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Final Fantasy X-2 (PS2, NTSC-J)

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  • Final Fantasy X-2 (PS2, NTSC-J)

    Hello.

    I've been looking for a code to refill the HP in battle and I've had some partial success on it, by using PCSX2 and Cheat Engine 5.5. But the problem is, the real address that keeps the current HP in battle isn't static, so every new battle makes the current code obsolete.

    Using Google to find an answer, I stumbled on GSHI stash of codes here and this code for the PAL or US version of the game:

    Code:
    ARMAX
    "[B]Y.R.P: Infinite HP (In Battle)[/B]"
    
    NZDB-7Y88-VY4H9
    Z56W-QFFY-6QY8B
    52NH-0RGF-H5HAP
    49FG-76FZ-9EQ9D
    ZQRW-1UD1-GZ1PC
    U86D-G8DT-H8KNV
    W3RV-BEKU-C1DZQ
    RD6W-X5QX-F7ZNN
    B8W5-PUTH-UWMM6
    FXN6-UZKF-0WEKG
    FEYV-CQV0-E7DAC
    X4H1-NJJP-NW89N
    
    RAW (Omniconvert v1.0.3)
    200FFF00 27BDFFF0
    200FFF04 FFBF0000
    200FFF08 0C071480
    200FFF0C 308400FF
    200FFF10 24017FFF
    200FFF14 AC41016C
    200FFF18 8C42016C
    200FFF1C DFBF0000
    200FFF20 03E00008
    200FFF24 27BD0010
    2022915C 0C03FFC0
    Seems like it does what I'm after, but there's a problem... Even though I found that difference between addresses in the NTSC-J and this version of the game is equal to 28430 (hex, add that value to the NTSC-J address and you get the PAL\US), I can't really apply that to this batch of codes because I can't understand that code at all.

    There's a similar code on CodeTwink, but the situation remains the same.

    Could someone explain this code to me? Thanks in advance.

  • #2
    because this code a subroutine.

    I did an quick port to Japanese version

    Please test code

    Infinite HP (In Battle)
    200C0220 27BDFFF0
    200C0224 FFBF0000
    200C0228 0C06E400
    200C022C 308400FF
    200C0230 2401270F
    200C0234 AC41016C
    200C0238 8C42016C
    200C023C DFBF0000
    200C0240 03E00008
    200C0244 27BD0010
    20218DB4 0C030088
    Credits still belongs to: CodeTwink
    Last edited by lee4; 01-04-2011, 06:38:04 PM.
    lee4 Does Not Accept Codes Requests !
    When lee4 asks a question it does not mean lee4 will look at your game
    *How to create and use SegaCD codes >click here<*
    >)

    Comment


    • #3
      Thanks for your help lee4!

      Whatever you did, it made the code "work"! It really does lock the displayed HP at 9999, but it doesn't affect your real HP at all (you'll still die a horrible death). Looking at the changes you did, I applied it to the MP code and got the same effect.

      Code:
      MP code set to 999 instead of 9999, with changes applied following the port you did to the HP code.
      200C0250 27BDFFF0
      200C0254 FFBF0000
      200C0258 0C06E400
      200C025C 308400FF
      200C0260 240103E7
      200C0264 AC410170
      200C0268 8C420170
      200C026C DFBF0000
      200C0270 03E00008
      200C0274 27BD0010
      20218DCC 0C030094
      +The good thing is that the real battle HP\MP address seems to be static now (I think... it's been 7 consecutive battles and none of the girls died once, even though the Mega Tonberi is dealing 30000 of damage in each attack! And the game haven't locked up yet with the fixed values at those addresses. Hooray!)

      Code:
      The static in-battle addresses:
      
      Set to [B]62000[/B] (highest value I can set without any drawbacks when changing dresspheres, higher than that and the HP will go down to critical levels)
      00FFBE30 Yuna in-battle HP
      00FFD270 Rikku in-battle HP
      00FFE6B0 Paine in-battle HP
      
      Set to [B]999[/B]
      00FFBE34 Yuna in-battle MP
      00FFD274 Rikku in-battle MP
      00FFE6B4 Paine in-battle MP
      -The bad thing is... this batch of codes seems to have some really weird side effects that cripples the game pretty badly:

      - Each attack (from you or the enemy) seems to inflict Darkness, Poison and sometimes Confusion (extremely funny, because it also affects some bosses on the last dungeon ^_^)
      - Your attacks will most of the time, cast Shell or Protect along with it, making it deal only 1 of damage
      - Sometimes your characters will have a -10 to your status (attack and defenses lowered)

      Oh well, with all those side effects, I guess I'll not be able to make an "Instant Potion\Ether" code afterall :\
      Last edited by daisensou; 01-05-2011, 09:04:47 AM.

      Comment


      • #4
        Wow, this was totally random... So, I tried using the "Battle Event Debug Menu" code from the GSHI stash, but since trying to subtract the hex28430 from it didn't really match the Joker address of the NTSC-J version, I simply used it directly.

        Code:
        ARMAX
        4QMJ-HXRG-RC99H
        CY34-XCUW-TYGUF
        E6M1-79YN-ZR0C4
        82JV-TE00-RCJWU
        N6GQ-5BMA-RWX7N
        
        RAW (Omniconvert v1.0.3)
        D05B29C2 0000FFFD
        20130F28 24100010
        D05B29C2 0000FFFE
        20130F28 0080802D
        It worked! Not to enable the debug menu, but to keep the real battle HP\MP from moving around!
        Further tests proved that only the first two lines of the debug code was needed, so taking the static addresses I posted earlier and pairing it up with a Joker Command (in this case R3) gave me the instant HP\MP refill I was looking for!

        Code:
        D05B29C2 0000FFED
        20130F28 24100010  >> First 2 lines of the debug code, just changed it to another Joker Command (Up+L3)
        
        E006FFFB 00596C82
        20FFBE30 0000F230
        20FFD270 0000F230
        20FFE6B0 0000F230
        20FFBE34 000003E7
        20FFD274 000003E7
        20FFE6B4 000003E7 >> static HP\MP addresses paired with Joker Command R3
        Now, this seems to be a flexible code with no side effects. I'll keep testing it to see if it ends locking up the game and I'll post an update tomorrow.

        EDIT:

        Aww rats... the "static code" isn't really static, it's just specific to some areas

        The tests were being made on the 81th floor of the Bevelle dungeon:

        - Sometimes it works on the other floors or just in some parts of those floors (81th and beyond).
        - On the areas that the code work, it'll always works.
        - The game eventually became stuck into the battle result screen

        Oh, well. It was fun looking into it.
        Last edited by daisensou; 01-06-2011, 05:31:18 AM.

        Comment


        • #5
          there are more codes here however they are in Action replay version 1 format
          http://www.gamefaqs.com/ps2/562386-f...x-2/faqs/22676
          lee4 Does Not Accept Codes Requests !
          When lee4 asks a question it does not mean lee4 will look at your game
          *How to create and use SegaCD codes >click here<*
          >)

          Comment


          • #6
            Thanks! Those seems to be the same codes I got from jp.wazap.com and ~dram

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