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    Patch Codes by SSJ2 Dark

    Version: 1.10 | Updated: 12/20/06 | Printable Version | Search Guide | Bookmark Guide

    Shenmue Patch Code Guide
    Shenmue I (Sega Dreamcast)
    Version 1.10
    By SSJ2 Dark
    Table of Contents:                                                             
        For your browsing convenience, I've created a shortcut feature within this
      guide. Simply press Ctrl + F, and type in the character code next to the
      desired chapter. You'll be brought straight to that section!
      1. Preface (P1)
      2. Copyright Information (I2)
      3. Version History (V3)
      4. Hexadecimal Review (H4)
      5. The Basics of Codes (T5)
      6. General Codes (G6)
      7. Menu Item Codes (I7)
      8. Collectable Item Codes (I8)
      9. Cassette Codes (I9)
      10. Move Codes (M10)
      11. Value List Codes (V11)
      12. Custom Code Tutorial (T12)
      13. Future Updates (U13)
      14. Thanks (T14)
    Preface (P1)                                                                   
        Welcome to the Shenmue Patch Code Guide, a full listing of unencrypted and
      encrypted codes for the greatest video game series ever: Shenmue! I've worked
      long and hard to uncover some elusive codes to make your gaming experience
      better. Whether you just want to "trade" in some of those slot machine prizes
      for Passport figures, or you want to completely open up the game, this guide
      will surely be of use to you. To use these codes, you'll need a game
      enhancing device such as GameShark or Code Breaker, DCcrypt, and a basic
      understanding of hex base. If you don't have the latter, don't worry. There
      is a section outlining hex base that will get you going in no time. Enjoy!
      Note: DCcrypt can be found at www.angelfire.com/planet/ssj2dark/DCcrypt.zip
    Copyright Information (I2)                                                     
        This FAQ is copyright 2006 SSJ2 Dark (Jesse McCaffrey), and is intended for
      free public use. It may be printed, provided that it has not been modified
      with the intent to disguise the identity of the original author. Under no
      circumstances should anyone generate profits with this guide, nor should I
      find this document on any unauthorized website. Stealing other people's work
      is an insult to authors everywhere that work hard on projects, and is a
      federal and moral crime.
    Version History (V3)                                                            
      V 0.30 [12-28-05] Began patch code search for codes. Expanded Collectables
                        codes, uncovered cassettes and move scrolls.
      V 0.60 [01-04-06] Refined codes, removed errors from address misallocations.
      V 0.90 [07-31-06] Developed code list into guide. Added explanations and
                        tutorials to make codes fully accessible.
      V 1.00 [08-02-06] First version of guide complete.
      V 1.10 [12-20-06] Fixed code errors, revamped customization section.
    Hexadecimal Review (H4)                                                         
        Game enhancing codes generally use hexadecimal (hex) base for all numbers,
      including addresses and values. To use codes effectively, you should
      understand hex. The decimal system is base ten; once a digit is increased
      ten times, the next digit increases by one. The hexadecimal system is base
      sixteen; once a digit is increased sixteen times, the next digit increases by
      one. The extra six "numbers" in hex are the letters A-F. This is a
      progression table comparing sixteen decimal and hexadecimal values:
      Decimal | Hexadecimal
      1       | 1
      2       | 2
      3       | 3
      4       | 4
      5       | 5
      6       | 6
      7       | 7
      8       | 8
      9       | 9
      10      | A
      11      | B
      12      | C
      13      | D
      14      | E
      15      | F
      16      | 10
        The most convenient method to convert decimal to hex is by using the basic
      Calculator program on your computer. Enable the Scientific option, then type
      in your decimal value, and enable hex mode. Your decimal number will be
      converted to a hexadecimal value. There are also freeware programs such as
      Hexit available, if you prefer.
    The Basics of Codes (T5)                                                        
        Before you begin executing lines of code with your game enhancer of choice,
      it's a good idea to understand how those sequences of numbers and letters
      make things happen in your game. Similar to a computer, the memory for a
      video game is comprised of thousands of addresses, each holding a particular
      two bit value, which I often call 'xx'. The range of xx is from 0 to FF, or
      in decimal, 0 to 255. Game enhancing codes overwrite these values by
      specifying a certain address and a value to be written to that address. A
      template for these types of codes (while unencrypted) looks like this:
        ttaaaaaa zzyyxxww (Address Format)
        Where tt denotes the code type, aaaaaa is the starting address the code
      will modify, and zzyyxxww contains the quantities to be written (in hex
      base). An address line (ttaaaaaa) must be immediately followed by a quantity
      line (zzyyxxww), unless it is an advanced type (04 or higher). For our
      purposes, basic code types will suffice. These code types used are type 00,
      01, and 02. Following is a table comparing code types and abilities:
      Type |     Example     | Effect
      00   |00aaaaaa 000000xx| Assigns xx to aaaaaa
      01   |01aaaaaa 0000yyxx| Assigns xx to aaaaaa and yy to aaaaa(a+1)
      02   |02aaaaaa zzyyxxww| Assigns ww to aaaaaa
           |                 |         xx to aaaaa(a+1)
           |                 |         yy to aaaaa(a+2)
           |                 |         zz to aaaaa(a+3)
        At first, type 01 and 02 codes can be difficult to understand. In these
      codes, the quantity line possesses two or four values (xx and yy for 01 or
      ww, xx, yy, and zz for 02). Each of these values is written to a different
      address. The first value (xx for 01 or ww for 02) is written to the address
      aaaaaa. The second value (yy for 01 or xx for 02) is written to the address
      aaaaa(a+1), the address right after the address in the code. The third and
      fourth values for type 02 work similarly, affecting subsequent addresses. An
      important rule to remember is that the quantities for type 01 and 02 codes
      follow right to left, in that values on the right affect the first addresses,
      and values on the left affect the latter addresses.
        One aspect of codes that can be confusing is code encryption and
      decryption. For one reason or another, many game enhancers choose to encrypt
      their code lines, meaning that the lines themselves are meaningless, and give
      little insight as to what they do. The process of encryption basically
      reassigns values based on the sequence and identity of the original
      characters in the code. A useful rule is that unencrypted codes always begin
      with a 0, while encrypted codes do not. For the Sega Dreamcast, there are two 
      main choices for game enhancers: the GameShark, and the Code Breaker. The 
      GameShark requires encrypted codes, and their encryption method is quite
      complicated. You won't be encrypting codes in your head by adding 1 to every
      value. Fortunately for us, a tool has been created called DCcrypt. This nifty 
      utility allows us to encrypt and decrypt codes for the GameShark CDX, giving
      the average gamer access into the code realm. Operation of DCcrypt is as
      simple as type and click, with no settings to worry about. However, if you
      own a Code Breaker or other rare game enhancing device, you don't need to
      encrypt your codes. Since the GameShark/Action Replay is the most common game
      enhancer, I have written this guide assuming that you are using one. If
      you're lucky enough to have a Code Breaker or Xploder, skip the steps
      concerning encryption.
        Keep in mind the laws of game hacking: use codes carefully, in small
      groups, and check carefully before saving. In rare cases, an improperly
      entered code can have disastrous effects, but the threat is minimized if you
      only save when certain that the desired effect is the only change in the
      game. Only enable a few codes at a time to prevent interference and a halted
      load. Also, when deciding quantities and customizing codes, always try to
      hack within the limits of the game. Giving Ryo 255 Phoenix Mirrors may seem
      harmless, but you may run into a problem later in the game. Your goal should
      be to create the illusion that your game was never hacked at all. 
        Finally, it is good to note that in Shenmue, subsequent addresses contain
      information for similar items. For example, the addresses for all the Sonic
      collectables are right next to each other, and the addresses for all the move
      scrolls increase by two for each scroll. These patterns can be useful when
      you know the address of one item, but want to modify a similar item. Say you
      have the starting address for Hand moves (aaaaaa), but want to modify Elbow
      Assault, the fourth hand move. Knowing that addresses for moves increase by
      two for each move, you can deduce that the address for Elbow Assault is
      aaaaa(a + 2*(4-1) = a + 6), that is, six addresses after the starting
      address. This is the basic concept for custom code creation; advancing from
      a known address until the address for the item of interest is found.
    General Codes (G6)                                                              
    * (M) Code [Must be entered to allow use of other codes!]
      22C5F54A 00000002
      Address Format
      0B400000 00000002
    * Funds Modifier
      2A27ADC8 xxxxxxxx
      Address Format
      02220A38 xxxxxxxx
    * Token Modifier
      1C74D81C xxxxxxxx
      Address Format
      02220A3C xxxxxxxx
    Menu Item Codes (I7)                                                            
    * Quest Items
      1E905818 000000xx
      1E9C5818 000000xx
      1E985818 000000xx
      1EA45818 000000xx
      1EA05818 000000xx
      1EAC5818 000000xx
      1EA85818 000000xx
      Address Format
      00221A85 000000xx
      00221A86 000000xx
      00221A87 000000xx
      00221A88 000000xx
      00221A89 000000xx
      00221A8A 000000xx
      00221A8B 000000xx
    * Saturn Games
      1E205818 000000xx
      1E2C5818 000000xx
      Address Format
      00221AA9 000000xx
      00221AAA 000000xx
    * Photographs
      1EB45818 000000xx
      1EB05818 000000xx
      1EBC5818 000000xx
      1EB85818 000000xx
      1EC45818 000000xx
      1EC05818 000000xx
      1ECC5818 000000xx
      1EC85818 000000xx
      1ED45818 000000xx
      Address Format
      00221A8C 000000xx
      00221A8D 000000xx
      00221A8E 000000xx
      00221A8F 000000xx
      00221A90 000000xx
      00221A91 000000xx
      00221A92 000000xx
      00221A93 000000xx
      00221A94 000000xx
    * Move Scrolls
      1ED05818 000000xx
      1ED85818 000000xx
      1EE05818 000000xx
      1EE85818 000000xx
      1EF05818 000000xx
      1EF85818 000000xx
      1E005818 000000xx
      1E085818 000000xx
      1E105818 000000xx
      1E185818 000000xx
      1E245818 000000xx
      Address Format
      00221A95 000000xx
      00221A97 000000xx
      00221A99 000000xx
      00221A9B 000000xx
      00221A9D 000000xx
      00221A9F 000000xx
      00221AA1 000000xx
      00221AA3 000000xx
      00221AA5 000000xx
      00221AA7 000000xx
      00221AA8 000000xx
    * Maps
      1E385818 000000xx
      1E445818 000000xx
      1E405818 000000xx
      1E4C5818 000000xx
      1E485818 000000xx
      1E545818 000000xx
      1E505818 000000xx
      1E5C5818 000000xx
      Address Format
      00221AAF 000000xx
      00221AB0 000000xx
      00221AB1 000000xx
      00221AB2 000000xx
      00221AB3 000000xx
      00221AB4 000000xx
      00221AB5 000000xx
      00221AB6 000000xx
    * Trip Fliers
      1E305818 000000xx
      1E3C5818 000000xx
      Address Format
      00221AAD 000000xx
      00221AAE 000000xx
    * Winning Can Stock
      1F9C5818 000000xx
      Address Format
      00221AC6 000000xx
    * Shenmue Snacks
      1F885818 000000xx
      1F945818 000000xx
      1F905818 000000xx
      Address Format
      00221AC3 000000xx
      00221AC4 000000xx
      00221AC5 000000xx
    * Kitten Food
      1E705818 000000xx
      1E7C5818 000000xx
      1E785818 000000xx
      1F845818 000000xx
      1F805818 000000xx
      1F8C5818 000000xx
      Address Format
      00221ABD 000000xx
      00221ABE 000000xx
      00221ABF 000000xx
      00221AC0 000000xx
      00221AC1 000000xx
      00221AC2 000000xx
    * Household Items
      1E585818 000000xx
      1E645818 000000xx
      1E605818 000000xx
      1E6C5818 000000xx
      1E685818 000000xx
      1E745818 000000xx
      Address Format
      00221AB7 000000xx
      00221AB8 000000xx
      00221AB9 000000xx
      00221ABA 000000xx
      00221ABB 000000xx
      00221ABC 000000xx
    Collectables Codes (I8)                                                         
    * Complete Collection
      16755819 E06B1041
      24943CAD 00000000
      Address Format
      02221CBC zzyyxxww
      02221CC0 zzyyxxww
      02221CC4 zzyyxxww
      02221CC8 zzyyxxww
      02221CCC zzyyxxww
      02221CD0 zzyyxxww
      02221CD4 zzyyxxww
      02221CD8 zzyyxxww
      02221CDC zzyyxxww
      02221CE0 zzyyxxww
      02221CE4 zzyyxxww
      02221CE8 zzyyxxww
      02221CEC zzyyxxww
      02221CF0 zzyyxxww
      02221CF4 zzyyxxww
      02221CF8 zzyyxxww
      02221CFC zzyyxxww
      02221D00 zzyyxxww
      02221D04 zzyyxxww
      02221D08 zzyyxxww
      02221D0C zzyyxxww
      02221D10 zzyyxxww
      02221D14 zzyyxxww
      02221D18 zzyyxxww
      02221D1C zzyyxxww
      02221D20 zzyyxxww
      02221D24 zzyyxxww
      02221D28 zzyyxxww
      02221D2C zzyyxxww
      02221D30 zzyyxxww
      02221D34 zzyyxxww
      02221D38 zzyyxxww
      02221D3C zzyyxxww
      02221D40 zzyyxxww
      02221D44 zzyyxxww
      02221D48 zzyyxxww
      02221D4C zzyyxxww
      02221D50 zzyyxxww
      02221D54 zzyyxxww
      02221D58 zzyyxxww
      02221D5C zzyyxxww
      02221D60 zzyyxxww
    Cassette Codes (I9)                                                             
    * Cassette Collection
      1274D819 bbyyaaxx
      1384D819 bbyyaaxx
      1394D819 bbyyaaxx
      13A4D819 bbyyaaxx
      13B4D819 bbyyaaxx
      13C4D819 bbyyaaxx
      13D4D819 bbyyaaxx
      13E4D819 bbyyaaxx
      13F4D819 bbyyaaxx
      1304D819 bbyyaaxx
      1314D819 bbyyaaxx
      1324D819 bbyyaaxx
      1334D819 bbyyaaxx
      134C1819 bbyyaaxx
      Address Format
      02221DBC bbyyaaxx
      02221DC0 bbyyaaxx
      02221DC4 bbyyaaxx
      02221DC8 bbyyaaxx
      02221DCC bbyyaaxx
      02221DD0 bbyyaaxx
      02221DD4 bbyyaaxx
      02221DD8 bbyyaaxx
      02221DDC bbyyaaxx
      02221DE0 bbyyaaxx
      02221DE4 bbyyaaxx
      02221DE8 bbyyaaxx
      02221DEC bbyyaaxx
      01221DF2 bbyyaaxx
      Note: aa and bb refer to Cassette Values, the identity of the cassette, while
      xx and yy refer to the quantity of that particular cassette.
    Move Codes (M10)                                                                
    * Hand Move Proficiencies
      1A94D818 00yy00xx
      1AA4D818 00yy00xx
      1AB4D818 00yy00xx
      1AC4D818 00yy00xx
      1AD4D818 00yy00xx
      1AE4D818 00yy00xx
      1AF4D818 00yy00xx
      1A04D818 00yy00xx
      1A141818 000000xx
      Address Format
      02221B84 00yy00xx
      02221B88 00yy00xx
      02221B8C 00yy00xx
      02221B90 00yy00xx
      02221B94 00yy00xx
      02221B98 00yy00xx
      02221B9C 00yy00xx
      02221BA0 00yy00xx
      01221BA4 000000xx
    * Leg Move Proficiencies
      1BDC1818 000000xx
      1BE4D818 00yy00xx
      1BF4D818 00yy00xx
      1B04D818 00yy00xx
      1B14D818 00yy00xx
      1B24D818 00yy00xx
      1B34D818 00yy00xx
      1B44D818 00yy00xx
      Address Format
      01221BD6 000000xx
      02221BD8 00yy00xx
      02221BDC 00yy00xx
      02221BE0 00yy00xx
      02221BE4 00yy00xx
      02221BE8 00yy00xx
      02221BEC 00yy00xx
      02221BF0 00yy00xx
    * Throw Move Proficiencies
      1424D819 00yy00xx
      1434D819 00yy00xx
      1444D819 00yy00xx
      1454D819 00yy00xx
      1464D819 00yy00xx
      1474D819 00yy00xx
      1584D819 00yy00xx
      Address Format
      02221C28 00yy00xx
      02221C2C 00yy00xx
      02221C30 00yy00xx
      02221C34 00yy00xx
      02221C38 00yy00xx
      02221C3C 00yy00xx
      02221C40 00yy00xx
      Note: a value of 64 corresponds to complete mastery. Also, giving a value to
      a move not yet on the move scroll can be done, but the move will not be
      available until it is learned in the game.
    Value Lists (V11)                                                               
    * Quest Items List
      1: Cassette Player
      2: Letter to Father
      3: Watch
      4: Sword Handguard
      5: Phoenix Mirror
      6: Master Chen Introduction Letter
      7: Amulet
    * Sega Saturn Games List
      1: Hang On
      2: Space Harrier
    * Photograph List
      1: Father
      2: Friends
      3: Nozomi Fair Close
      4: Nozomi Cloudy Close
      5: Nozomi Cloudy Apart
      6: Nozomi Fair Apart
      7: Nozomi Snowy Close
      8: Nozomi Snowy Apart
      9: Hazuki Family
    * Move Scrolls List
      1: Twin Blades
      2: Shadow Reaper
      3: Stab Armor
      4: Twin Swallow Leap
      5: Mud Spider
      6: Rising Flash
      7: Crawl Cyclone
      8: Tiger Storm
      9: Arm Break Fire
      10: Poetry Scroll
      10.5: Mysterious Scroll (Unlike other move scrolls, this scroll's address is
                               only one higher than the previous address.)
    * Map List
      1: Route Map 1
      2: Route Map 2
      3: Route Map 3
      4: Route Map 4
      5: Route Map 5
      6: Race Course Map
      7: Old Depot Map (Original)
      8: Old Depot Map (Altered)
    * Trip Fliers List
      1: Hong Kong Flier
      2: Bargain Flier
    * Shenmue Snacks List
      1: Potato Chips
      2: Chocolate
      3: Caramel
    * Kitten Food List
      1: Squid Legs
      2: Sliced Fish
      3: Milk
      4: Dried Fish
      5: Tuna
      6: Salami
    * Household Items List
      1: Flashlight
      2: C Batteries
      3: AA Batteries
      4: Candles
      5: Matches
      6: Light Bulbs
    * Hand Moves List
      1: Tiger Knuckle
      2: Elbow Slam/Pit Blow
      3: Twist Knuckle
      4: Elbow Assault
      5: Upper Knuckle
      6: Sleeve Strike
      7: Rain Thrust
      8: Big Wheel
      9: Twin Hand Waves/Double Blow
      10: Backfist Willow
      11: Avalanche Mist
      12: Katana Mist Slash
      13: Mistral Flash
      14: Twin Blades
      15: Rising Flash
      16: Stab Armor
      17: Swallow Flip
    * Leg Moves List
      1: Crescent Kick
      2: Trample Kick
      3: Side Reaper Kick/Swallow Dive
      4: Against Cascade/Tornado Kick
      5: Surplice Slash
      6: Thunder Kick
      7: Hold Against Leg
      8: Brutal Tiger
      9: Dark Moon
      10: Cyclone Kick
      11: Windmill
      12: Shadow Reaper
      13: Mud Spider
      14: Crawl Cyclone
      15: Twin Swallow Leap
    * Throw Moves List
      1: Overthrow
      2: Sweep Throw
      3: Vortex Throw
      4: Mist Reaper
      5: Demon Drop
      6: Shoulder Buster
      7: Tengu Drop
      8: Darkside Hazuki
      9: Back Twist Drop
      10. Tiger Storm
      11: Arm Break Fire
      12: Shadow Step
      13: Shadow Blade
      14: Cross Charge
    * Complete Collection List
      1: Akira 1
      2: Akira 2
      3: Jacky 1
      4: Jacky 2
      5: Sarah 1
      6: Sarah 2
      7: Lau 1
      8: Lau 2
      9: Pai 1
      10: Pai 2
      11: Wolf 1
      12: Wolf 2
      13: Jeffry 1
      14: Jeffry 2
      15: Kage 1
      16: Kage 2
      17: Dural Silver
      18: Dural Gold
      19: Wooden Man
      20: Rent-A-Hero
      21: TRY-Z
      22: Solo Wing
      23: Mr. Yukawa Happi
      24: Mr. Yukawa Suit
      25: Kids Akira 1
      26: Kids Akira 2
      27: Kids Jacky 1
      28: Kids Jacky 2
      29: Kids Sarah 1
      30: Kids Sarah 2
      31: Kids Lau 1
      32: Kids Lau 2
      33: Kids Pai 1
      34: Kids Pai 2
      35: Kids Wolf 1
      36: Kids Wolf 2
      37: Kids Jeffry 1
      38: Kids Jeffry 2
      39: Kids Kage 1
      40: Kids Kage 2
      41: Kids Shun Di 1
      42: Kids Shun Di 2
      43: Kids Lion 1
      44: Kids Lion 2
      45: Kids Dural Silver
      46: Kids Dural Gold
      47: NiGHTS 1
      48: NiGHTS 2
      49: Sonic 1
      50: Sonic 2
      51: Super Sonic
      52: Tails
      53: Knuckles
      54: Bark
      55: Bean
      56: Fang
      57: Amy
      58: Espio
      59: Metal Sonic
      60: Eggman
      61: Hang On 1
      62: Hang On 2
      63: Hang On 3
      64: Hang On 4
      65: Hang On 5
      66: Hang On Gold
      67: Space Harrier
      68: Ruber
      69: Binsbein 1
      70: Binsbein 2
      71: Binsbein 3
      72: Binsbein Gold
      73: Pochi
      74: John
      75: Kelly
      76: Kuro
      77: Tora
      78: Big Robin
      79: Little Robin
      80: Robins
      81: Big Philip
      82: Little Philip
      83: Philips
      84: Chip
      85: Rap
      86: Pop
      87: Pip
      88: Mary
      89: Pyonta
      90: Myau
      91: Chicken Leg
      92: Chao & Pian
      93: Ristar
      94: Alex Kidd
      95: Opa-Opa
      96: Jet Opa-Opa
      97: Poppors
      98: Coba Beach
      99: Aida II
      100: Shop
      101: Heavy Bomb 1
      102: Heavy Bomb 2
      103: Heavy Bomb 3
      104: MOBO
      105: ROBO
      106: Bonanza Brothers
      107: Motor Scooter
      108: Delivery Moped
      109: Coupe' 1
      110: Coupe' 2
      111: Coupe' 3
      112: Coupe' 4
      113: Coupe' 5
      114: Hornet
      115: Wagon 1
      116: Wagon 2
      117: Wagon 3
      118: Wagon 4
      119: Truck 1
      120: Truck 2
      121: Truck 3
      122: Truck 4
      123: Hot Dog Truck
      124: Bus
      125: Forklift
      126: Forklift No. 1
      127: Forklift No. 2
      128: Forklift No. 3
      129: Forklift No. 4
      130: Forklift No. 5
      131: Forklift Red
      132: Forklift Blue
      133: Crane
      134: Shenmue Container
      135: Container
      136: Wooden Crate
      137: Anchor
      138: Ferry
      139: Steering Wheel
      140: Float
      141: X Button
      142: Y Button
      143: A Button
      144: B Button
      145: Cherry
      146: Mini Jukebox
      147: Mini Slot Game
      148: Mini QTE Title
      149: Mini Harrier
      150: Mini Hang On
      151: R-360
      152: Mini Darts
      153: Mini QTE
      154: Mini Pool
      155: Matsuyama Prize
      156: Mitsuzuka Prize
      157: Megadra Brother
      158: Gear-O
      159: Sataro
      160: Dreamcasko
      161: Harrier Token
      162: Hang On Token
      163: Super Ball 1
      164: Super Ball 2
      165: Super Ball 3
      166: Dice 1
      167: Dice 2
      168: Dice 3
    * Cassette Values (Used in quantity lines, not address advancement)
      00: Go Go
      01: Feel Tired Song
      02: Hip De Hop
      03: Like a Feeling
      04: Heart Beats
      05: Flower Girl
      06: Antiquity Tree
      07: Dandy Old Man
      08: Liquor
      09: Linda
      0A: M.S. Shower
      0B: Hang On
      0C: Space Harrier
      0D: Final Takeoff
      0E: Destiny
      0F: Boz Nov
      10: Be-Witch
      11: MJQ
      12: Harbor Bar
      13: NaNa
      14: Spider
      15: Glyfada
      16: Y.A.D.A.
      17: Yokosuka Blues
      18: Strong
      19: Harbor Beats
      1A: Shenmue
      1B: Sha Hua
    Custom Code Tutorial (T12)                                                    
        Many of the codes listed here are code type 02, meaning that they modify
      four address values. In certain cases, you may only want to modify only one
      or two address values. The best solution for this situation is a custom code;
      one that is created entirely by you. A code is comprised of three parts: a
      code type, starting address, and quantity line. When you create a custom
      code, you must determine each of these parts. This section is devoted to
      helping you finalize each section of code, and putting it all together to
      form the complete custom code.
    * Code Type
        The code type will determine how many address values are modified. So, you
      need to know how many address values need to be changed. The following list
      notes the recommended number of address value changes for particular items:
      Menu/Collectable Items: 1
      Cassettes/Moves: 2
        Now, recall that the 00 code type modifies one address value, and the 01
      code type modifies two address values. Now you have your code type. Later on,
      you'll need a number called n, which is equal to the number of address values
      changed by your code (found in the list above). Note whether n = 1 or 2, and
      keep that in mind for the next step. 
    * Starting Address
        Determining the starting address is the most difficult procedure in
      creating custom codes. First, your item of interest has a value associated
      with it. The following list outlines the guidelines for these values:
      Menu Items: its order in a value list
      Collectable Items: its order in the Complete Collection value list
      Cassettes: the cassette slot to be modified
      Moves: its order in the Hand, Leg, or Throw value list
        Record the item's value (v) and the name of the value list it appears in
      (or Cassette Collection for cassettes). Next, scroll up to the code list with
      the same name as the value list. Look at the Address Format section, and
      record the first address in the list (remember that Address Format is
      ttaaaaaa, where aaaaaa is the address). This address will be called s. Now,
      you need to solve for t, the value to be added to s. Use this formula to
      solve for t:
        t = (v - 1) * n
        Convert t to hex base (0h[t]), and add it to s just as you would two
      values. The final result is your custom code's starting address!
    * Quantity Line
        Finally, you need to write a quantity line to accompany your address line.
      The following list will help you create the proper quantity line:
      Menu/Collectable Items: 000000xx (xx = quantity of item)
      Cassettes: 0000aaxx (aa = identity of cassette, xx = quantity of cassette)
      Moves: 000000xx (xx = proficiency of move, 64 is complete mastery)
        Once you have written your quantity line, you have all three sections for
      your custom code! Simply place them together following the code model:
      ttaaaaaa xxxxxxxx. If you are using a GameShark, there is one final step
      before your custom code is usable.
    * Encryption (GameShark Only)
        In order for your custom code to work on a GameShark, you must now encrypt
      the code. Open DCcrypt, and paste the address line into the text box. Click
      Encrypt, and place the result above your quantity line. This is your
      encrypted custom code, ready to use with your GameShark!
    * Examples
        In order to help you through your first custom codes, I've written two
      common examples of custom codes, and the steps required for the final result. 
    * Super Sonic Example (Set 1 Super Sonic figure to collection)
      * Step 1: Code Type
        Code Type: 00
        n = 1
      * Step 2: Starting Address
        v = 51 (Found in Complete Collection Value list)
        Value List Name: Complete Collection
        s = 221CBC (first Address Format code line in Complete Collection list is
                    02221CBC, remove first two characters to get starting address)
        t = (v - 1) * n = (51 - 1) * 1 = 50
        0h[t] = 32 (50 in decimal = 32 in hex)
        Starting Address = s + 0h[t] = 221CBC + 32 = 221CEE
      * Step 3: Quantity Line
        Quantity Line Model: 000000xx
        xx = 01 (One figure desired)
        Quantity Line: 00000001
      * Unencrypted Code: 00221CEE 00000001
      * Encrypted Code: 173C5819 00000001
    * Hip De Hop Example (Set 3 Hip De Hop cassettes to the tenth cassette slot)
      * Step 1: Code Type
        Code Type: 01
        n = 2
      * Step 2: Starting Address
        v = 10 (tenth cassette slot)
        Value List Name: Cassette Collection
        s = 221DBC (first Address Format code line in Cassette Collection list is
                    02221DBC, remove first two characters to get starting address)
        t = (v - 1) * n = (10 - 1) * 2 = 18
        0h[t] = 12 (18 in decimal = 12 in hex)
        Starting Address = s + 0h[t] = 221DBC + 12 = 221DCE
      * Step 3: Quantity Line
        Quantity Line Model: 0000aaxx
        aa = 02 (Found in Cassette Values list)
        xx = 03 (Three cassettes desired)
        Quantity Line: 00000203
      * Unencrypted Code: 01221DCE 00000203
      * Encrypted Code: 13BC1819 00000203
    Future Updates (U13)                                                            
      Look for these additions in the future!
    * Addresses to enable moves not yet learned.
    * Addresses to unlock Passport features.
    * Addresses to unlock Notebook entries.
    Thanks (T14)                                                                    
      Thanks to these people who made this guide possible:
        Interact, for providing starting addresses to search.
        ADnova, for the thorough Dreamcast Hacking guide.
        Unknown, for writing DCcrypt (I wish I knew who made this).
        Yu Suzuki, for creating the greatest video game series ever: Shenmue.
        CJayC, for making GameFAQs the best place for gamers to communicate.
        Hellraiser and LanDC, for maintaining the Shenmue Dojo.
        You, the readers, for reading my guide!
                            * * * * * * * END * * * * * * *