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Final Fantasy VI (J) GBA

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  • #16
    Have Kefka and Leo in party
    8200185E 5951

    NOTES:
    Before using the code clear the 3rd and 4th slots of your party. With the code on they will be kefka and leo. Both have sprites for normal maps and the world map, and work in battle. Kefka must be given commands before he can be used in battle (you can use my command menu code for that ^^). Turn the code off after they are in your party if you want to be able to arrange the party to put one of them in the first slot or whatnot.

    Also, if you are early on in the game, you may not get kefka and leo. The game shares the extra character slots between various special characters, and early on the slots are used by stuff like wedge/biggs, banon, and so on. So get a little ways into the game first if you want to use it.

    Codes for Leo:

    Stat 1: 32001820 00FF
    Stat 2: 32001821 00FF
    Stat 3: 32001822 00FF
    Stat 4: 32001823 00FF

    Equipped Esper: 32001824 00??

    Right hand equip: 32001825 00??
    Left hand equip: 32001826 00??
    Head equip: 32001827 00??
    Armor equip: 32001828 00??
    Relic 1 equip: 32001829 00??
    Relic 2 equip: 3200182A 00??


    Codes for Kefka:

    Stat 1: 32001845 00FF
    Stat 2: 32001846 00FF
    Stat 3: 32001847 00FF
    Stat 4: 32001848 00FF

    Equipped Esper: 32001849 00??

    Right hand equip: 3200184A 00??
    Left hand equip: 3200184B 00??
    Head equip: 3200184C 00??
    Armor equip: 3200184D 00??
    Relic 1 equip: 3200184E 00??
    Relic 2 equip: 3200184F 00??


    Here is a video of the code in action: http://www.youtube.com/watch?v=qc2rbNHgGqs
    It also contains the uncommon summon of one of the new espers.


    PSN: Cadwr0
    XBL and Steam: Cadwr
    3DS: 4725-8062-6859

    Comment


    • #17
      Press L+Up to Instantly Win Battle
      74000130 01BB
      32003A77 0000

      Press Up+Select while in battle at the Coliseum to take Control of your character
      74000130 03BB
      32007B95 0004
      74000130 03BB
      32003A97 0000

      Note 1: Do not activate this code until the battle is FULLY loaded. Activating otherwise will change the monster you fight in to a Tonberry. (Strangely)

      Comment


      • #18
        Final Fantasy VI (J)
        Codes By GMO

        Enabler COde
        0000F914 000A
        10133444 0007

        Enabler Code Alt
        0000F914 000A
        100F4F6C 0007

        Enabler Code Alt2
        0000F914 000A
        100F4F6E 0007

        In-Battle Codes...
        82002E78 270F Inf Health Slot1
        82002E7A 270F Inf Health Slot2
        82002E7C 270F Inf Health Slot3
        82002E7E 270F Inf Health Slot4

        Infinite Health Everyone (In-Battle Only)
        42002E78 270F
        00000004 0002
        Current Ongoing Projects :.
        Hacking Turbo Grafx 16 & CD Games and MSX

        Comment


        • #19
          Codes added.

          Comment


          • #20
            Well... Seems GM0's HP codes are graphical only... So, here's the correct ones. Note that most of the codes here in this topic anyway should work fine on both the J and U versions of the game.

            In-Battle Codes
            --------------------

            Slot 1
            Current HP
            82003BF4 ????
            Current MP
            82003C08 ????

            Slot 2
            Current HP
            82003BF6 ????
            Current MP
            82003C0A ????

            Slot 3
            Current HP
            82003BF8 ????
            Current MP
            82003C0C ????

            Slot 4
            Current HP
            82003BFA ????
            Current MP
            82003C0E ????

            Comment


            • #21
              I know this might sound stupid... What goes in the question marks? or do i leave those blank when i enter the code into the AR?
              Cant stand the 32 bit and above gaming.
              Gamers for the return of 2d sprite filled games!

              Comment


              • #22
                Any hex number will work. Not sure if they're AR compatible, though. All these codes are probably CB specific...

                Comment


                • #23
                  (OoO) Thanks that explains alot!
                  Cant stand the 32 bit and above gaming.
                  Gamers for the return of 2d sprite filled games!

                  Comment


                  • #24
                    Hmm...the new HP codes do not seem to completely fill the characters' HP...or it could be that the initial three characters have max HPs of 535...I'll take a look.
                    I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

                    Comment


                    • #25
                      In any case, I've hacked the turn meters:

                      Character 1
                      82003218 ????

                      Character 2
                      8200321A ????

                      Character 3
                      8200321C ????

                      Character 4
                      8200321E ????

                      ...however, modding these to FFFF, 0000, or any other number simply locks your characters in place, with no turn, ever. It would seem that the game works as such that these values need to be changed again before an action can be taken out. I tried jokering the A button to a value of FFFF, but that had a permanent rather than temporary effect. If I used EEEE, it repeatedly gave the character(s) a turn, but never carried out the chosen action.

                      The closest thing to perfection is something like this:

                      74000130 01FF
                      82003218 EEEE

                      74000130 01FF
                      8200321A EEEE

                      74000130 01FF
                      8200321C EEEE

                      74000130 01FF
                      8200321E EEEE

                      ...which will cause each character's turn meter to jump to nearly max, immediately become max, and allow you to perform actions properly, and is triggered by the Left Trigger button. Setting the joker to use the A button, which would seem much more natural, caused problems when I used the A button for other characters' actions. I believe that right before the character I was testing made her action, my pressing A brought the value of her turn meter back to EEEE, when it needed to be some other value, and she became stuck in an "almost" stance, heh.

                      If anyone has any ideas, let me know. I suppose I could go get Haste, and hack a turn meter turbo code of some kind a little later.
                      I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

                      Comment


                      • #26
                        32001E40 0004 - First Treasure chest (on the right) hasn't been opened. This will allow you to repeatedly get the Phoenix Down inside.

                        3200810C 0004 - Second chest (on the left) hasn't been opened.

                        These were mostly hacked as I was interested in how the game worked in this respect, though I figure they're worth posting somehow.
                        I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

                        Comment


                        • #27
                          Do these work with an AR 1.03?
                          Cant stand the 32 bit and above gaming.
                          Gamers for the return of 2d sprite filled games!

                          Comment


                          • #28
                            Coordinates in FF6 GBA (as in most games), start at the top left corner of the map, and increase as they go right or down, respectively.

                            82000894 ???? - X coordinates, in town
                            82000896 ???? - Y coordinates, in town


                            320000E1 00?? - X coordinates, world map
                            320000E3 00?? - Y Coordinates world map

                            These could either be enabled then disabled, or in conjunction with a joker.


                            [World of Balance values]

                            X-53, Y-24 = Outside of Narshe
                            X-42, Y-4C = Outside of Figaro
                            X-43, Y-E5 = Outside of Maranda
                            X-8A, Y-CA = Outside of Albrook
                            X-79, Y-B9 = Outside of Vector
                            X-79, Y-95 = Outside of Tzen

                            I'll find more values later...
                            I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

                            Comment


                            • #29
                              Hmm...I should add several of the codes from this thread that were never added to the database...so here's my reminder, heh.
                              I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

                              Comment


                              • #30
                                Ahh. a fresh code request. hehe.

                                I restarted this game after a friend deleted my completed save file (angry smiley here)

                                So i used Ace's all items code and that is it so far ( really don't plan to use much more).

                                NOW THE REQUEST: Can some one hack a code that gives a person an item at the end of a battle and possibly the ability to modify it?

                                something like

                                Battle cactar always get item
                                00000000 00??

                                01=gold sword
                                03=excalipoor
                                05=GSHI Nachos
                                09= root bear


                                you get the point. I look forward to testing!
                                Cant stand the 32 bit and above gaming.
                                Gamers for the return of 2d sprite filled games!

                                Comment

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