1234567891123456789212345678931234567894123456789512345678961234567897123456789 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ \ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ --------------------------------- 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 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ \ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ 1234567891123456789212345678931234567894123456789512345678961234567897123456789