Unfinished New Game +

If you are stuck in the Dunan Unification Wars; or wish for more details on the gameplay systems, this is the place.
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MasterGrand
Posts: 106
Joined: Mon Aug 02, 2010 7:12 pm

Re: Unfinished New Game +

Post by MasterGrand »

I Play Genso Suikoden II PC, and :arrow: Unknown Dungeon 1 (0911) is working not freeze like Suikoden II on PSX, You cannot teleport inside Unknown Dungeon 1....so I will feedback about anything new.

This is video
https://youtu.be/9S9Ew4sgUTI

Image

Sorry for double post just for >notice <
Volcannon
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Joined: Mon Apr 11, 2022 4:09 pm

Re: Unfinished New Game +

Post by Volcannon »

Is there a code to just enter the room with the NG+ Crystal or do I need to go through the ENTIRE dungeon first?
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Pyriel
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Re: Unfinished New Game +

Post by Pyriel »

Kind of.

You can just use the Escape Talisman code to drop yourself into the right map, on the right XY coordinates, and it should be fine. It'll just take a little trial and error to land in the right spot.

09 - 11: Unknown Dungeon
09 - 13: Unknown Dungeon 2
09 - 14: Unknown Dungeon 3
09 - 15: Unknown Dungeon 4
09 - 16: Unknown Dungeon 5
09 - 17: Unknown Dungeon 6

I don't know if anything will happen with the crystal under these circumstances, though. I vaguely remember running around in the room, and nothing responded.
JiN88
Posts: 90
Joined: Tue Dec 20, 2016 11:40 pm

Re: Unfinished New Game +

Post by JiN88 »

IIRC nothing different happens if you warp directly to that room.

You can do it by following Pyriel's code on the first page:

Escape Talisman Teleports to AA/MM
3006AA3F 00AA
3006AA41 00MM
8006AA4E 0020 <- X-Pos
8006AA50 0020 <- Y-Pos

But using it through Cheat Engine would be faster.

Basically, work backwards finding AA/MM along with the coordinates and you'll reach the same memory addresses as the GS. Then, there's actually a third code just 1 or 2 addresses down, which I guess you can call it sub-map.

So, for example 01 - 07: North Sparrow Pass.

(01, 07, 00) brings you to the sub-map entrance with the 2 guards.
(01, 07, 01) brings you to the sub-map with the healing pond.
(01, 07, 02) brings you so on.

Use the same method and you can warp directly to the NG+ crystal room. I think it was (09,17, 06/07)

This is more or less the same method I used when exploring the JP demo since most first few sub-maps seems to be empty.

Don't get too worked up trying to find the right X/Y position. Just use the Walk through wall cheat and you'll be fine.
WD932
Posts: 28
Joined: Mon Aug 01, 2022 10:18 pm

Re: Unfinished New Game +

Post by WD932 »

Pyriel wrote: Sat Jan 07, 2017 11:50 pm
Everything below is for the NA version unless otherwise stated.

Code: Select all

Viki Teleports to Unknown Dungeon (Pick Kazah Village)
8006AEAA 0080
D015DC50 E1C4
3015F53D 0009
D015DC50 E1C4
3015F53E 0011

Bypass crash on lower floor...
3006AFB4 0001

Or Fight Poison Moth (auto-win)
D015DC50 37E0
301635F7 0042
Might as well show my work. I looked through TELEPO.BIN, and figured out how to get additional teleportation destinations going. It's probably worth reinstating the Gregminster one for other purposes.

Code: Select all

RAM:8015F46C ArrTargetPlace: .byte    0               # DATA XREF: RAM:8015EFC4o
RAM:8015F46C # RAM:8015F010o ...
RAM:8015F46C # Place 0?
RAM:8015F46D .byte 0 # 8 bytes per target. last byte is probably alignment padding.
RAM:8015F46E .byte 0
RAM:8015F46F .byte 0
RAM:8015F470 .byte 0x64 # d
RAM:8015F471 .byte 0
RAM:8015F472 .byte 0xC8 # +
RAM:8015F473 .byte 0
RAM:8015F474 .byte 1 # Place 1? Kyaro 00 - 02
RAM:8015F475 .byte 0
RAM:8015F476 .byte 2
RAM:8015F477 .byte 1
RAM:8015F478 .byte 0x64 # d
RAM:8015F479 .byte 0
RAM:8015F47A .byte 0xC8 # +
RAM:8015F47B .byte 0
RAM:8015F47C .byte 2 # Place 2? Forest Village 04 - 01
RAM:8015F47D .byte 4 # Area
RAM:8015F47E .byte 1 # Map
RAM:8015F47F .byte 0x14 # ?
RAM:8015F480 .byte 0x64 # d # ??
RAM:8015F481 .byte 0
RAM:8015F482 .byte 0xC8 # +
RAM:8015F483 .byte 0
RAM:8015F484 .byte 3 # Place 3? None? 01 - 01 (Riverbank?)
RAM:8015F485 .byte 1
RAM:8015F486 .byte 1
RAM:8015F487 .byte 0xFF
RAM:8015F488 .byte 0x64 # d
RAM:8015F489 .byte 0
RAM:8015F48A .byte 0xC8 # +
RAM:8015F48B .byte 0
RAM:8015F48C .byte 4 # Place 4? None? 01 - 02 (Toto Village?)
RAM:8015F48D .byte 1
RAM:8015F48E .byte 2
RAM:8015F48F .byte 0xFF
RAM:8015F490 .byte 0x64 # d
RAM:8015F491 .byte 0
RAM:8015F492 .byte 0xC8 # +
RAM:8015F493 .byte 0
RAM:8015F494 .byte 5 # Place 5? None? 01 - 04 (Ryube?)
RAM:8015F495 .byte 1
RAM:8015F496 .byte 4
RAM:8015F497 .byte 0xFF
RAM:8015F498 .byte 0x64 # d
RAM:8015F499 .byte 0
RAM:8015F49A .byte 0xC8 # +
RAM:8015F49B .byte 0
RAM:8015F49C .byte 6 # Place 6? None? 01 - 07 (North Sparrow Pass)
RAM:8015F49D .byte 1
RAM:8015F49E .byte 7
RAM:8015F49F .byte 0xFF
RAM:8015F4A0 .byte 0x64 # d
RAM:8015F4A1 .byte 0
RAM:8015F4A2 .byte 0xC8 # +
RAM:8015F4A3 .byte 0
RAM:8015F4A4 .byte 7 # Place 7? Forest Pass Greenhill-Matilda 04 - 03
RAM:8015F4A5 .byte 4
RAM:8015F4A6 .byte 3
RAM:8015F4A7 .byte 0x15
RAM:8015F4A8 .byte 0x64 # d
RAM:8015F4A9 .byte 0
RAM:8015F4AA .byte 0xC8 # +
RAM:8015F4AB .byte 0
RAM:8015F4AC .byte 8 # Place 8? None? 01 - 08 (Tenzen Pass Cliff)
RAM:8015F4AD .byte 1
RAM:8015F4AE .byte 8
RAM:8015F4AF .byte 0xFF
RAM:8015F4B0 .byte 0x64 # d
RAM:8015F4B1 .byte 0
RAM:8015F4B2 .byte 0xC8 # +
RAM:8015F4B3 .byte 0
RAM:8015F4B4 .byte 9 # Place 9? Muse City 02 - 19 (liberated)
RAM:8015F4B5 .byte 2
RAM:8015F4B6 .byte 0x19
RAM:8015F4B7 .byte 6
RAM:8015F4B8 .byte 0x64 # d
RAM:8015F4B9 .byte 0
RAM:8015F4BA .byte 0xC8 # +
RAM:8015F4BB .byte 0
RAM:8015F4BC .byte 0xA # Place A? White Deer Inn 02 - 03
RAM:8015F4BD .byte 2
RAM:8015F4BE .byte 3
RAM:8015F4BF .byte 7
RAM:8015F4C0 .byte 0x64 # d
RAM:8015F4C1 .byte 0
RAM:8015F4C2 .byte 0xC8 # +
RAM:8015F4C3 .byte 0
RAM:8015F4C4 .byte 0xB # Place B? Muse-Greenhill Border 04 - 04
RAM:8015F4C5 .byte 4
RAM:8015F4C6 .byte 4
RAM:8015F4C7 .byte 0xA
RAM:8015F4C8 .byte 0x64 # d
RAM:8015F4C9 .byte 0
RAM:8015F4CA .byte 0xC8 # +
RAM:8015F4CB .byte 0
RAM:8015F4CC .byte 0xC # Place C? Coronet Town 02 - 05
RAM:8015F4CD .byte 2
RAM:8015F4CE .byte 5
RAM:8015F4CF .byte 0xB
RAM:8015F4D0 .byte 0x64 # d
RAM:8015F4D1 .byte 0
RAM:8015F4D2 .byte 0xC8 # +
RAM:8015F4D3 .byte 0
RAM:8015F4D4 .byte 0xD # Place D. Kuskus Town 03 - 00
RAM:8015F4D5 .byte 3
RAM:8015F4D6 .byte 0
RAM:8015F4D7 .byte 0xC
RAM:8015F4D8 .byte 0x64 # d
RAM:8015F4D9 .byte 0
RAM:8015F4DA .byte 0xC8 # +
RAM:8015F4DB .byte 0
RAM:8015F4DC .byte 0xE # Place E. South Window City 03 - 02
RAM:8015F4DD .byte 3
RAM:8015F4DE .byte 2
RAM:8015F4DF .byte 0xD
RAM:8015F4E0 .byte 0x64 # d
RAM:8015F4E1 .byte 0
RAM:8015F4E2 .byte 0xC8 # +
RAM:8015F4E3 .byte 0
RAM:8015F4E4 .byte 0xF # Place F. None? 03 - 03 (North Window)
RAM:8015F4E5 .byte 3
RAM:8015F4E6 .byte 3
RAM:8015F4E7 .byte 0xFF
RAM:8015F4E8 .byte 0x64 # d
RAM:8015F4E9 .byte 0
RAM:8015F4EA .byte 0xC8 # +
RAM:8015F4EB .byte 0
RAM:8015F4EC .byte 0x10 # Place 10. Radat Town 03 - 04 (list says Dojo?)
RAM:8015F4ED .byte 3
RAM:8015F4EE .byte 4
RAM:8015F4EF .byte 0xE
RAM:8015F4F0 .byte 0x64 # d
RAM:8015F4F1 .byte 0
RAM:8015F4F2 .byte 0xC8 # +
RAM:8015F4F3 .byte 0
RAM:8015F4F4 .byte 0x11 # Place 11. Cave of Wind 03 - 05 (list says Radat?)
RAM:8015F4F5 .byte 3
RAM:8015F4F6 .byte 5
RAM:8015F4F7 .byte 0xF
RAM:8015F4F8 .byte 0x64 # d
RAM:8015F4F9 .byte 0
RAM:8015F4FA .byte 0xC8 # +
RAM:8015F4FB .byte 0
RAM:8015F4FC .byte 0x12 # Place 12. Greenhill City. 04 - 00
RAM:8015F4FD .byte 4
RAM:8015F4FE .byte 0
RAM:8015F4FF .byte 0x13
RAM:8015F500 .byte 0x64 # d
RAM:8015F501 .byte 0
RAM:8015F502 .byte 0xC8 # +
RAM:8015F503 .byte 0
RAM:8015F504 .byte 0x13 # Place 13. Crom Village. 06 - 02
RAM:8015F505 .byte 6
RAM:8015F506 .byte 2
RAM:8015F507 .byte 0x1B
RAM:8015F508 .byte 0x64 # d
RAM:8015F509 .byte 0
RAM:8015F50A .byte 0xC8 # +
RAM:8015F50B .byte 0
RAM:8015F50C .byte 0x14 # Place 14. Drakemouth Village. 06 - 05
RAM:8015F50D .byte 6
RAM:8015F50E .byte 5
RAM:8015F50F .byte 0x1C
RAM:8015F510 .byte 0x64 # d
RAM:8015F511 .byte 0
RAM:8015F512 .byte 0xC8 # +
RAM:8015F513 .byte 0
RAM:8015F514 .byte 0x15 # Place 15. Tigermouth Village. 06 - 06
RAM:8015F515 .byte 6
RAM:8015F516 .byte 6
RAM:8015F517 .byte 0x1D
RAM:8015F518 .byte 0x64 # d
RAM:8015F519 .byte 0
RAM:8015F51A .byte 0xC8 # +
RAM:8015F51B .byte 0
RAM:8015F51C .byte 0x16 # Place 16. Toto Village. 01 - 03 (burned)
RAM:8015F51D .byte 1
RAM:8015F51E .byte 3
RAM:8015F51F .byte 2
RAM:8015F520 .byte 0x64 # d
RAM:8015F521 .byte 0
RAM:8015F522 .byte 0xC8 # +
RAM:8015F523 .byte 0
RAM:8015F524 .byte 0x17 # Place 17. Banner Village (To Toran Republic). 05 - 04
RAM:8015F525 .byte 5
RAM:8015F526 .byte 4
RAM:8015F527 .byte 0x19
RAM:8015F528 .byte 0x64 # d
RAM:8015F529 .byte 0
RAM:8015F52A .byte 0xC8 # +
RAM:8015F52B .byte 0
RAM:8015F52C .byte 0x18 # Place 18. None? 05 - 01 (Gregminster Town)
RAM:8015F52D .byte 5
RAM:8015F52E .byte 1
RAM:8015F52F .byte 0xFF
RAM:8015F530 .byte 0x64 # d
RAM:8015F531 .byte 0
RAM:8015F532 .byte 0xC8 # +
RAM:8015F533 .byte 0
RAM:8015F534 .byte 0x19 # Place 19. Tinto City. 06 - 00
RAM:8015F535 .byte 6
RAM:8015F536 .byte 0
RAM:8015F537 .byte 0x1A
RAM:8015F538 .byte 0x64 # d
RAM:8015F539 .byte 0
RAM:8015F53A .byte 0xC8 # +
RAM:8015F53B .byte 0
RAM:8015F53C .byte 0x1A # Place 1A. Kazah Village 00 - 00 (Unicorn Brigade Garrison)
RAM:8015F53D .byte 0
RAM:8015F53E .byte 0
RAM:8015F53F .byte 0x17
RAM:8015F540 .byte 0x64 # d
RAM:8015F541 .byte 0
RAM:8015F542 .byte 0xC8 # +
RAM:8015F543 .byte 0
RAM:8015F544 .byte 0x1B # Place 1B. Ryube Village. 01 - 05 (burned)
RAM:8015F545 .byte 1
RAM:8015F546 .byte 5
RAM:8015F547 .byte 3
RAM:8015F548 .byte 0x64 # d
RAM:8015F549 .byte 0
RAM:8015F54A .byte 0xC8 # +
RAM:8015F54B .byte 0
RAM:8015F54C .byte 0x1C # Place 1C. North Sparrow Pass. 01 - 10 (late game?)
RAM:8015F54D .byte 1
RAM:8015F54E .byte 0x10
RAM:8015F54F .byte 5
RAM:8015F550 .byte 0x64 # d
RAM:8015F551 .byte 0
RAM:8015F552 .byte 0xC8 # +
RAM:8015F553 .byte 0
RAM:8015F554 .byte 0x1D # Place 1D. Mercenary Fortress. 01 - 09
RAM:8015F555 .byte 1
RAM:8015F556 .byte 9
RAM:8015F557 .byte 4
RAM:8015F558 .byte 0x64 # d
RAM:8015F559 .byte 0
RAM:8015F55A .byte 0xC8 # +
RAM:8015F55B .byte 0
RAM:8015F55C .byte 0x1E # Place 1E. Two River City. 07 - 00
RAM:8015F55D .byte 7
RAM:8015F55E .byte 0
RAM:8015F55F .byte 0x10
RAM:8015F560 .byte 0x64 # d
RAM:8015F561 .byte 0
RAM:8015F562 .byte 0xC8 # +
RAM:8015F563 .byte 0
RAM:8015F564 .byte 0x1F # Place 1F. Lakewest Town. 07 - 01
RAM:8015F565 .byte 7
RAM:8015F566 .byte 1
RAM:8015F567 .byte 0x11
RAM:8015F568 .byte 0x64 # d
RAM:8015F569 .byte 0
RAM:8015F56A .byte 0xC8 # +
RAM:8015F56B .byte 0
RAM:8015F56C .byte 0x20 # Place 20. Kobold Village. 07 - 02
RAM:8015F56D .byte 7
RAM:8015F56E .byte 2
RAM:8015F56F .byte 0x12
RAM:8015F570 .byte 0x64 # d
RAM:8015F571 .byte 0
RAM:8015F572 .byte 0xC8 # +
RAM:8015F573 .byte 0
RAM:8015F574 .byte 0x21 # ! # Place 21. None? 05 - 00 (Rokkaku)
RAM:8015F575 .byte 5
RAM:8015F576 .byte 0
RAM:8015F577 .byte 0xFF
RAM:8015F578 .byte 0x64 # d
RAM:8015F579 .byte 0
RAM:8015F57A .byte 0xC8 # +
RAM:8015F57B .byte 0
RAM:8015F57C .byte 0x22 # " # Place 22. Rakutei Mountain. 08 - 0C
RAM:8015F57D .byte 8
RAM:8015F57E .byte 0xC
RAM:8015F57F .byte 0x18
RAM:8015F580 .byte 0x64 # d
RAM:8015F581 .byte 0
RAM:8015F582 .byte 0xC8 # +
RAM:8015F583 .byte 0
RAM:8015F584 .byte 0x23 # # # Place 23. Rockaxe Castle. 08 - 00
RAM:8015F585 .byte 8
RAM:8015F586 .byte 0
RAM:8015F587 .byte 0x16
RAM:8015F588 .byte 0x64 # d
RAM:8015F589 .byte 0
RAM:8015F58A .byte 0xC8 # +
RAM:8015F58B .byte 0
RAM:8015F58C .byte 0x24 # $ # Place 24. Muse-Matilda Border. 08 - 0A
RAM:8015F58D .byte 8
RAM:8015F58E .byte 0xA
RAM:8015F58F .byte 9
RAM:8015F590 .byte 0x64 # d
RAM:8015F591 .byte 0
RAM:8015F592 .byte 0xC8 # +
RAM:8015F593 .byte 0
RAM:8015F594 .byte 0x25 # % # Place 25. Muse-Highland Border. 02 - 06
RAM:8015F595 .byte 2
RAM:8015F596 .byte 6
RAM:8015F597 .byte 8
RAM:8015F598 .byte 0x64 # d
RAM:8015F599 .byte 0
RAM:8015F59A .byte 0xC8 # +
RAM:8015F59B .byte 0
RAM:8015F59C .byte 0x26 # & # Place 26. None? 00 - 00 (Unicorn Brigade Garrison)
RAM:8015F59D .byte 0
RAM:8015F59E .byte 0
RAM:8015F59F .byte 0xFF
RAM:8015F5A0 .byte 0x64 # d
RAM:8015F5A1 .byte 0
RAM:8015F5A2 .byte 0xC8 # +
RAM:8015F5A3 .byte 0
RAM:8015F5A4 .byte 0x27 # ' # Place 27. None. 00 - 00 ibid.
RAM:8015F5A5 .byte 0
RAM:8015F5A6 .byte 0
RAM:8015F5A7 .byte 0xFF
RAM:8015F5A8 .byte 0x64 # d
RAM:8015F5A9 .byte 0
RAM:8015F5AA .byte 0xC8 # +
RAM:8015F5AB .byte 0
RAM:8015F5AC .byte 0x28 # ( # Place 28. L'Renouille. 09 - 00 (list says Muse?)
RAM:8015F5AD .byte 9
RAM:8015F5AE .byte 0
RAM:8015F5AF .byte 0x1E
RAM:8015F5B0 .byte 0x64 # d
RAM:8015F5B1 .byte 0
RAM:8015F5B2 .byte 0xC8 # +
RAM:8015F5B3 .byte 0
RAM:8015F5B4 .byte 0x29 # ) # Place 29. Headquarters. 0A - 00 (game menu would say "%castle name% Castle")
RAM:8015F5B5 .byte 0xA
RAM:8015F5B6 .byte 0
RAM:8015F5B7 .byte 0x1F
RAM:8015F5B8 .byte 0x64 # d
RAM:8015F5B9 .byte 0
RAM:8015F5BA .byte 0xC8 # +
RAM:8015F5BB .byte 0
RAM:8015F5BC .byte 0x2A # * # Place 2A. Forest Village. 04 - 01
RAM:8015F5BD .byte 4
RAM:8015F5BE .byte 1
RAM:8015F5BF .byte 0x14
RAM:8015F5C0 .byte 0x64 # d
RAM:8015F5C1 .byte 0
RAM:8015F5C2 .byte 0xC8 # +
RAM:8015F5C3 .byte 0 # Hidden "Not a City" place name. No entry.
I kept all the relevant information to my question in the quotes. First off what do the lines beginning with D reference as a trigger for the next line to run?

Second would it be possible to run all of the listed teleports at the same time?

My emulator sometimes (as I mentioned to you before) does not allow an entry of more than one line at a time. How could I split this up to make it work properly making one toggled line at a time? Which would need to be constantly on and which should not?

Next the lines starting with 301 are what get changed for the different locations and the first number next to the code for the location name refers changing the last 4 of the first 301 line and same for the second number replacing the last 4 of the second 301 line?

Is there a way to clear the fog to climb Mt Rakutei again to fight the stronger monsters without needing to have Humphrey and Dutch in the party?

I do not see that it was added here but was asked if we could find a code for the upstairs item shop in Radar? I wanted to add to it as well by asking: Barring getting a code for directly there is there a way to make Viki bumble her teleporting more often/always and is it a nonexistent room behind that upstairs door? Never saw anyone talk about that door.
Last edited by WD932 on Sun Aug 07, 2022 1:00 am, edited 1 time in total.
User avatar
Pyriel
Webmaster
Posts: 1227
Joined: Wed Aug 18, 2004 1:20 pm

Re: Unfinished New Game +

Post by Pyriel »

WD932 wrote: Sat Aug 06, 2022 11:44 pm I kept all the relevant information to my question in the quotes. First off what do the lines beginning with D reference as a trigger for the next line to run?
It should be the first four bytes of TELEPO.BIN when it's loaded in memory. This game swaps out modules frequently, and overwriting memory at all times as if a particular module is the only thing that will be loaded there is likely to end badly. The only exception is the main executable, and some data areas that stay consistent.
WD932 wrote: Sat Aug 06, 2022 11:44 pm Second would it be possible to run all of the listed teleports at the same time?
In the second list? There are already codes that enable the valid ones. A lot of them target invalid or useless destinations. You'd have to edit the entries as well as using a code to enable the entry in Viki's list. (Note: I think I made a mistake and the first line should also start with 3 instead of 8. Pretty sure when it starts with 8, it's going to disable the Ryube [bombed out version] teleport.)
WD932 wrote: Sat Aug 06, 2022 11:44 pm My emulator sometimes (as I mentioned to you before) does not allow an entry of more than one line at a time. How could I split this up to make it work properly making one toggled line at a time? Which would need to be constantly on and which should not?
If your emulator is that much of a pain, wait until you're standing in front of Viki to turn the codes on, talk to her, and immediately turn them off when the teleport menu loads. If you do that, you can exclude the D codes. You're manually doing what the D codes are doing at that rate: Letting the values get overwritten when the right code is loaded, and ceasing to write thereafter.
WD932 wrote: Sat Aug 06, 2022 11:44 pm Next the lines starting with 301 are what get changed for the different locations and the first number next to the code for the location name refers changing the last 4 of the first 301 line and same for the second number replacing the last 4 of the second 301 line?
That was a little hard to follow. I think you're on the right track. The 3015F53D line sets the byte for the area/zone in the destination entry, and the 3015F53E line sets the map. See the list of areas and maps in this post: http://www.suikosource.com/phpBB3/viewt ... 84#p151705
WD932 wrote: Sat Aug 06, 2022 11:44 pm I do not see that it was added here but was asked if we could find a code for the upstairs item shop in Radar? I wanted to add to it as well by asking: Barring getting a code for directly there is there a way to make Viki bumble her teleporting more often/always and is it a nonexistent room behind that upstairs door? Never saw anyone talk about that door.
Yeah, it's just a random roll somewhere in TELEPO.BIN. There's a room there with a few chests in it. There's only one thing in there that's kind of worth writing home about. It's not unique, but it is fairly rare. However, it's also not something with a huge amount of utility. Put that all together, and I think that's why nobody ever bothered making a code to get up there at will. If it was super-secret Recipe #41 up there, it'd probably be a different story.
WD932
Posts: 28
Joined: Mon Aug 01, 2022 10:18 pm

Re: Unfinished New Game +

Post by WD932 »

I was editing my post as you were replying. I added in if there is something that will allow the fog to clear without needing Humphrey and Futch in the party to explore and fight the stronger enemies in Mt Rakutei?
Shaker
Posts: 1
Joined: Fri Jul 21, 2023 4:08 pm

Re: Trial Road

Post by Shaker »

Rooks wrote: Sat Dec 20, 2014 5:23 pm Very well done. I see Radat on the list, but did we ever figure the exact code for Radat's treasure room on the upper floor of the item shop?
Was searching the internet for this very thing, found this post, never found the code. Trial and error got me there though, and I figured I'd try to make it easier for the next person:

Gameshark code to make Escape Talismans teleport you to the secret room in Radat:

3006AA3F 00000003
3006AA41 00000012
8006AA4E 000000D0
8006AA50 00000020

(edit to add description for search engines :P)
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