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Advanced Card Hacking Guide

by JoKyR

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---------------------------------
Kingdom Hearts: Chain of Memories
            US Version
   ADVANCED CARD HACKING GUIDE
             by JoKyR
---------------------------------

Version 1.01
4-20-2006

Copyright 2005-06 Joseph Kyle Rogan

This may not be reproduced under any circumstances except for personal, private
use. It may not be placed on any web site or otherwise distributed publicly
without advance written permission. Use of this guide on any other web site or
as a part of any public display is strictly prohibited, and a violation of
copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

-----------------
TABLE OF CONTENTS
-----------------

I. INTRODUCTION

II. MAP CARDS
     II.i. The Basics
     II.ii. Sample Codes

III. BATTLE CARDS
     III.i. The Basics
     III.ii. Sample Codes

IV. APPENDIX
     IV.i. Extra Codes
     IV.ii. Resources
     IV.iii. Version History
     IV.iv. Credits

---------------
I. INTRODUCTION
---------------

Hello.  This is my second video game faq ever, so please be gentle.  I'll try
to be as concise as possible.  I've been frustrated with most of the "official"
codes out there for hacking map and battle cards.  The vast majority of these
codes are next to worthless, and allow for zero customization.  They code for
an even distribution of both crappy and great cards, there's no mention of how
to get premium cards, and some even contain pretty severe glitches.  So, I
learned how to hack them myself, and here are the fruits of my labor.

Please be warned that this guide is NOT intended to teach you how to hack,
write, or encrypt your own codes.  I assume that you have at least a working
understanding of the following:

- Both decimal (base ten) and hexadecimal (base sixteen) number systems.
- The basic operation of your personal hacking device of choice -- be it an
Action Replay, Codebreaker, Gameshark, or the memory editor of your favorite
emulator.
- The code types and encryption methods (if any) of your hacking device.

If you do not fully understand any of these topics, please refer to the
Resources section of the APPENDIX.  In this guide, I will simply tell you how
the game deals with the two types of cards, and give you some addresses and
values.  The rest of it is pretty much up to you.  Purely as an example, I'll
also give you the codes I personally use when I play.  However, you'll probably
have a totally different idea of what cards you want in your game.  So, I hope
you find this helpful, but if you want to customize the codes (and I hope you
do), I'm sorry to say that you'll have to learn how to do it on your own.
Don't worry, though, it's not that hard.  ;)

You should also know that all the example codes in this guide are encrypted for
the Pro Action Replay v.3 (PAR3).  This is because:

- It's the hacking device I use,
- In my experience, it's the easiest device to obtain,
- It's easy to find help with encryption,
- And, despite its terribly complicated encryption methods, it has the greatest
flexibility in code types.

I don't recommend trying to decrypt them and translate them to another hacking
device.  This is very complex, and you would probably be better served to use
the basic information in this guide to start from scratch and write your own
codes.  If you're using a codebreaker or emulator, this is particularly easy.

Finally, a note on conventions.  In general, I use the prefix 0x to denote
hexadecimal numbers.  Unformatted numbers are generally decimal.  The exception
to this rule is addresses listed in charts.  I have left off the 0x prefix in
this case for ease of cutting and pasting into encryption software.

-Happy Hacking,
JoKyR
maestro at KYSOff dot com

-------------
II. MAP CARDS
-------------

II.i. The Basics
----------------

There are 224 different map cards that Sora can obtain through standard
gameplay.  This includes the 10 numerical values of the 22 different regular
map cards (red, green, and blue), and the 4 different gold cards.  Each of the
224 cards has an 8-bit (1 byte) slot in main memory where the quantity is
stored.  The first card (Tranquil Darkness 0) is located at 0x0203A8C0.
Addresses increment by 0x01 (1 byte) for each card.  Here's a basic chart of
the addresses for the regular map cards:

RED CARDS:

0203A8C0 - 0203A8C9 = Tranquil Darkness 0-9
0203A8CA - 0203A8D3 = Teeming Darkness 0-9
0203A8D4 - 0203A8DD = Feeble Darkness 0-9
0203A8DE - 0203A8E7 = Almighty Darkness 0-9
0203A8E8 - 0203A8F1 = Sleeping Darkness 0-9
0203A8F2 - 0203A8FB = Looming Darkness 0-9
0203A8FC - 0203A905 = Premium Room 0-9
0203A906 - 0203A90F = White Room 0-9
0203A910 - 0203A919 = Black Room 0-9

GREEN CARDS:

0203A91A - 0203A923 = Martial Waking 0-9
0203A924 - 0203A92D = Sorcerous Waking 0-9
0203A92E - 0203A937 = Alchemic Waking 0-9
0203A938 - 0203A941 = Meeting Ground 0-9
0203A942 - 0203A94B = Stagnant Space 0-9
0203A94C - 0203A955 = Strong Initiative 0-9
0203A956 - 0203A95F = Lasting Daze 0-9

BLUE CARDS:

0203A960 - 0203A969 = Calm Bounty 0-9
0203A96A - 0203A973 = Guarded Trove 0-9
0203A974 - 0203A97D = False Bounty 0-9
0203A97E - 0203A987 = Moment's Reprieve 0-9
0203A988 - 0203A991 = Mingling Worlds 0-9
0203A992 - 0203A99B = Moogle Room 0-9

The quantity stored in each regular slot is an 8-bit unsigned integer, ranging
from 0x00-09.  You can hack a larger number than this, but the game logic will
correct your imposed error when you view the card in the Room Synthesis menu,
resetting any integer larger than nine back down to nine.  The game also sets a
limit for the total number of map cards you can collect to 99 (not including
gold cards).  However, you can hack a larger number of total cards without any
problems (as far as I know).

The gold cards are a little more difficult.  There are multiple slots that look
like they give you a gold card, but really don't.  If you try to use one of
these slots, you'll just get something that LOOKS like the card you want, but
doesn't actually work.  Thus far, I haven't found any need to test or hack the
3 "storyline" cards (Key of Beginnings, Key of Guidance, and Key to Truth) and,
honestly, I think to do so would be a bad idea.  It just seems like the kind of
code that could mess up your data very easily.  If you absolutely MUST have a
code for these cards, then I'll just say that the correct addresses are
somewhere in the range of 0x0203A99C - 0203A9BA.  The Key to Rewards card, on
the other hand, is incredibly useful to hack.  The correct address for this
card is:

0203A9BB = Key to Rewards

The slots for gold cards work identically to the regular card slots, except
that the game only expects you to earn one of each.  Therefore, you can hack a
large quantity of them and the game won't reset the number to nine.

I should also mention that these addresses are used for both Sora and Riku
modes.  There are, or course, quite a few map cards that don't normally appear
in Riku mode.  But, this doesn't mean you can't hack them.  So, if you REALLY
have a strong desire to send Riku to a Moogle shop, feel free.  It doesn't seem
to have much effect on his closed deck, though.

II.ii. Sample Codes
-------------------

These are the codes I use in my personal game.  They give you 99 regular map
cards, with a decent selection of all my favorites, including cards in every
color and numerical value combination (for the purposes of story room synthesis
requirements).  Sora's codes also give you a working Key to Rewards card.  I
recommend you keep these codes turned on constantly.  Remember, they are in
PAR3 encryption.

"Sora Map Cards"

These codes give you the following cards:

Teeming Darkness 0-9 x2
Looming Darkness 0,9 x2
White Room 0 x5
Black Room 0 x5
Meeting Ground 0,9 x2
Strong Initiative 0-9 x2
Lasting Daze 0,9 x2
Calm Bounty 0,9 x2
Guarded Trove 0 x2
False Bounty 0 x2
Moment's Reprieve 0-9 x2
Mingling Worlds 0 x5
Moogle Room 0,9 x2
Key to Rewards x1

D4F2835A 57B46C55
11685812 EE3EBE54
CB75AAAD F461515B
E16AF0DD A7C7251C
8AA3C37A 55B04D2D
B924DE40 4ABEBBCD
30FB0E31 30172ACD
DF465F63 4554C732
90315928 EEDF47AE
11685812 EE3EBE54
683F88BA F20B2DE7
4D0CDD8F 4994CDAA
2A48E4A9 6FB0F8E6
C4F965F0 F874019B
7B06AF39 2D074A67
33AB1F79 E296FE4B
8EC8B5EF DFB57CB5
11685812 EE3EBE54
29DDB7E2 7820D16C
8106D4F0 DFBDE99B
7BDA6616 04CEA907
81217650 D8CC2113

"Riku Map Cards"

These codes give you the following cards:

Teeming Darkness 0-9 x2
Looming Darkness 0,9 x3
Meeting Ground 0,9 x4
Strong Initiative 0-9 x2
Lasting Daze 0-9 x2
Moment's Reprieve 0 x4
Moment's Reprieve 1-8 x2
Moment's Reprieve 9 x5

D4F2835A 57B46C55
11685812 EE3EBE54
B3635F59 F1484FC3
818B940E C1646C23
39610004 D6C44286
030CC829 31AD5C23
90315928 EEDF47AE
11685812 EE3EBE54
7F7D1ED7 58D26A0E
11685812 EE3EBE54
896AD629 BBB2B7FE
E2A672F8 B5AC8C2A
C02B4445 44D52625
DC98C949 81A6634A

-----------------
III. BATTLE CARDS
-----------------

III.i. The Basics
-----------------

The following information has only been verified for Sora Mode.

Battle cards work very differently from map cards, mainly because there are so
many more of them.  Instead of giving each card its own slot, Sora has 915 card
slots which each hold a single 16-Bit value that identifies which card is in
that slot.  The first address is 0x0203A080.  Addresses increment by 0x02
(surprise surprise, that's 2 bytes, or 16 bits).  The final address is
0x0203A7A4.  In case you're one of those people who don't read paragraphs, and
you're just skimming this guide looking for the charts, here's a truncated one:

0203A080 = First Battle Card slot
0203A082 = Second slot
0203A084 = Third

...

0203A7A4 = Last Slot

Each slot contains a 16-bit value.  However, only digits 0-2 (the three digits
on the right) of this 16-bit value identify the type of card.  Digit 3 (the
leftmost digit) is used for identifying whether or not the card is premium, and
which decks the card is currently being used in.  So, to clarify, the game
could recognize a maximum of 4,095 (or 0xFFF) different cards (plus one value
for null -- surprisingly, value 0x000 is actually used as a card, and value
0xFFF is used for null, or the absence of a card).  Obviously, the game doesn't
actually use this many cards.  Many of these values represent cards used by
enemies, gibberish used to fill space, or even glitches that will crash your
game (like value 0x232).  I have obviously NOT tested all the values, nor do I
have any desire to.  I have simply found the values for every card that can be
used by Sora (including Friend cards, which normally only appear during
battles).  Hidden in the remaining heap of values, there are probably gems that
might be pretty cool to unearth.  But, if you want to find them, you'll have to
mine them for yourself.

Here is a chart of all the working values I know of (spaces are added to group
cards by type -- they do not necessarily represent gaps in the values):

0FFF = NULL (Empty)

0000 - 0009 = Kingdom Key 0-9
000A - 0013 = Three Wishes 0-9
0014 - 001D = Crabclaw 0-9
001E - 0027 = Pumpkinhead 0-9
0028 - 0031 = Fairy Harp 0-9
0032 - 003B = Wishing Star 0-9
003C - 0045 = Spellbinder 0-9
0046 - 004F = Metal Chocobo 0-9
0050 - 0059 = Olympia 0-9
005A - 0063 = Lionheart 0-9
0064 - 006D = Lady Luck 0-9
006E - 0077 = Divine Rose 0-9
0078 - 0081 = Oathkeeper 0-9
0082 - 008B = Oblivion 0-9
008C - 0095 = Diamond Dust 0-9
0096 - 009F = One-Winged Angel 0-9
00A0 - 00A9 = Ultima Weapon 0-9

00AA - 00B3 = Fire 0-9
00B4 - 00BD = Blizzard 0-9
00BE - 00C7 = Thunder 0-9
00C8 - 00D1 = Cure 0-9
00D2 - 00DB = Gravity 0-9
00DC - 00E5 = Stop 0-9
00E6 - 00EF = Aero 0-9

00F0 - 00F9 = Donald 0-9
00FA - 0103 = Goofy 0-9

0104 - 010D = Simba 0-9
010E - 0117 = Genie 0-9
0118 - 0121 = Bambi 0-9
0122 - 012B = Dumbo 0-9
012C - 0135 = Tinker Bell 0-9
0136 - 013F = Mushu 0-9
0140 - 0149 = Cloud 0-9

014A - 0153 = Aladdin 0-9
0154 - 015D = Ariel 0-9
015E - 0167 = Jack 0-9
0168 - 0171 = Peter Pan 0-9
0172 - 017B = The Beast 0-9

017C - 0185 = Potion 0-9
0186 - 018F = Hi-Potion 0-9
0190 - 0199 = Mega-Potion 0-9
019A - 01A3 = Ether 0-9
01A4 - 01AD = Mega-Ether 0-9
01AE - 01B7 = Elixir 0-9
01B8 - 01C1 = Megalixir 0-9

01C2 - 01C4 = Shadow
01C5 - 01C7 = Soldier
01C8 - 01CA = Large Body
01CB - 01CD = Red Nocturne
01CE - 01D0 = Blue Rhapsody
01D1 - 01D3 = Yellow Opera
01D4 - 01D6 = Green Requiem
01D7 - 01D9 = Powerwild
01DA - 01DC = Bouncywild
01DD - 01DF = Air Soldier
01E0 - 01E2 = Bandit
01E3 - 01E5 = Fat Bandit
01E6 - 01E8 = Barrel Spider
01E9 - 01EB = Search Ghost
01EC - 01EE = Sea Neon
01EF - 01F1 = Screwdiver
01F2 - 01F4 = Aquatank
01F5 - 01F7 = Wight Knight
01F8 - 01FA = Gargoyle
01FB - 01FD = Pirate
01FE - 0200 = Air Pirate
0201 - 0203 = Darkball
0204 - 0206 = Defender
0207 - 0209 = Wyvern
020A - 020C = Wizard
020D - 020F = Neoshadow
0210 = White Mushroom
0211 - 0213 = Black Fungus
0214 - 0216 = Creeper Plant
0217 - 0219 = Tornado Step
021A - 021C = Crescendo

021D = Guard Armor
021E = Parasite Cage
021F = Trickmaster
0220 = Darkside
0221 - 0223 = Card Soldier (Red)
0224 - 0226 = Card Soldier (Black)
0227 = Hades
0228 = Jafar
0229 = Oogie Boogie
022A = Ursula
022B = Hook
022C = Dragon Maleficent
022D = Riku
022E = Axel
022F = Larxene
0230 = Vexen
0231 = Marluxia

0232 = GLITCH!  DO NOT USE THIS VALUE!

0233 = Lexaeus
0234 = Ansem

You may have noticed that there are multiple values associated with most of the
enemy cards, and that there are multiple Card Soldier cards (in two colors!).
Unlike the gold map cards, all of these values seem to work just fine.

Now, last but not least, there is digit 3 of the value.  I left zeros in this
digit's place in the chart above, just for spacing purposes.  This digit
composes bits 12-15 of the 16-bit value (bit numbering starts with 0).  The
purposes of each bit are shown in the following chart (make sure you're viewing
with a fixed width font):

0 0 0 0
^ ^ ^ ^
| | | |
| | | -> Bit 12 = Set this bit if card is equipped in Deck 1.
| | | 
| | -> Bit 13 = Set this bit if card is equipped in Deck 2.
| |
| -> Bit 14 = Set this bit if card is equipped in Deck 3.
|
-> Bit 15 = Set this bit if card is premium.

If you don't know much about setting bits, or if you're not sure which cards
are equipped, don't worry too much.  The game actually does a very good job of
correcting any errors with bits 12-14, so I usually don't worry about them.
Just know that you don't want to keep a code active if it affects this digit
(i.e. if it's a 16-bit constant write).  Just turn the code on long enough to
get the cards, then turn it off and save.  In fact, to be sure that you're not
causing any problems, I recommend removing all cards from all of your decks
FIRST, and then applying the code while you're still in the deck construction
menu.

Bit 15 is the most useful of this byte.  If you set it to 1, then the card is
premium.  In other words, if you want a premium card, simply add 0x8000 to the
value from the above chart (or just replace the first leading zero with an 8).

One extra bit of advice.  Unlike map cards, you have a very solid limitation to
the number of battle cards you can hack.  There are only 915 slots.  Period.
Not only can you not hack more than 915 cards, the game itself has problems
when you reach this limit.  For some lame reason, the programers neglected to
include a safeguard for when you earn new battle cards with all 915 slots full.
(You know how most RPG's let you choose if you wanna drop an old item to pick
up the new one?  None of that here.)  So, if you fill all 915 slots, you are
done earning cards.  Period.

I ran into trouble with this when I defeated Axel at the end of the game,
believing that I had earned his Enemy card, and saved, only to find that the
game didn't actually give it to me because my slots were full.  If I didn't
own a PAR, I would have been furious -- I would have had to totally start the
game over if I wanted to get this one card.  So, lesson learned.  And, if some
jerk ever tries to tell you that owning a cheat device is stupid, smack them
upside the head and tell them that story.

III.ii. Sample Codes
--------------------

Here are the codes that comprise my personal card collection.  I've filled all
915 slots, so I broke the codes up into two sections, to make sure I don't
overload my Action Replay.  To activate them, I recommend following this
process:

1. Go to the "Review Decks" screen.
2. Clear all three of your decks.
3. Now, activate "Sora Battle Cards I" (or, a code that gives you at least one
attack card -- you CANNOT leave this menu without putting at least one attack
card in your equipped deck!).
4. Wait a few seconds and then turn the code off.
5. Put one of your NEW attack cards in your equipped deck.
6. Exit this menu.
7. Save.
8. Reset.
9. Now, you can activate the rest of your battle card codes without any
problems.
10. Don't forget to save and turn any battle card codes off before you start
changing your decks.

You also should know that I don't like premium cards -- they just don't fit my
personal play style very well.  As a result, none of the cards in these codes
are premium.  If you're a big fan of premium cards, sorry.

"Sora Battle Cards I"

These codes give you the following attack cards:

Kingdom Key 0,9 x12
Three Wishes 0,9 x12
Crabclaw 0,9 x12
Pumpkinhead 0,9 x12
Fairy Harp 0,9 x12
Wishing Star 0,9 x12
Spellbinder 0,9 x12
Metal Chocobo 0,9 x12
Olympia 0,9 x12
Lionheart 0,9 x12
Lady Luck 0,9 x12
Divine Rose 0,9 x12
Oathkeeper 0,9 x12
Oblivion 0,9 x12
Diamond Dust 0,9 x12
One-Winged Angel 0,9 x12
Ultima Weapon 0 x18
Ultima Weapon 1-8 x12
Ultima Weapon 9 x33

6E7B68D8 92051742
B2E50410 8770512F
DF902653 DB5421E5
4B4298ED C26CE79C
1D73A5C5 C49BF3CC
D8EFD03C D80B0177
6B1C278F 902F27A8
4E1CCB39 DD1E7BEE
7658874D EA859C6B
E22A9A05 5542C6D4
89C43347 9688B0B6
CB71BB21 ACBF60E2
062DE808 3FEBDBDF
943BF2EF 6006C801
78443183 16576BA3
5574CFDA 2915997E
E68AEEF9 1C199516
F4CEE2FF A333CF21
C50D7083 92A65EC1
6EADA2BC C7A24706
434477FA 8D9EC178
0ED39D65 9C153B01
6AB71BE6 93FF71FD
321EED7E FE359905
651830E1 301116A9
EF711DA4 01DD4673
3FD45E57 4FFB3682
5E06D411 DC84263B
71E92694 E9A906B0
B36F2CAB 95E31B2C
F6399AA7 4D9C85D3
FC9F8D65 9165BA10
F47333B9 846FC48C
B7013514 87DBBA24
DC79184C 97A21958
DF572626 08CD6879
F62E144A 3894637B
29DD74C8 FB6FE42E
BC3AC6D5 D4C676FF
71A09ED3 36DA049C
37B5E4FD CD8A3EE2
946D6E18 2BFEA3E5
1A0D0DAA DDD4404C
8CFFDC1A 5151A0A4
C29D1FF9 7D749980
128A22DA 798305B7
691CF528 FBBA6A75
3113B2DD 2DAD9177
B3403772 A45FD041
976A4D42 945C6E91
BFE4D6D7 282D4B6A
723BFD9F 0377248F
A43A7856 5F9EAD96
E1D50FFD 94881409
63C6E379 8EDFFEA2
600BDBD3 824D3983
B5F16228 2C4293A8
8DF94519 9E518548
1DBF1431 477BA462
F8DDDC98 BCF1A21C
57DD4150 16F66CC6
1E7C9BDB FCA79CE0
1BE0D488 FA290A52
A0125A80 8E146FF9
DE37DA66 6D92F7B0
47DBE882 801C4E60
A14F6149 E854BD0B
2217335C 1B6F36DB
C12990E1 111DF234
674A86BE 02D626D7
ED87EDB3 0BE01D97
FDB6EB8A 4624ECD3
21972DB3 13D53F80
12CA0576 7865AEBE
CB358BB2 63C96840
A61B273C 7B5AD630
761AD562 E573E79C
AF51B4F2 0048AF3B
A6B29AFB 0F3970C0
9D96D758 24213421
8D41DAA5 C8CE6C87
B89E11CF 8F2FD99F
156E775F FEDDF6D7
131BF0E6 456B2C4C

"Sora Battle Cards II"

These codes give you the following battle cards:

Fire 9 x12
Blizzard 9 x12
Thunder 9 x12
Cure 9 x12
Gravity 9 x12
Stop 9 x12
Aero 9 x12
Simba 9 x12
Genie 9 x12
Bambi 9 x12
Dumbo 9 x12
Tinker Bell 9 x12
Mushu 9 x12
Cloud 9 x12
Potion 9 x12
Hi-Potion 0 x12
Hi-Potion 9 x18
Mega-Potion 9 x12
Ether 9 x12
Mega-Ether 9 x12
Elixir 9 x12
Megalixir 9 x12
3 of every enemy card (+2 extra Search Ghost)
1 of every boss card

3643B07D 0FAE21AE
C46FB853 CBFCAE25
B6441069 48EE7D9A
CB216F97 16B32442
EFBED541 18C58471
EA40233E AEE60690
CC7F80AF 3221FB96
EFD48A59 FBC74E67
EA5E934F 197AB61D
7FB699B7 3CCEBC16
39ABA973 72AAA792
085B2DB0 13CC5EC6
1119BCC9 CF0C9DFE
BC5A9956 839BC968
56DC50DE CD0CEAE6
11134718 CDD41778
D5963435 BA7078B5
9812051E 50A7868C
103A3F4D C709BE13
B8D521BD 25601BAC
4049473E 6F29501A
4B729791 68C07965
5F81071A C535059F
6CA76C82 409E863A
8524E0B5 229DA1A2
C6001ACF D41C9913
9232082F 7201E2F0
C60B41D7 0E40A206
C270A15A 309D427E
BA6D3AF5 9D3D3605
D088C8E2 94B56364
ED293A49 26BB04B2
8E8E409A AD7CC36F
D5FF6CC8 9B284929
A6EBAF4C C059C54A
7263276E 16F90E4E
B462CB45 0C928730
F771C713 B76C3D2C
CA39D86D 242ECDA3
96F8F3D1 19BD04A1
C74A7593 CB1AA1B7
B8BD14A6 FA361A83
4F3B1F51 6F68F5FF
7BB68C6C A4F6F4AD
A9204AEE 3692C23A
D4D54104 402E6C06
5DA89F75 AEF0C5D4
27A06A12 F8D26C86
056E436D 31018083
DB95546A CB812399
AC3CB71A 178249F8
BEFA81D0 2665B157
8CF1CAF0 FC06D71F
3775A850 79A800F9
115B80C7 85DE518E
EE7B677D 63F55AF2
4DFA11FD 404D9899
5C05F37A F29920E9
A787D5E4 6B8453BD
80551294 ADC729B1

------------
IV. APPENDIX
------------

IV.i. Extra Codes
-----------------

I know this is a "Card Hacking" guide, but GameFAQs doesn't have another
hacking guide of any kind for this game, yet, so I thought I'd include the rest
of the codes I use as a tiny little supplemental.  They are related to card
hacking peripherally, I suppose.

"Master"

Here's the PAR3 enable code for KH:CoM that I stole from Codejunkies.com.  It
may be different than the enable code you use, and that's just fine.  If you
are using a different hacking device then you will definitely need a different
enable code.

F243BDD6
D8B1D250
3C27CDA4
92B4EA91

"Sora Journal"

Since you'll be hacking all those hard to find map and battle cards, you
probably don't want to waste time searching for them the old fashioned way.  As
a result, Jiminy's Journal will look suspiciously incomplete.  Here's the code
to complete your entire journal, and put those happy flashing Disney logos next
to every entry.  I also stole this from Codejunkies.com.  Please note that I've
tried several versions of this code, and Codejunkies' is the only one I've
found that works.

I haven't bothered testing or hacking codes for Riku's journal, since his is
much easier to complete normally.

27D664BA
E5C2158A
D3551AFC
69D558C4

"Riku 99"

When you level up Sora, you have to make some customization choices.  There are
three stats you can raise (HP, CP, and Sleights), and you can only maximize
one.  With Riku, on the other hand, you can maximize all three stats (HP, AP,
and DP).  So, I thought I'd write codes to maximize his experience, level, HP,
AP, and DP just as if you had leveled him up manually.  I'm including them here
simply because I felt bad that I didn't have any codes for hacking Riku's
closed deck.

65754B59
D0613AEE
6581BC56
D92BC5C6
F4B67DF7
85933EA8
7ABB1A9B
AAE7EBD0
A06CD741
0E6332A8
95D44DD3
2749E131

IV.ii. Resources
----------------

http://chortle.ccsu.edu/AssemblyTutorial/TutorialContents.html
     Have no idea what hexadecimal is?  Try the first few chapters of this
online course in MIPS Assembly Language (the language of PSX games).  This has
the best and most thorough explanation of hexadecimal and binary numbering
systems I've found.  Plus, understanding an assembly language is always a bonus
in hacking.

http://lab.shockv2.com/wiki/Main_Page
     This is the personal page of hacking guru Labmaster.  He's got some
awesome tutorials on both hacking and GBA assembly.  I cannot recommend this
man's work enough!

http://www.gscentral.org/index.php
     Apparently, there was a huge amount of drama between this site and the now
defunct gscentral.com.  Dot org came out on top, and most people seem to be
happy about this.  But, unfortunately, their document and utility sections have
not yet managed to match the former glory of dot com.  I'm not sure they ever
will, either.  So, you have to use the wayback machine to get the following two
documents:

http://web.archive.org/web/
     20041021051107/http://gscentral.com/view.pl?create/makeowncodes
http://web.archive.org/web/
     20040409085237/www.gscentral.com/view.pl?HackingText/hackv500c
     These are the two definitive documents on code hacking.  Each url is two
lines long.  Make sure to enter the entire url into your address bar.  For the
life of me, I can't understand why gscentral.org haven't made getting these
documents back online their #1 priority, but they definitely haven't.  Be
prepared to use IE's "Find" command.

http://romhacking.deadbeat-inc.com/
     If you can't find something at gscentral.org, try here.  The focus is
slightly different, but they've got A LOT of stuff!

http://www.ngemu.com/
     Here's an AWESOME place to start if you want to get into emulation.

IV.iii. Version History
-----------------------

v.1.01:
4-20-2006
Fixed minor typographical and spelling errors.
Added "Version History."

v.1.0:
4-15-2006
Original Release.

IV.iv. Credits
--------------

Special thanks to Labmaster for unwittingly sparking my interest in hacking,
and inadvertently teaching me pretty much everything I know about the subject.

Thanks to Codejunkies.com for writing the few working codes I've found.

And, of course, thanks to GameFAQS.com and neoseeker.com for hosting this
guide.

-Fin,
JoKyR

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