Breath Of Fire Ii Game Genie Codes
Breath of Fire II (Authorized Game Secrets - 1996) Breath of Fire III (Prima's Official Strategy Guide - 1998). Game Genie Code Update: Super NES Special (50 More Games - 1992) Game Genie: Super NES Code Update (Volume 1, No.
Use the code E7FB-870F DDFB-876F 36FB-87AF to enable the debug menu. To access it, just reset the game. Up and Down selects an option, and A chooses it. Despite what it says, though, pressing Start + Select will not reset the game.In all menus, Pressing L + R will bring you back to the main menu.OBJ TEST - You can view every sprite in the game with this, even more than one at the same time. Nice!. Selectable Options. ID NO: Selects a character or enemy sprite.
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SEQ NO: Selects a particular action frame. PAT NO: Selects a frame of animation from the SEQ NO option. COUNTER: Something involving the animation I haven't quite figured out yet. BG NO: Select a map to use as a background. Default is a black screen.
MOVE: Automatically animates the shown sprite. Toggle on/off. Unselectable Options. POS X: The X position of the sprite on screen. POS Y: The Y position of the sprite on screen.
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SEQ ADD: Address where the frame of animation is stored. PAT ADD: Similar to above.Controls:. Up/Down: Selects an option. Left/Right: Increases/Decreases numbers.
Y/B/X/A - Calls up a particular sprite. You can have up to 4! Select each sprite with the corresponding button to edit it. The first sprite that shows up is highlighted with the A button.
L - Hold and use the D-Pad to move around the selected map. R - Hold and use the D-Pad to move the selected sprite. Select - Flips the sprite horizontally.SCR TEST - A map test! You can move around any map in the game.
There is also debug information in the form of a map ID and X/Y coordinates.Controls:. D-Pad: Moves the cursor around the map. Y: Collision Test(?), shows where your character can or cannot walk in the form of various numbers. A lack of numbers means you can move there in-game.
X: Removes the cursor, debug information, and some floors. Cannot be brought back without switching maps. A: Switches map. ID Number increases by one. B: Switches map. ID Number decreases by one. R: Hold to move around the map faster.KAIWA TEST - A dialogue box test!
You can view every bit of dialogue in the game, obviously.Controls:. Left/Right: Increase/Decrease ID number's ones digit. Up/Down: Increase/Decrease ID number's tens digit.
L/R: Increase/Decrease ID number's hundreds digit. A: Activate text box.SOUND TEST - Just what it says. Tests the music and sound effects in the game. BGM: Music player.
Digits are from 11-5F, however, anything above 42 will freeze the game. S.E.: Sound Effects player. Digits are from 01 - 60.
STEREO/MONAURAL: Switch between Stereo and Mono sound.Controls:. Up/Down: Select option. Left/Right: Increase/Decrease ID number by one. A: Play music or sound effect. B: Stop music or sound effect.I/O TEST - Controller test!
Press a button and it will show up as 'ON' if it is pressed (or working).COLOR TEST - Shows the color bar palette. The only thing you can do here is press L+R to exit. However, it's useful for adjusting your screen's colors.In-Game Debug ModeGame Genie codes 64FB-8D04 3CFB-8D64 activates the in-game debugging features.
During the game, the second controller can be used to access various debugging functions and interact with their corresponding menus. Player 1's controls will work as normal unless a menu appears, in which case Controller 1 will not work.
Pressing Start will exit you out of a menu in every instance. Once you leave a menu, you can't access any of the menus again until you leave the current room or access the standard camp menu by pressing X on Controller 1. Press a button to activate the following. A: CHR Viewer. There are three different ones to choose from, which comes up in a menu:. OBJ Test: Shows graphics related to sprites.
However, the graphics block is off toward the left, making viewing some of these graphics impossible. It also scrambles the background graphics. If you enter another room with this still on, it -will- scramble the graphics until you reset the game.
SCR12 Test: Shows the graphics of the background and map pieces. Like the sprite viewer, this is also off to the left. SCR3 Test: Show graphics related to text. This viewer -is- in the right spot.Controls:. Up/Down: Scrolls the graphics up and down. Left/Right: Toggles palettes.
Y: Flip sprite tiles horizontally. X: Flip sprite tiles vertically. B: Memory viewer AND editor! Be careful, as you can easily freeze the game or worse if you don't know what you're doing. RAM 7E 7F - Can view and modify anything from 7E0000 to 7FFFFF. X: Color Mode. This allows for the color editing of many things on the screen.
Any changes you make will be reset once you switch rooms. KAGENZAN: Controls the color overlay on screen. Works together with the option below. Can be turned ON and OFF.
BIT: Chooses various layers and things on the screen to be tweaked with color on the screen. Press Left or Right to change a bit, and the A button to activate it. +: Combined with the previous two options, this adjusts the RGB color of the screen.
The first adjusts red, the second green, and the third blue. Can be adjusted from 00 to 1F.: This does not seem to work. RGB: Alters the individual palettes of any object or sprite. Must press Select in order to access.Controls.
D-Pad: Move around to select an option. Y: Scoots the menu to the other side of the screen for better viewing of things on the right. X: Hides the menu from view so long as the button is held. A: Selects an option. Also increases the digit of a variable option by 1. L: Changes from editing the scenery colors to editing the sprite colors.
R: Switches. Select: Switch between screen coloring and palette editing. R: Debug Mode Option Menu!.
SCR NO HIT: Walk through walls. TURBO SPEED: Go faster, with some animation errors. NO ENCOUNT: No random battles. POSITION DISP: Can be turned on, but doesn't appear to work. AREA NO.DISP: Same as above. KAIWA NO.DISP: When you talk to someone, a display with the ID number of the text box will be displayed.
KAIWA SPEEDUP: Speeds through the dialogue in a text box quickly, including skipping to the next piece of text as necessary. Decisions can still be freely made though.
FUKA: Appears to be a CPU usage meter, displayed in the upper-right with some glitched graphics.Select: Activates the unused Dragon Quest test jingle and saves the game on the spot you're standing.Start: Does nothing, but nullifies your ability to call upon a menu until the next screen switch.Unused GraphicsThe Manillo shopkeepers were apparently intended to use the same little 'blowing you a kiss' animation as in the first game, but it was left out for whatever reason.A large pot that never actually appears in the game. Unlike similar graphics, this is stored as a sprite, not a background tile.It's. There were places this could have been used. It just never actually was.This fist graphic isn't actually unused, but its palette is. At the very beginning of the game, answer 'No' to Father Ganer's request, and he'll hit you with it.
However, as the intro is in monochrome, and this graphic never appears anywhere else in the game, its actual colors are never seen.UsedUnusedBaskets of fruit can be found as decorative tiles here and there in houses around the game world, but sprites of just the fruit can also be found in the ROM, with slight differences in appearance and palette. In Breath of Fire, it was possible to eat baskets of fruit for small HP restoration, and it seems the same was planned for the sequel, but dropped for whatever reason.Unused Areas Katt Coliseum CorridorThere is no reason in the story to enter the Coliseum's arena through Katt's entrance, and you never do; the area is actually used in Katt's intro/bio sequence. However, the area has full entrance data and collision.HomeTown Left Apartment Floor 2FIn HomeTown, there are two apartment buildings. The right one houses Ryu and Bow's apartment and has two floors. The left only has a single floor. However, a second floor still exists in the game's coding.
Use the code 7E503094 to access it. There are no NPCs here, but there is a searchable cabinet that has nothing, and a staircase back down to the first floor which places you in a wall where the stairs would have been.Old Gate ChurchIt seems that there is an older version of the church Ryu grew up in that resembles all the other generic churches in the game. Use 7E503075 to visit it. If you visit it in a new game, the priest will say a line used by someone else in the town, and if you visit it after the opening, he will act identical to the priest used in the final version of the map.Unused Skills. There are a few skills hidden away in the game's code, with varying levels of effectiveness.
All of the unused skills cost 0 AP, and have the generic description 'Use this during the fight.' . ShortAP: Probably not intended as an actual skill, but rather the effect of being too low on AP to use one, as it always displays the standard 'TooWeak' message when used. Katomana: Appears to be unfinished. Selecting it lets you choose a single ally, then proceeds to do 0 damage.
Its name is the same as the Japanese name for the 'Wall' spell in the first game. GrndBeef: Similar to Chopchop and Dice in that it deals unblockable physical damage, except this one is full-strength and hits all enemies. It works perfectly if hacked into a character's skill list, despite the fact that the animation is aimed at your party. It's listed with WildCat's other attacks, so it was likely intended to be used by him.
These skills differ from the ones above in that they are actually used, but their names aren't. Instead of the name being displayed, usually a line of dialogue by the user is shown. Woodstep - The 'Tree Attack' effect that happens sometimes if you use Spar's 'Ntre' command in a forest. Flrmagic - The 'Flower Blooming' effect that happens sometimes if you use Spar's 'Ntre' command in a field.
Ctcsbomb - The 'Exploding Cactus' effect that happens sometimes if you use Spar's 'Ntre' command in a desert. Whodini - The 'Green Energy' effect that happens sometimes if you use Spar's 'Ntre' command in a field or other area. IdiotLzr - The skill used by Aruhamel to seal your spells. 'There, forget your magic!'
. Dispell - The buff-dispelling effect used by Deathevn when he screams 'Disappear!' . Absorb - The HP-draining attack used by Deathevn when he shouts 'Be God's Power!'
Unused MonstersThere are four unused monsters hidden in the game's code: C.Kameo, Headhutr, KARI, and Chairman. C.Kameo and Headhutr can technically be encountered inside the Grand Church, but only in rooms where random battles do not happen without cheat codes.Altering $C55AF2 (HiROM) or x055AF2 (PC address) to 03 FC will cause enemies to spawn in the Grand Church entrance with the locked gate and pressure plate on the floor, complete with the proper battle background. You'll be able to properly encounter C.Kameo and Headhutr with these values.KARI and Chairman do not appear in any enemy group whatsoever. Both are likely placeholders: KARI translates to 'temporary', and Chairman shares the same stats as KARI, meaning that this was likely a placeholder enemy as well. Forcing the game to load either of them will cause incorrect graphics to be loaded.NameHPMPEXPZennyAttackDefenseAgilityC.Kameo524616470Chairman01200HeadhutrKARI01200. A strange message can be seen if you return to TownShip and speak with Bow after attempting to have Ryu fuse with Sana, but before you talk to the person in Capitan who would send you back there automatically (note said NPC in Capitan is provided because it is normally impossible to return to TownShip otherwise):October 10th, 5:00 o'clock version!It's normally impossible to see this bit of text (due to the fact that you cannot pass Windia without Sten or Jean and your respawn point gets forced to Capitan), but it can be done via hacking. The same text can be viewed from otherwise inaccessible coliseum NPCs and Rand using SCR NO HIT at Coursair.
It is default text data of sorts, pulled because the game wasn't specifically told what to display here. Presumably, this refers to the game's current build status, albeit mangled, like most of the rest of this game's text. Bleu's StatsBleu is unique in many ways. For example, she uses Nina's equipment options instead of having a set of her own. Furthermore, unlike other characters, her stats increase rapidly even after reaching level 50.
Actually, each character's stat growth values are stored in huge tables, but only eight of these tables exist. Bleu, being the ninth character, receives stat growth values from the enemy formation data that immediately follows, at 0x57df0. As a result, her stat gains far outpace any other character. Perhaps Bleu was a late addition to the game, which would explain why her implementation seems so clumsy.Shaman SystemThe Shaman system is one the more unique features in this game. All Shamans give some sort of boost except for 'Seny' who appears as if she gives nothing. Inside the code shows that Seny is actually supposed to give a boost in the 'Luck' stat. It turns out that there is code to read the luck stat AFTER the fusing but the code that actually boosts the stat does not exist.
What's more interesting is that the Shaman system has an unused feature that allows you to DECREASE stats at your choosing! It appears this function is completely unused but it works fully in-game.Unused TextFound at 0x18125:SAN!BOF2SANCHAN BKUP OKMost of this text is unused but the 'SAN!BOF2' is used as a header in the saved game data.A kind of error message can be found at 0x18C05:Won.
This page or section needs more images.There's a whole lotta words here, but not enough pictures.Character NamesAs with the first Breath of Fire game. Breath of Fire II contains many name changes between the Japanese and English versions. The playable characters are listed below even if their name didn't change.JapaneseLiteral TranslationEnglish ReleaseリュウRyuRyuボッシュBoschBowランドRandRandリンプーLin PuKattニーナNinaNinaディースDeeceBleuステンStenStenエカル・ホッパ・ド・ペ・タペタEkaru Hoppa de pe TapetaEkaru Hoppe de pe JeanアスパーAsparSparText ScrollThere's a short scene with a text scroll near the beginning of the game. The text is in English in both the Japanese and English versions with the Japanese version having Japanese subtitles at the bottom. One of these texts was corrected for the English version.JapaneseEnglishA WORD OF DARKNESS.A WORLD OF DARKNESS.Bio Screens.
To do:get imagesIn the token game (available when the player chooses the 'wood' carpenter), one line was removed from the instruction text:「It's kind of likeToggleHighlightOthelloToggleHighlight.The remaining text in the message seems to have been overwritten by changing the ROM such as in a hex editor, so a bit of the original message follows as garbage data. It was possibly removed as a trademark issue.After dumping the script from the VC ROM and comparing to the SNES original, these two changes seem to be the only two.The seriesSNES.PlayStation.
Breath of Fire 2WARNING: do not copy these codes to other sites!1Start With Mega HPC08AC41F2Start With Mega EXPC08AECFF3Infinite HPC293C7A54LevelsE7F3D4CC5Infinite EnergyC0C800006Infinite Energy #2C0C800667Infinite Energy #3C0DD49FFC0DD4AFF8Danger!!C0C800409Danger!!