Hex:value | Description |
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7E2ECB:9F 7E2ECC:86 7E2ECD:01 |
Always have 99,999 Judollars. |
7E2EFC ~ 7E2F03 |
This range of memory addresses controls
Each uses two addresses.
So HP uses the first two addresses in the range: 7E2EFC and 7E2EFD, If you wanted to force 水丸's HP to always be 999 (or 3E7 in hexadecimal), then you would assign E7 to the first address and 03 to the second, like this: 7E2EFC:E7 7E2EFD:03The other characters' patch codes work similarly. |
7E2F14 ~ 7E2F16 | This range controls 水丸's experience points. (Max displayable: 9,999,999) |
7E2F53 ~ 7E2F5A | This range of addresses controls |
7E2F6B ~ 7E2F6D | This range of addresses controls 黒夜叉's experience points. |
7E3058 ~ 7E305F | This range of addresses controls the Hero's HP, MHP, OP, and MOP. |
7E3070 ~ 7E3072 | This range of addresses controls the hero's experience points. |
7E315D ~ 7E3164 |
This range of addresses controls |
7E3175 ~ 7E3177 | This range of addresses controls the レイ's experience points. |
Cheat Code | Description |
---|---|
7E02CA:70 | P1 HP meter always full |
7E02CC:50 | P1 AP meter 1/2 full |
7E02CC:A0 | P1 AP meter full |
7E0323:70 | P2 HP meter always full |
7E0325:50 | P2 AP meter 1/2 full |
7E0325:A0 | P2 AP meter full |
7E0AC4:07 |
Secret Level / End This code will take you to the end of the game after you've selected a character in 1P MODE. If you activate this code after you've been defeated (e.g., at the "continue" screen), when you continue, you will go straight to your character's ending. If you haven't used any continues, you'll first be taken to the "secret stage" where you fight a gray Kenshirou. (Normally, you must beat all of the other characters without continuing to get to the "Gray Kenshirou".) If you defeat "Gray Kenshirou", deactivate this code immediately. (Otherwise you'll go to another "vs." screen as if you are going to fight another opponent. But instead you will be facing the defeated "Gray Kenshirou" lying on the ground. Your character will jump in the air, then the sprites will get corrupted, and the game freezes.) |
7E0ABD:0x Replace "x" with a digit, 0-8. (See description column.) |
Player 1 codes
These codes will force player 1 to be a certain character. This allows you to have two of the same character fight each other in "FREE MODE". (You must only activate the p1 code after you have selected a character.) For the first battle after you've selected your character in 1P FIGHT or 2P FIGHT mode, sometimes the character's sprites will be messed up. After you die and continue, or win and fight a different character, the sprites should return to normal. 7E0ABD0x (replace x with character's number)
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hex:value | effect | ||||||||||||||||||||||
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7E11Ap:0x Replace "p" with 1 or 2. |
Forces Player "p" to be a certain character. (Replace "p" with 1 for Player 1, 2 for Player 2.) You use a different value, 0-8, to determine which character.
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7E0129:22 | P1's HP meter always full. | ||||||||||||||||||||||
7E012E:60 7E012F:09 | P1 OP = 2400 (level 1) | ||||||||||||||||||||||
7E012E:C0 7E012F:12 | P1 OP = 4800 (level 2) | ||||||||||||||||||||||
7E012E:20 7E012F:1C | P1 OP = 7200 (level 3) | ||||||||||||||||||||||
7E012E:60 7E012F:22 | P1 OP = 8800 (level 4) | ||||||||||||||||||||||
Since these are such large numbers, they take up two memory addresses. P1's OP value is stored in the memory addresses 7E012E and 7E012F. To store a value of 8800, first convert 8800 to hexadecimal. 8800 is written as 2260 in hex. The first two digits on the right (60) go to the first address (7E012E:60) and the next two digits (22) go with the second address (7E012F:22). |
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7E02BC:22 | P2's HP meter always full. | ||||||||||||||||||||||
7E02C1:20 7E02C2:1C | P2 OP meter = 7200 (level 3) | ||||||||||||||||||||||
7E02C1:60 7E02C2:22 | P2 OP meter = 8800 (level 4) | ||||||||||||||||||||||
7E02AB:00 | P2 uses Kenshirou Sprite I don't remember what this does exactly, but it wasn't very useful. |