[Codes] Gameshark codes

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JiN88
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Re: [Codes] Gameshark codes

Postby JiN88 » Thu Jan 21, 2021 7:39 am

Who are GRA (88), and SSS (9D)? and does the empty names means anything?

Suikoden (main Character), Pilikia, Jowy, and Nanami appears multiple times. Is that because of their child version, King Jowy, and Pilikia in a dress version?

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Pyriel
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Re: [Codes] Gameshark codes

Postby Pyriel » Thu Jan 21, 2021 11:14 am

Empty names likely mean nothing. They're either there for future expansion, or just to divide blocks. The first block is mostly active party characters that have stats, and the second block is primarily non-combatants that don't have stats. The third is just sort of a free for all. Although, the second isn't much better. They might have started with the idea of sorting them more meaningfully, and gave up later in development. I don't really know, but that's the sort of thing I've seen happen in projects I've worked on.

I never tried to load GRA or SSS. Duplicate entries are a mixture of different sprites/portraiture, and different stats. One of the duplicate Jowy instances is King Jowy, and the later one is, I think, King Jowy in a cut scene where he has some custom animations.

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Matroska
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Re: [Codes] Gameshark codes

Postby Matroska » Fri Jan 22, 2021 8:09 pm

You can find this in NAMES.BIN on the disc. "Suikoden" is the default value for the hero.
Thanks, that's great. I thought I understood how this worked but evidently not; I know you enter the code for the character's kill count (e.g. 800698B4 for the hero) and then after that add a high number so their kill count will be the highest (e.g. AFC8 which is 45,000 in decimal). I got it working with Flik, Nanami and Eilie. I tried to change the statue to non-combat characters, thinking along the same lines as wataru14, but I couldn't get it to work. I then tried with various combat characters just in case it blocked non-combatants but I still couldn't get it to work.

So clearly I don't actually get how this works. So what exactly do you do? The hero's kill count code is 800698B4. Let's say you wanted to make the statue into Killey, who is 2C on the list, what do you do to the hero's code to get Killey's one?

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Pyriel
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Re: [Codes] Gameshark codes

Postby Pyriel » Fri Jan 22, 2021 10:35 pm

69EC0. You have to subtract one from the digits in the list, if you're going to start from the hero. 0x24 * (character id - 1). I don't recall if this game has wasted space for the 0th character's stats. I would hope not, but I'm pretty sure they did that in Suikoden III. So who knows. In any case, you're treating the hero as the root, so his offset has to come out to 0.

You can verify your work pretty easily by looking at other codes for the character. It looks like the kill count is +8 from the shield modifier or +2 from "Other Slot 3 Quantity", if you want a crosscheck with the simplest math. Or, you know, if you're not looking to create a list for every character, it's probably easier to start there.

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frozenfan843
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Re: [Codes] Gameshark codes

Postby frozenfan843 » Sat Feb 13, 2021 8:17 pm

bit of a dumb question to ask this...but i used codes to get Recipes #38 (Sashimi Combo) and #40 (Kaiseki Dinner) just cause i like how they look in the cook-offs, and the fact that they produce really decent food items...(I.E. Queen of the Sea, etc) but this isn't gonna screw me over when i defeat Resto and Jinkai in their respective cook-offs, and get the recipes properly...is it?

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Pyriel
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Re: [Codes] Gameshark codes

Postby Pyriel » Sun Feb 14, 2021 11:52 am

I don't remember what cookoff those guys are, but it's probably one of the later ones. In general it shouldn't affect anything. The script there almost certainly won't bother to check what recipes you have because there's no reason to as far as the game is concerned. It'll just try to set the switch on when it's already on.

The only way it could cause problems is on the vanishingly tiny chance that they decided to go the stupid route and build a mask so they can XOR the switch to actually toggle its state. That would be 10x more work than the task actually requires, and there's no script command that does it. They'd have to use the script extensions to create a custom command for that one scenario. I only mention it because there are cases where they did sort of similar things, like the livestock and crops in the farm. And those scenarios are just similar in the sense that they did 10x the work required, and created bugs by getting too hung up on what they were metaphorically doing, rather than looking for the simplest way to get the results they needed. Anyway, if you notice the recipes disappear after the cookoff, just use the code again.


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