Infinite Round Time / Minutes Modifier
FFF01C: 00??
NOTE: This code can be used in 1 of 2 ways. 1st, you can use it as an infinite round time code or 2nd, you can modify how long each round is. However, in order to do this, you must turn the PAR on before the round starts & turn it off during the match. If you keep it on, time will not tick down. If you turn it off & don't turn it back on, the next round will be a standard 3 minutes.
01 - 1 Minute
02 - 2 Minutes
04 - 4 Mintues
05 - 5 Minutes
06 - 6 Minutes
07 - 7 Minutes
08 - 8 Minutes
09 - 9 Mintues
0A - 10 Minutes
Etc.
Infinite Round Time / Seconds Modifier
FFF01E: YYXX
NOTE:
XX - Left digit (10's)
YY - Right digit (1's)
This code can be used in 1 of 2 ways. 1st, you can use it as an infinite round time code or 2nd, you can modify how many seconds each minute has. XX Modifies the left digit; YY Modifies the right digit. In order to create the number of seconds in a minute See this example: To have 35 seconds on the clock, the value would look like this: 0503. You can also go well beyond the numbered digits. You can use this code as an infinite round time code or 2nd, you can modify how long each round is. However, in order to do this, you must turn the PAR on before the round starts & turn it off during the match. If you keep it on, time will not tick down. If you turn it off & don't turn it back on, the next round will be a standard 3 minutes.
01 - 1
02 - 2
03 - 3
04 - 4
05 - 5
06 - 6
07 - 7
08 - 8
09 - 9
0A - You can go beyond 9 if you want to; At this point you'll start seeing punctuations & symbols
Fights are set for ?? Rounds Modifier
FFF01B: 00??
NOTE:
When you go beyond 13 rounds, they tend to loop over & over again. I set the value to 0F for 15 Rounds & after Round 13, it went back to Round 1.
01 - 1 Round
02 - 2 Rounds
03 - 3 Rounds
04 - 4 Rounds
05 - 5 Rounds
06 - 6 Rounds
07 - 7 Rounds
08 - 8 Rounds
09 - 9 Rounds
0A - 10 Rounds
0B - 11 Rounds
0C - 12 Rounds
0D - 13 Rounds
Damage received from punches modifier
FFF01A: 00??
NOTE: This applies to both players. Just a few punches to the head or body will cause the ref to stop the fight. The larger the value the more damage a punch will do. I recommend using 06. If its set too high, it could cause the game to crash just before the ref yells "Stop the fight!"
FFF01C: 00??
NOTE: This code can be used in 1 of 2 ways. 1st, you can use it as an infinite round time code or 2nd, you can modify how long each round is. However, in order to do this, you must turn the PAR on before the round starts & turn it off during the match. If you keep it on, time will not tick down. If you turn it off & don't turn it back on, the next round will be a standard 3 minutes.
01 - 1 Minute
02 - 2 Minutes
04 - 4 Mintues
05 - 5 Minutes
06 - 6 Minutes
07 - 7 Minutes
08 - 8 Minutes
09 - 9 Mintues
0A - 10 Minutes
Etc.
Infinite Round Time / Seconds Modifier
FFF01E: YYXX
NOTE:
XX - Left digit (10's)
YY - Right digit (1's)
This code can be used in 1 of 2 ways. 1st, you can use it as an infinite round time code or 2nd, you can modify how many seconds each minute has. XX Modifies the left digit; YY Modifies the right digit. In order to create the number of seconds in a minute See this example: To have 35 seconds on the clock, the value would look like this: 0503. You can also go well beyond the numbered digits. You can use this code as an infinite round time code or 2nd, you can modify how long each round is. However, in order to do this, you must turn the PAR on before the round starts & turn it off during the match. If you keep it on, time will not tick down. If you turn it off & don't turn it back on, the next round will be a standard 3 minutes.
01 - 1
02 - 2
03 - 3
04 - 4
05 - 5
06 - 6
07 - 7
08 - 8
09 - 9
0A - You can go beyond 9 if you want to; At this point you'll start seeing punctuations & symbols
Fights are set for ?? Rounds Modifier
FFF01B: 00??
NOTE:
When you go beyond 13 rounds, they tend to loop over & over again. I set the value to 0F for 15 Rounds & after Round 13, it went back to Round 1.
01 - 1 Round
02 - 2 Rounds
03 - 3 Rounds
04 - 4 Rounds
05 - 5 Rounds
06 - 6 Rounds
07 - 7 Rounds
08 - 8 Rounds
09 - 9 Rounds
0A - 10 Rounds
0B - 11 Rounds
0C - 12 Rounds
0D - 13 Rounds
Damage received from punches modifier
FFF01A: 00??
NOTE: This applies to both players. Just a few punches to the head or body will cause the ref to stop the fight. The larger the value the more damage a punch will do. I recommend using 06. If its set too high, it could cause the game to crash just before the ref yells "Stop the fight!"

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