: EFFECTS METER * ************************* There are 2 types of GG codes - Numerical based and Effects based. Below are descriptions and examples of what both types of codes do. "CODE N": Codes that use Galoob's EFFECT METER. Which means it uses the process of NUMERICAL VALUE. Example: DAFFY DUCK: THE MARVIN MISSIONS GAME DBBD-1DA4 Start with 9 lives 49BD-1DA4 Start with 25 lives As you can see from the example above, the code involves numbers (# of lives). The effects chart below shows what type of effect you will get (strong or weak) when you alter the first 2 digits of the code. ---------------------------------------------------------------------------- D F 4 7 0 9 1 5 6 B C 8 A 2 3 E Smallest Effect Biggest Effect ---------------------------------------------------------------------------- Now, compare the effects chart and the Daffy Duck codes. You will notice that the start with 9 lives code has a "D" in the first character position which, looking at the effects chart, has a very weak (small) effect. The start with 25 lives code, however, starts with a "4" and, looking again at the chart, is stronger than a "D" and therefore gives a greater effect (more lives). Usually, the bigger the effect, the bigger the results are (like more lives). "CODE E": Codes that use the EFFECTS METER. Which means it uses the the process of EFFECTS EXTREMITY. Example: KRUSTY'S SUPER FUN HOUSE GAME FD3C-D704 Krusty jumps higher D63C-D704 Krusty jumps much higher Notice that the Krusty codes above don't involve any numbers. Therefore, it uses a different effects chart. ---------------------------------------------------------------------------- D F 4 7 0 9 1 5 6 B C 8 A 2 3 E Biggest Effect Smallest Effect Biggest Effect ---------------------------------------------------------------------------- Now, compare the Krusty codes and the effects chart. The code with the stronger effect (the code that starts with a "D") makes Krusty jump higher than the other code (that starts with a "F"). So depending on the code, you will have to judge whether it is "CODE N" or "CODE E". Either way, you will have to use one of the effects. NOTE: ----- Some games might reverse the "EFFECT CHART (CODE E)". 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. ***************************** * PART 10: GAME GENIE SLOTS * ***************************** Each slot in a Game Genie Codes represents a certain factor on how each codes work. Here is a chart, which shows you what each slot represents. THE CODE -------- Character Position What It Does/Affects 1&2 (XX__-____) Extremity of the effect (strong or weak) 3&4 (__XX-____) What the effect is affecting 5 (____-X___) When the effect is taking place 6&7 (____-_XX_) The factors of the affected 8 (____-___X) Where the effect is taking place Examples: --------- NCAA BASKETBALL GAME C224-6FDF Infinite timeouts - Player 1 C2 = Amount of timeouts (in this case infinite) 24 = Timeouts is being affected 6 = Taking place during the game (when there is a timeout) FD = Factors of the affected (player) F = The effect is taking place in the game CHRONO TRIGGER GAME EE6D-7F5D Crono starts with a max. HP of 255 EE = Amount of HP (255) 6D = Crono's HP is being affected. 7 = Taking place during the game (when a new game is started) F5 = Factors of the affected (Crono's max. HP, not regular HP) D = The effect is taking place in the game **************************************************************************** ******************* ADVANCE SECTION OF THE HANDBOOK ************************ **************************************************************************** ********************************************* * PART 11: NUMERICAL VALUE OF SLOTS 1 AND 2 * ********************************************* NOTE: This section might require that you know a little basic algebra. In the numerical value chart, we all know that using slots 1 and 2, DD = 0/1 and EE = 255. But, do all of you know what every single alphanumerics represents? If not, here is a little equation that you should learn: X + Y = # NUMERICAL VALUE CHART. ---------------------------------------------------------------------------- D F 4 7 0 9 1 5 6 B C 8 A 2 3 E Smallest Effect Biggest Effect ---------------------------------------------------------------------------- SLOT 1 (X): ----------- D = 0/1 0 = 67 6 = 135 A = 203 F = 16 9 = 84 B = 152 2 = 220 4 = 33 1 = 101 C = 169 3 = 237 7 = 50 5 = 118 8 = 186 E = 254 SLOT 2 (Y): ----------- D = 1 0 = 6 6 = 9 A = 13 F = 2 9 = 7 B = 10 2 = 14 4 = 3 1 = 8 C = 11 3 = 15 7 = 4 5 = 9 8 = 12 E = 16 EXAMPLE: 02 = 81 To explain this... "0" which is 67 is added to "2" which is 14 and that equals to 81. (67+14 =81) ****************************** * PART 12: KNOWING THE SLOTS * ****************************** Now you know what to alter to change a certain effect. The following chart will show you what you should change to what to get a different effect. Character Position What You Can Change It To ---------------------------------------------------------------------------- 1 & 2 Anything depending on the type of effect you want (strong or weak). 3 This is split into 2 groups depending on what version of the game you have: Group 1: 6,B,C,8,A,2,3,E Group 2: 1,5,4,7,9,0,D,F Galoob always uses Group 1. If codes don't work for you just use the conversion chart found on Part 5 of this handbook. 4 Anything, usually gives the code a much different effect when changed. 5 & 7 Change the character to another one in it's 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 it's 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 NOTE: With the "change the character to another one in it's group" postings, some games have exceptions where characters not in the correct group still work, ecspecially with the last 2 character positions of a code (____-__XX). Now, use the chart below to understand what you have to go through to alter slots and the chances of your success in finding new codes. KEY: ---- SLOTS - Means the slots you alter. % that uses - The percentage of people that alters these slots to find new codes. % of success - The percentage of success in finding a code, altering the specific slots. Difficulty - The difficulty of this method, altering specific slots. CHART OF EXPERIENCE ------------------- SLOTS % that uses % of success Difficulty ----------------------------------------------------------------------------- 1 & 2 | 100 | 95 | Very Easy | | | 3 & 4 | 50 | 25 | Average | | | 5 | 10 | 5 | Too Hard | | | 6 & 7 | 25 | 15 | Hard | | | 8 | 15 | 8 | Very Hard ----------------------------------------------------------------------------- **************************** * PART 13: USING THE SLOTS * **************************** Well, now that you have the knowledge you need about each slots. It's time for you to learn to use the slots to your fullest advantage. All, these information are from my notes, a few contributers, and a very good collegue of mine. NOTE: Some of the information you will learn, might not work on certain games. --------------- | SLOTS 1 AND 2 | --------------- *** Most of the time, changing the alphanumerics of these slots is to alter the codes, not to CREATE. A lot of people use this method, when they first start off. But in my opinion, anyone who has read the Codebook really doesn't need to start programming here. *** When altering slots 3 and 4, this is where these slots play a big roll. You can use this to plug in alphanumerics that give the smallest to biggest effect. *** On some codes, you don't really have to plug every alphanumerics possible. Instead use this method. Plug the highest effect, which is "EE". Then, plug in the smallest effect which is "FF". Then finally, plug "55", which is the most average. Sometimes, you get a whole new effect using this. *** Just remember, that some effects are reversed on some games. --------------- | SLOTS 3 AND 4 | --------------- *** My source has told me that slot 3 is more important, than slot 4 due to the role that slot 3 plays. Imagine slot 3 as the trunk and slot 4 as its branches. Therefore, if you use "2" in slot 3 to change graphics. Slot 4 will then be what specific graphics it changes in the game. Then slots 1 and 2 will change either the graphics and/or make it more/less extreme. *** Slot 3 is also a great place to make "START UP" codes. But mostly, I'm talking about starting with lives or different levels. Here is a chart that tells you what alphanumerics is used most when trying to create "START UP" codes. ALPHANUMERICS % of it being used to create a"START UP" code ------------------------------------------------------------------ 2, 9 - 35 6, D - 20 The results of this chart was taken B, F - 15 from various sources and the Galoob 3, 7, 8 - 13 GG Codebook. 4, C - 7 0, 1, 5, A, E - 10 ------------------------------------------------------------------ *** You could put anything for slot 4 and it won't help you one bit. Unless, you know what slot 3 affects. -------- | SLOT 5 | -------- *** Just remember if you find a working alphanumeric for slot 5, chances our it will only use the alphanumerics in it's group. GROUP CHART: % OF GROUP BEING USED -------------------------------------------------------------- Group 1: D 0 6 A 60 Group 2: F 9 B 2 5 Group 3: 4 1 C 3 20 Group 4: 7 5 8 E 15 -------------------------------------------------------------- *** A word of knowledge. If use "D" to create something that affects the game in the beginning. Don't use it to affect a game during play. Instead use a different one in the same group. --------------- | SLOTS 6 AND 7 | --------------- *** The most popular group used in slot 6 is GROUP 1. GROUP CHART: % OF GROUP BEING USED -------------------------------------------------------------- Group 1: D F 4 7 70 Group 2: 0 9 1 5 5 Group 3: 6 B C 8 5 Group 4: A 2 3 E 15 -------------------------------------------------------------- *** Sometimes, slot 6 might use more than 1 group. But, it will never use more than 2 groups. *** The most popular group used in slot 7 is GROUP 1. GROUP CHART: % OF GROUP BEING USED -------------------------------------------------------------- Group 1: D 0 6 A 85 Group 2: F 9 B 2 5 Group 3: 4 1 C 3 5 Group 4: 7 5 8 E 5 -------------------------------------------------------------- -------- | SLOT 8 | -------- *** The most popular group used in slot 8 is GROUP 1. GROUP CHART: % OF GROUP BEING USED -------------------------------------------------------------- Group 1: D F 4 7 70 Group 2: 0 9 1 5 10 Group 3: 6 B C 8 10 Group 4: A 2 3 E 10 -------------------------------------------------------------- *** Sometimes SLOT 6 shares the same group of SLOT 8. *** Sometimes, slot 6 might use more than 1 group. But, it will never use more than 2 groups. *********************************** * PART 14: INFINITE OR ILLITERATE * *********************************** Have you notice that in any game the INFINITE codes are never the same as the original code? 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. Now, I will explain why. *** Slot 1 and 2 affects the "9 lives code" numerically. While the "Infinite" code, it might not affect it at all. *** Slot 5 is different because the "Start with 9 lives", is in affect only at the start of the game. While, the "infinite" codes is during the game. *** Slot 6,7, and 8 is basically a mirror image of each other. Since, all the alphanumerics of each slot is in the same group for both codes. My collegue explained to me that what slot 6,7, and 8 means gamewise is... "ADD TO LIFE COUNTER + SUBTRACT FROM LIFE COUNTER" *** Slot 3 and 4 bothe refer to "LIVES", right? Wrong!!! The first code refers to "lives". While, the "infinite" code refers to something that can't be counted. NOTE: Sometimes, it is counting the maximum life sounter. *** Still don't uderstand it? Well, let me illustrate it for you. <<< EXPLANATION >>> --------------------------------------------------------------------------- | D689-0404 "Start with 9 lives" | | | | D6 = The numerical value of 9 | | 89 = Refers to the factor of "LIVES" | | 0 = Refers to the "START" of the game | | 40 = Refers to the life counter | | 4 = Refers to the claculation of "+" and "-" | | | | Meaning, 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 = Does not have to equal anything | | 62 = Refers to something that can't be calculated or max. life value | | D = Refers to "DURING" the game | | 70 = Refers to the life counter (alternate) | | F = Refers to the calculation of "+" and "-" (alternate) | | | | Meaning, you start the game with your same 3 lives or you can start with | | maximum lives which mostly equal "0". But, when you get hit the game | | can't subtract what is not there so no change is made. | | Sort of like saying: 1 + A = ?. You don't know what "A" equals. So, you | | can't subtract it. | | | -------------------------------------------------------------------------- ******************************** * PART 15: COMPANY HEX METHODS * ******************************** We all know that Slots 5,6,7, and 8 are the most important parts of a code. Want to find what combination works? Well, you will have to go through 256 possible combinations. But, each company uses certain combinations. I have the chart of what combinations each company uses. <<< EXPLANATION >>> --------------------------------------------------------------------------- | 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: 1111 | | OTHERS: 1112 1113 1114 4111 4113 | | | | Meaning that if you want to create a working code for FF3, you might | | want slots 5,6,7 and 8 come from group 1. It doesn't matter what | | slots 1-4 is all that matters is that slots 5-8 all belong to group 1. | | SAMPLE CODES: 0000-DDDD 1111-DF67 <--- Notice how slots 5,6,7, and 8 | | belong to group 1. | | | | | | 5 & 7 Change the character to another one in it's 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 it's 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 | | | --------------------------------------------------------------------------- -------------------------- | COMPANY HEX METHOD CHART | -------------------------- NOTE: Remember the 4 numbers you see, are the groups used for slots 5,6,7, and 8. ******************** * 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 : 1111 OTHERS : 1112 1113 1114 4111 4113 ******************* * WARNER BROTHERS * ******************* MOST USED : 3111 OTHERS : 3113 ******************************** * PART 16: WORDS FROM THE WISE * ******************************** Here are some helpful tips from various people: -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. -When dealing with "CODE E" effects codes, try using big effect characters and weak effect characters in the first 2 character positions. -Here are some tips for "start with" codes: Changing the 4th character to something else will usually 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 Changing the first and/or second character will give differnt 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. -Change the 8th character of a code to any other character. If you get an effect, chances are it will be different. -Changing the 3rd, 5th or 8th characters will most likely give a very different effect. -Changing the 7th character of a code has little change on the effect (most of the time). -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. *********************** * PART 17: FINAL WORD * *********************** Well, I hope you use all the knowledge I showed you to help you in your quest to find more codes. Remember, I can only teach you what you need to know. you have to use what you learn, all by yourself. If you have any questions E-mail me. I will be happy to assist you. Thank You, LrdRokoL@aol.com