Secret mana cheat game genie




















It provides the following when equipped:. Value 00 for the armor modifier code gives a miscolored trashcan with the description 'Bare Head' translated from French here , values 15 and 2A give similar items with the descriptions 'No' and 'Nothing'.

These might have been intended to remove helmets, armors, and arm protections respectively. Note: The Item hex range is 00 to 3F. There exist several duplicates of the Boy, Girl, and Sprite in the character data, some with alternate palettes such as for the fight against the clones in Sage Joch's cave , but this white palette is unique to the Sprite and not used anywhere. Neko never moves from any place where you find him standing in the game, but with this code you can see that he has unused walking forwards and backwards sprites.

He will blink his eyes as he walks. This is also the only way to see him from behind. Watts has an unused tile. The right sprite shows how it could be used. The main difference is his beard color. Joch never moves from the spot he is standing on during normal game play. However, it's possible to activate this animation by standing behind him and talking to him.

Characters are programmed to turn and face you when you talk to them from behind, but since Joch has no back view, his walking animation is called up in place of it. This was probably an oversight on the programmers' part.

The Scorpion leader has also an unused tile. The right sprite shows how her head would look like, no match could be found with body tiles. Her hair is different and her cape seems closed over her shoulder. Most NPCs have a complete set of walking frames, but some do not use all of them. Here, Dyluck's downwards walking frames are unused.

Geshtar has downwards and sideways walking frames, which are unused, but no upwards walking frames. On the other hand, he has an alternate downward standing sprite, holding the Mech Rider helm. This character is right between Fanha and Sheex in the character data, so he?

Sheex uses downwards walking frames, but extra tiles can be seen around the sprite. Moreover, the shoulders seem off for two frames. Using the available tiles, the sprites can be corrected.

In addition, the upwards walking frames are unused. More interesting is another head for Sheex, with a helm. There is a version available for all his frames first line is as observed in the game with extra tiles cleaned, second line corresponds to corrected sprites.

The white spot on the helm makes it look unfinished. Slide left or right to activate an unused sprite of Elinee without her hood. There is an additional sprite without her hood and with her mouth open. This can be seen by bringing her to an area with enemies, but may freeze the game. After she is reformed, the hooded witch's sprite is simply replaced with an elderly female villager sprite instead of using these, presumably so she can randomly walk around the room after the conversation and during the ending.

If there was another location where the sprites could be used, it's long gone from the final game, barring something obscure like Elinee being initially unhooded when encountered outside the boss room or something. Elinee also doesn't have sprites for moving upwards, so when she walks north after initially talking to her, she will do the hand-waving animation instead.

All walking frames of Truffle are unused. It is interesting to note that his sprites are obtained by adding a crown and moustache to the regular mushrooms sprites. Holding up or down reveals an unused sprite of the Snowman crumbling apart. In the first game you could destroy snowmen after turning enemies into them with the Ice spell.

How this would have exactly worked in the sequel is unknown, unless it was simply a damaged animation, which would make the status much like Balloon or the Flame status effect.

As it is, both enemy and ally snowmen cannot be hurt until the status effect wears off on its own. It, too, has an unused frame of it slightly toppled over. Then cast a spell. The animation is available! Note that some sprites may be used by other animations. Only the Sprite laughing animation is used in-game. Rarely-used hurt and unused attack sprites for the fish monsters. The hurt sprites are used, but will very rarely be seen during a normal playthrough as the fish have to be hurt to 15hp or below at least for the Iffish near the Water Palace.

Once that is done and they try to start their next attack action, they will permanently go into a catatonic state switching between the two hurt sprites. The body parts might have been intended as sleeping sprites, but they cannot be put to sleep. The tails may or may not match the bodies. Unused sprites for Weepy Eye and Whimper. While the Whimper enemy does drop tears occasionally when in an 'opening' idle animation before it is aware of the player, these frames don't play; only the teardrops falling are animated.

The regular wolves also have an unused sprite, maybe intended as a preparation for a pounce or a howl. Its tiles are present in the ROM near the big-headed villager, which the Boy turns into for two consecutive values of the code.

Maybe one of them was supposed to point to this one? Note that the palette of the Pandora guard was chosen for aesthetic reasons, but the actual palette might be found somewhere in the ROM. An unused part of sprite for the Gigas bosses. On the right is how the full sprite would probably look like. Two frames of animation for the wheel of Kilroy and Kettle Kin, with an oblique orientation.

It would seem that Spring Beak or Axe Beak could have been able to run or kick. Their only moves in the game are jumps, and the feet stay the same. According to this sprite part, Minotaur or Gorgon Bull could have fallen over, or maybe it is some sort of kick It does not really fit with the rest of the sprites.

Unused parts of Aegagropilon sprite actually on a background layer. On the bottom is how it would probably look like assembled. It seems that Aegagropilon could eat characters, like some other bosses These are present with the sprites for the Dragon bosses. A very small speck will appear at that location. Fly there with Flammie to see a face. Hint: Hidden store: Go to the room with the bridge in the Castle of Tasnica. You can enter in the south wall, behind the bar.

Walk through this wall and speak to the man at the other side to buy some good items. Hint: Getting all remaining weapon Orbs: Go to the Mana Fortress on the floating island and start hacking down the enemies. After awhile may take quite some time , an enemy will drop an Orb in a chest that goes to one of your weapons. You can do this more than once if needed. You can also get other orbs later. Go to the Ice Country. There should be a small circular island just off the coast.

When you land there, Flammie Neko should be there. Then save the game with him. Start a new game at the opening screen and get to the Mantis Ant. You should kill as few Rabites as possible on the way there. This time, load your old game. The game should resume at the Mantis Ant with your party at your high levels. Hit the Mantis Ant once to kill it. You will receive another Sword Orb. Jema will pull you out and tell you to visit the Water Temple.

Call Flammie and upgrade your sword. It will become the Mana Sword, and become the strongest weapon. You will still need to cast the Mana Sword spell for the final enemy. Note: This trick will erase the file that it is used in. A little ways in, you will encounter some Tsunamis. Fight them and you will eventually get the last Spear's Orb. For the Boomerang or Spear, kill a numerous amount of Tsunamies. Kill Heck Hounds for a Whip or a Bow. Note :If you obtain an Orb that you have nine of, the game could either freeze, or if you forge it, will start at level 1.

Hint: Get multiple orbs: This trick requires two controllers. When you find a treasure that you think is an orb, clear the room of enemies so that you will not be attacked. Next, press Start on controller two to activate your second player. Have player two stand to the right or left side while you take the opposite side.

Then, using controllers one and two, simultaneously and repeatedly press Attack until the box disappears. If done correctly, the game should say you got the orb twice.

This does not seem to work on boxes earned from enemies. Hint: Amulet Rings: The easiest way to get this accessory 95 is to go to the airborne palace and fight Tsunamis.

They drop treasure chests easily, and you can get a lot of them very fast. If you get too much of them, you can sell them for money. It can be used to transform to and from the Mini condition. Hint: Moogle Belt: Have Flamie take you to a turtle-shaped island.

Once there, a man dressed like a merchant will give you a Sea Hare Tail. Have Flamie take you to the desert town and speak to the leader. He will give you the Moogle Belt, which can be used to transform your characters to and from the Moogle condition. To obtain it, go to the airborne Mana Fortress and fight the Captain Ducks.

Eventually you will get a treasure chest that contains the Vampire Cape. As soon as you are back in the forest, immediately turn left and travel until you get near some rocks that are shaped like a diamond. There are about six rocks in all, with four forming a diamond.

When you start to get very close, some of the pink rabbits will start hopping towards you. Back up slightly to avoid getting hit and to prevent your uncontrolled characters from hitting them.

Since they cannot get to you because of the rocks, immediately start chain-casting spells cast a spell, wait for the corresponding elemental to appear, then cast another spell as soon as it disappears Just keep doing this to dramatically raise Undhine, Gnome, and Syphlid. If you run out of magic, just walk back to the right and head for the Wind Temple. The old man there will automatically refill your HP and MP.

This trick also works when you get the other elementals. Listed below are the track names from the official soundtrack for ease of reference. The internal names and numeric values are as they are listed in-game, including typos. Debug Room 2 allows you to access any bosses that you haven't already defeated, as well as one or two that are always available even if you've defeated them Jewel Eater and Full Metal Hagger, for example. Again, the tile targets are listed below with letter for column, number for row.

The trigger point for the tiles on this screen is slightly above the tile itself for some reason. Taking the upwards exit will take you back to Debug Room 1. Most bosses, once defeated, will lead you back to this room on exiting. Not all of them do, though, so you might need to take the Flammie Express back to the white square. A couple of squares lead to non-boss locations, and one leads to Debug Room 3.

Keep in mind that once you enter Debug Room 3, the only way out is via Flammie. One thing that's interesting is the fight against Gorva. Normally, you lose one member of your party prior to the fight, but if you initiate the fight through this room you'll be fighting him with your entire crew, and when defeated, a fourth character which may default to Duran in his first class will appear briefly and shout that they're alright before vanishing. Also, if you chose to fight Genova and have already defeated him, you can go outside and explore Laurent Castle, with Riesz fainted just outside the room where you fight him.

She will talk to you, even if you have Riesz in your party. Very similar to the second room, but darker, this contains the rest of the bosses, as well as a couple of enemies in a sparring room or armory of some sorts. This room has no exit. Exiting the room upward will lead you to the Mana Stone of Darkness and the fight with Zable Fahr, as will every tile after the ones listed so only the first row and the second up to the fourth contain anything unique.

In the Sparring Room, you can exit by going downward, though it's not particularly obvious. Another interesting point worth mentioning is that the music does not always change when you trigger the bosses.

This unused squid boss appears in the map replacement chunks for location The location uses a waterfall caves tileset, and the layout resembles the typical layout of a boss arena.

Perhaps the two Half Keys would've combined into this? No clue where it could have been used , however. This and the next item come directly before and after the Illusion Mirror in the item list order. Presumably intended to open Dragonsmaw? Not much to say here that hasn't been said above.

Detect 0x31 was taken out of the game, but the programmers left it within the data.



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