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    Save Game Hacking Guide by kaitia

    Version: 0.71 | Updated: 03/24/05 | Printable Version | Search This Guide

    ~*=================================*~
     +                                 +
     +  GOLDEN SUN: THE LOST AGE       +
     +  SAVE GAME HACKING GUIDE        +
     +  Version 0.71 (3/24/05)         +
     +                                 +
     +  By kaitia                      +
     +  DDragon962@aol.com             +
     +                                 +
    ~*=================================*~
    
    I cannot stress this enough: Always make a backup of your old save file!
    
      ***********************
    ~*== TABLE OF CONTENTS ==*~
      ***********************
    
    A.   INTRODUCTION
         A1. Update Log
         A2. About Golden Sun and this Guide
         A3. Frequently Asked Questions
         A4. Save Game Hacking
         A5. Golden Sun Hacking and Saving <<VERY IMPORTANT>>
    
    B.   HEX ADDRESSES
         B1. Checksums 
         B2. Character Stats
             B2a. Organized by Character
             B2b. Organized by Stat
         B3. Elemental Strength
         B4. Status
         B5. Psynergy
         B6. Djinn
         B7. Summons
         B8. Items
         B9. Party
         BA. Story Reset Codes
         BB. Chest Reset Codes
         BC. Save Locations
             BCa. File Select Location
         BD. Miscellaneous
             BDa. File Select Name 
             BDb. Coins
             BDc. Game Settings
             BDd. Arena Battles
    
    C.   CONCLUSION
         C1. Credits and Thanks
         C2. Contact Information
         C3. Legal Information and Allowed Sites
         C4. Still to Come
    
    
    =====================================================================
    
    
      **************************
    ~*== PART A. Introduction ==*~
      **************************
    
     ******************
    == A1. Update Log ==
     ******************
    
    03/24/05 (0.71) - Holy lack of update. Read the last section of the guide for 
    some other stuff, yay.
     * Location values are under way to be decoded
     - Chest Reset Codes added
     - Revised some of the tutorial and FAQ
    
    12/04/04 (0.69) - Aight, here's what's in store for today:
     - Arena Monster Battle modifier
     * Psynergy finally figured out! And it's about 100% complete! Yay!
    
    10/31/04 (0.56) - Today's Halloween, heh. I've done a little bit of errata in 
    various sections; nothing really important about that. This time, I've got 
    some Elemental Strength modifiers for you to feast your eyes on. Hooray!
    
    10/23/04 (0.52) - Yes, it's been three months since I've updated this guide. 
    Sorry for being lazy and whatnot, but I've made up for it by discovering how 
    to reset the entire plot of Golden Sun 2! Yay. Check out the Story Reset Code 
    for all the juicy details. I also did a little bit of revamping to the table 
    of contents structure.
    
    07/24/04 (0.47) - Edited the checksum section a tidy little bit, so check out 
    what's changed. Also, there's a new and probably completed section for Game 
    Settings, which is a fun little piece. 
    
    07/17/04 (0.45) - Guess what! I found the checksum! It's so cool! Anyways, 
    I've still got a couple of loose ends in Party to wrap up. Some people have 
    emailed me about exactly how to rip your game onto the computer, so I've 
    updated the FAQs for that.
    
    07/10/04 (0.26) - A small update; I just wanted to wrap up Statuses.
     - Statuses section completed
     - Added a new allowed site: Gaming Vortex.
    
    07/04/04 (0.25) - Happy July 4th everyone! I hope you're all enjoying your 
    fireworks, cause you're gonna want to celebrate after I tell you what's this 
    update!
     - Base Stats completed
     - Character Levels completed
     * Character Stats section finished. Isn't that a lovely thing?
     - Statuses section started
     - Contact Information slightly altered
     - Updated File Select Name with a little bit of new info
    I forgot to mention that last time; I changed the address display system from 
    something like XEF2 to 3EF2. It's just a whole lot simpler to read, see?
    
    07/01/04 (0.19) - I did a TON of stuff, both updated and new. So much new 
    stuff, that I need to list them all out.
     - Names section completed
     - Current Luck completed
     * New section: File Select Name
     - Classes started and completed 
     - Party section about 75% done
     * Summons section started and finished
     - Gave Status its own section, and did about 10% of it
     - Some FAQs for your questioning pleasures have been added.
    I also started fiddling around with other things, but not enough to warrant 
    writing about it. See "Still to Come" for them. There are also a couple of 
    smaller updates here and there.
    
    06/18/04 (0.09) - Initial Release at GameFAQs. Yeah, it's a new guide.
    
    
     ***************************************
    == A2. About Golden Sun and this Guide ==
     ***************************************
    
    Golden Sun is a very wonderful RPG made by Camelot for the GameBoy Advance. 
    Combining a simple yet intuitive RPG engine with puzzle-based dungeons, it 
    became a huge hit for RPG fans (although many people also detest this game).
    
    Anyways, the Story of Golden Sun is divided into two parts: Golden Sun, 
    starring Isaac, Mia, Ivan, and Garet; and Golden Sun: The Lost Age, starring 
    Felix, Jenna, Sheba, and Piers. This save game hacking guide covers The Lost 
    Age, and The Lost Age ONLY. Don't try using hex addresses from this guide in 
    the original Golden Sun, as I guarantee you that there will be quite some 
    unpleasantries with your results...
    
    In addition, this guide is to be only used with the US or (U) version of the 
    game. Games from other regions use similar formats, but they will not give 
    you the same results (trust me, I've tried).
    
    So why did I write this guide? Fame and glory? A great contribution to 
    society? Something like that. Basically, I liked the results of save 
    game/state hacking with other games, so I decided to get my hands a little 
    dirty. I hope you enjoy this guide.
    
    
     **********************************
    == A3. Frequently Asked Questions ==
     **********************************
    
    Q. How am I supposed to get a copy of Golden Sun: The Lost Age onto my 
    computer?
    
    A. Well, the two most popular methods are either to rip the ROM image 
    directly from your GBA cart, or to download the ROM image off the internet. 
    The former method is not recommended due to possibly high costs, while the 
    latter method is also not recommended because it's rather illegal. There are 
    vendors on the internet which sell cables to do the ripping; I'm not gonna 
    list them. For your save file to appear on the computer, if you already have 
    a ROM on the computer, the simplest way is to take a Gameshark, use the 
    Snapshot feature to get your save into a .sps file, then import it onto your 
    computer and VisualBoy Advance.
    
    Q. Where can I download the ROM for Golden Sun: The Lost Age?
    
    A. Get the hell out. Not only have I FORGOTTEN where to find the ROM, it's 
    totally illegal to download these things. If you really want to download the 
    ROM, just run it through Google and your fears may be assuaged.
    
    Q. I'm doing everything you tell me to do and my changes aren't working!
    
    A. Well, the two most probable reasons as to why it isn't working is: you 
    messed up the checksum, or you're changing the wrong addresses. For the first 
    reason, make sure you've selected the correct range of addresses to be 
    checked and that you've properly reversed the values as documented further in 
    this guide. As for the second reason, remember that just because I'm listing 
    addresses using 3xxx doesn't mean that those are the addresses you're trying 
    to find! Depending on your game, your values could be in the realm of 6xxx or 
    even Cxxx! So, make sure you're hacking the right library.
    
    
     *************************
    == A4. Save Game Hacking ==
     *************************
    
    What's this? You've never heard of save game hacking before? Well, allow me 
    to attempt to explain the basics of it to you. If you are rather familiar 
    with the concept of save game hacking (not save STATE hacking, mind you. If 
    you are only familiar with save state hacking, read the section about 
    checksums), then you can probably skip ahead to Section A5, which pertains 
    specifically to Golden Sun 2's save scheme.
    
    On your little GBA cart, there's the game itself, and some RAM memory which 
    holds all the game data from your saves. Save game hacking deals with the 
    direct manipulation of those game saves. And by direct, I mean actually going 
    into the save file and editing the pure machine code of the save.
    
    So how does one go about mucking inside a GBA save file? Well, you'll need a 
    hex editor; preferably, one which can calculate hash/checksums. I personally 
    like using WinHex the best, but most people will recommend using Hex Workshop. 
    These programs are available via shareware, and you can get them at 
    www.download.com.
    
    Start up the hex editor, and open up your .sav file of Golden Sun: The Lost 
    Age. You'll be greeted with a sort of matrix of numbers: A long string of 
    numbers and letters on the left, and sometimes a two-digit representation at 
    the top. Usually, at the left you'll have a table of various letters and 
    symbols.
    
    First off, let me explain the hexadecimal system to you. Every computer in 
    the world is built off a series of switches. They can either be off or on, 
    which leads to a two-number binary system. We count everything in like using 
    the decimal system, which utilizes TEN numbers. It's quite unfortunate that 
    these two systems are difficult to convert from one to another.
    Enter the hexadecimal system. It uses sixteen digits, 0-9, then A-F. Since 
    sixteen is a power of 2, hex and binary can be easily swapped. That's what 
    the hex editor does. It gives the hexadecimal version of any file on your 
    computer, and allows you to edit it directly.
    
    You see how the hex numbers are grouped by two? Each group of two is a byte 
    of data. It's important for you to realize this.
    
    Of course, it'd be immensely difficult to index all of this mass of hex. 
    Enter the address, also known as the offset. At the left, you'll have a 
    column of hex number like this:
    
    00000000
    00000010
    00000020
    00000030
    00000040
    
    and continues on...
    
    00003AD0
    00003AE0
    00003AF0
    00003B00
    
    And so on, all the way to the very last spit of data. If your left column 
    doesn't increment by 10 like this, I advise you to resize the window until it 
    does. It just becomes so much easier to index this way.
    
    Each row contains the addresses of that series of numbers. Like this:
    
    00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
    
    Remember, hex is a base sixteen numbering system, so after 0F (which is 15 in 
    decimal, by the way), the next number is 10.
    
    Each address contains the byte stored there, which is the mass of hex numbers 
    you see in the general center of the screen. For example:
    
              00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
    
    00000000  34 B3 03 12 00 00 00 00 00 2E DA 0F 2A A5 EA B0
    00000010  2A 92 00 27 7E 8B 00 00 00 00 32 2E 02 84 61 40
    00000020  FF E3 CA 09 FF FF FF FF A2 8B 3F 3C D0 00 2E 3A
    
    String of bytes often contain long string of nothing, 00, or the maximum 
    amount, FF, which is 255 (16 * 16 - 1).
    
    So, how does one go about storing data in these hex addresses? Let's use 
    addresses 13 from above, 27. Just for example, let's say that Felix's level 
    is stored at this address. 27(hex) = 39 (dec). So in this particular save, 
    Felix's level has been saved as 39. Let's say you want to increase his level 
    to say, 75, which is 4B in hex. So, at address 13, change the 27 into a 4B by 
    just typing over it. MAKE SURE YOU HAVE THE CURSOR SET TO OVERWRITE MODE. If 
    you just insert the number 4B into that slot, guess what? You've just shifted 
    all the addresses after by a byte. And that will seriously screw up your data.
    So stay safe, folks, and ALWAYS BACK UP YOUR DATA. Anyways, like I said 
    before, the maximum amount you can write into a byte is FF, or 255. So you 
    can hack Felix's level all the way up to 255! Sweet.
    
    But what about values which will likely go over 255, like you HP? Well, the 
    obvious thing to do would be to write it to more than one byte. So, let's say 
    you want Felix's attack to be 874. That makes it 36A in hex. But if you look, 
    there are only three digits, and you need four to make two bytes! Just parse 
    extra zeroes to the left side. So now you have 036A. When writing numbers 
    over a byte in length, the game will use the self-proclaimed "reverse byte" 
    method. What it will do is split your address into bytes, then write them 
    backwards into the file. So it's like this for your attack: 03 6A -> 6A 03. 
    And for larger values like 83E27B: 83 E2 7B -> 7B E2 83.
    
    In a perfect world, you'd just edit the data you want, save the file, load up 
    your game, and POOF! All your changes have been made without breaking a sweat. 
    Unfortunately, it's not a perfect world (or the world of save state hacking, 
    for that matter ^_^), and the game uses the dreaded checksum to deter hackers 
    like you and I. A checksum is essentially the sum of all the bytes in a 
    specific section of data. The game usually writes the checksum at its own 
    specific address(es). When the game loads, it checks to see if the sum of the 
    bytes is equal to the number written in the checksum. If it is, then good, 
    your file loads and all your hard work is paid off. But if it isn't, then the 
    game essentially refuses to recognize the data even exists, and you'll be 
    greeted with an empty save slot.
    
    Let's say our smatch of data above has a checksum which is stored at 
    000000030, and includes all the numbers from 13 to 2A. Add up each individual 
    byte, and you get the number AD4. Again, use our parsing and reversing method 
    to change it into D4 0A, and write the checksum at 000000030.
    
              00 01
    000000030 D4 0A
    
    Luckily for you, you don't need to add up all those numbers by hand if you 
    have WinHex or Hex Workshop. They include a built-in feature which allows you 
    to compute the checksum of a selected piece of data. Just muck around until 
    you find "Calculate hash/checksum" or something to that extent. Which type of 
    checksum you want to use depends on what type of the checksum the game has 
    used. 
    
    Well, there you go. That's everything I know about save game hacking.
    
    
     *************************************
    == A5. Golden Sun Hacking and Saving ==@@@@VERY IMPORTANT!!!!@@@@
     *************************************
    
    Golden Sun: The Lost Age uses some tricks to make life better for the gamer 
    but worse for the hacker. First off, each save file uses at least three 
    checksums, and to make matters worse, they're located right in the middle of 
    your data as opposed to at the start or end of it.
    
    Second of all, there are five so-called "libraries" where a save game can be 
    possibly stored. You probably might ask, "But wait, Mr. Kaitia, aren't there 
    only three save files in Golden Sun: The Lost Age?" and I'll reply, "Yes 
    little grasshopper, there ARE just three save files." Basically, whenever you 
    save your game, your data is saved into two of these libraries at a time. 
    This is useful because if you interrupt the save process by doing something 
    like running out of batteries at that time (which I unfortunately had happen 
    to me twice), your data is likely to be safe because your data was backed up 
    at another library. Each library fits nicely into a 3000 byte block and 
    begins with the word "CAMELOT".
    
    But which libraries correspond to which save file? To tell you the sad truth, 
    I DON'T KNOW YET. Sorry. You'll have to manually use a hex value search to 
    find which libraries contain your data.
    
    For now, I'll be using the 3000 save library when listing the addresses. Just 
    add or subtract 3000 to get the values for the other libraries. Not only are 
    3000, 4000, and 5000 nice easy numbers to remember, but the first save file 
    likes to have one of its libraries located here.
    
    Note that while you can alter certain pieces of data without breaking the 
    checksum, the game may give you a (Data is corrupted) error at your file 
    select. Your data SHOULD still load perfectly fine unless you messed with 
    things you shouldn't have.
    
    Also, this game frequently stores backup pieces of data. So if you want to 
    search for values, keep that in mind. You may find duplicates of the data 
    you're searching for, but not all of those addresses may be correct.
    
    And as a general rule of thumb when hacking, ALWAYS keep backups of your data. 
    I can not stress this enough. Remember to back up your files!
    
    Okay! Let's start up this guide.
    
    
    =====================================================================
    
    
      ***************************
    ~*== PART B. Hex Addresses ==*~
      ***************************
    
     *****************
    == B1. Checksums ==
     *****************
    
    Checksum          -> 3008 to 3009
    Range of checksum -> 3010 to 5FFF
    
    That's a nice, easy 16-bit checksum there. For WinHex users, you can easily 
    highlight the checksum range by going to the Edit menu, then go to Define 
    Block. Put 3010 in the top box and 5FFF in the bottom one. Make sure you have 
    your hex editor calculate the 16-bit checksum for the selected data. Not 32-
    bit, not MD5, not CRC32. Remember to take the resulting dword and use the 
    reverse byte method on it.
    
    
     ***********************
    == B2. Character Stats ==
     ***********************
    
    Let me explain how section G works. First, I'll just give you straight the 
    addresses for most of the stats of the characters. It'll be straight up, no-
    hassle information. But you probably want more detail, so the second section 
    lists the offsets by statistic, so that I may better explain each part. If 
    you don't understand what to do in a certain part, chances are it'll be 
    better explained in the second section. You may also notice that many of the 
    statistics follow one right after the other.
    
     *****************************
    ~ B2a. Organized by Character ~
     *****************************
    
     ********************
    = FELIX, Earth Adept =
     ********************
    
    Name              -> 3A60 to 3A6E
    Level             -> 3A6F
    Experience        -> 3B84 to 3B86
    
    Current HP        -> 3A98 to 3A99
    Base HP           -> 3A70 to 3A71
    Max HP            -> 3A94 to 3A95
    
    Current PP        -> 3A9A to 3A9B
    Base PP           -> 3A72 to 3A73
    Max PP            -> 3A96 to 3A97
                         
    Current Attack    -> 3A9C to 3A9D
    Base Attack       -> 3A78 to 3A79
    
    Current Defense   -> 3A9E to 3A9F
    Base Defense      -> 3A7A to 3A7B
    
    Current Agility   -> 3AA0 to 3AA1
    Base Agility      -> 3A7C to 3A7D
    
    Current Luck      -> 3AA2
    Base Luck         -> 3A7E
    
    Class             -> 3B89
    
    
     *******************
    = JENNA, Fire Adept =
     *******************
    
    Name              -> 3BAC to 3BBA
    Level             -> 3BBB
    Experience        -> 3CD0 to 3CD2
    
    Current HP        -> 3BE4 to 3BE5
    Base HP           -> 3BBC to 3BBD
    Max HP            -> 3BE0 to 3BE1  
    
    Current PP        -> 3BE6 to 3BE7
    Base PP           -> 3BBE to 3BBF
    Max PP            -> 3BE2 to 3BE3
    
    Current Attack    -> 3BE8 to 3BE9
    Base Attack       -> 3BC4 to 3BC5
    
    Current Defense   -> 3BEA to 3BEB
    Base Defense      -> 3BC6 to 3BC7
    
    Current Agility   -> 3BEC to 3BED
    Base Agility      -> 3BC8 to 3BC9
    
    Current Luck      -> 3BEE
    Base Luck         -> 3BCA
    
    Class             -> 3CD5
    
    
     *******************
    = SHEBA, Wind Adept =
     *******************
    
    Name              -> 3CF8 to 3D06
    Level             -> 3D07
    Experience        -> 3E1C to 3E1E
    
    Current HP        -> 3D30 to 3D31
    Base HP           -> 3D08 to 3D09
    Max HP            -> 3D2C to 3D2D  
    
    Current PP        -> 3D32 to 3D33
    Base PP           -> 3D0A to 3D0B
    Max PP            -> 3D2E to 3D2F
    
    Current Attack    -> 3D34 to 3D35
    Base Attack       -> 3D10 to 3D11 
    
    Current Defense   -> 3D36 to 3D37
    Base Defense      -> 3D12 to 3D13
    
    Current Agility   -> 3D38 to 3D39
    Base Agility      -> 3D14 to 3D15
    
    Current Luck      -> 3D3A
    Base Luck         -> 3D16
    
    Class             -> 3E21
    
    
     ********************
    = PIERS, Water Adept =
     ********************
    
    Name              -> 3E44 to 3E52
    Level             -> 3E53
    Experience        -> 3F68 to 3F6A
    
    Current HP        -> 3E7C to 3E7D
    Base HP           -> 3E54 to 3E55
    Max HP            -> 3E78 to 3E79  
    
    Current PP        -> 3E7E to 3E7F
    Base PP           -> 3E56 to 3E57
    Max PP            -> 3E7A to 3E7B
    
    Current Attack    -> 3E80 to 3E81
    Base Attack       -> 3E5C to 3E5D
    
    Current Defense   -> 3E82 to 3E83
    Base Defense      -> 3E5E to 3E5F
    
    Current Agility   -> 3E84 to 3E85
    Base Agility      -> 3E60 to 3E61
    
    Current Luck      -> 3E86
    Base Luck         -> 3E62
    
    Class             -> 3F6D
    
    ---
    
     ********************
    = ISAAC, Earth Adept =
     ********************
    
    Name              -> 3530 to 353E
    Level             -> 353F
    Experience        -> 3654 to 3656
    
    Current HP        -> 3568 to 3569
    Base HP           -> 3540 to 3541
    Max HP            -> 3564 to 3565  
    
    Current PP        -> 356A to 356B
    Base PP           -> 3542 to 3543
    Max PP            -> 3566 to 3567
    
    Current Attack    -> 356C to 356D
    Base Attack       -> 3548 to 3549
    
    Current Defense   -> 356E to 356F
    Base Defense      -> 354A to 354B
    
    Current Agility   -> 3570 to 3571
    Base Agility      -> 354C to 354D
    
    Current Luck      -> 3572
    Base Luck         -> 354E
    
    Class             -> 3659
    
    
     *******************
    = GARET, Fire Adept =
     *******************
    
    Name              -> 367C to 368A
    Level             -> 368B
    Experience        -> 37A0 to 37A2
    
    Current HP        -> 36B4 to 36B5
    Base HP           -> 368C to 368D
    Max HP            -> 36B0 to 36B1  
    
    Current PP        -> 36B6 to 36B7
    Base PP           -> 368E to 368F
    Max PP            -> 36B2 to 36B3
    
    Current Attack    -> 36B8 to 36B9
    Base Attack       -> 3694 to 3695
    
    Current Defense   -> 36BA to 36BB
    Base Defense      -> 3696 to 3697
    
    Current Agility   -> 36BC to 36BD
    Base Agility      -> 3698 to 3699
    
    Current Luck      -> 36BE
    Base Luck         -> 369A
    
    Class             -> 37A5
    
    
     ******************
    = IVAN, Wind Adept =
     ******************
    
    Name              -> 37C8 to 37D6
    Level             -> 37D7
    Experience        -> 38EC to 38EE
    
    Current HP        -> 3800 to 3801
    Base HP           -> 37D8 to 37D9
    Max HP            -> 37FC to 37FD  
    
    Current PP        -> 3802 to 3803
    Base PP           -> 37DA to 37DB
    Max PP            -> 37FE to 37FF
    
    Current Attack    -> 3804 to 3805
    Base Attack       -> 37E0 to 37E1
    
    Current Defense   -> 3806 to 3807
    Base Defense      -> 37E2 to 37E3
    
    Current Agility   -> 3808 to 3809
    Base Agility      -> 37E4 to 37E5
    
    Current Luck      -> 380A
    Base Luck         -> 37E6
    
    Class             -> 38F1
    
    
     ******************
    = MIA, Water Adept =
     ******************
    
    Name              -> 3914 to 3922
    Level             -> 3923
    Experience        -> 3A38 to 3A3A
    
    Current HP        -> 394C to 394D
    Base HP           -> 3924 to 2925
    Max HP            -> 3948 to 3949  
    
    Current PP        -> 394E to 394F
    Base PP           -> 3926 to 3927
    Max PP            -> 394A to 394B
    
    Current Attack    -> 3950 to 3951
    Base Attack       -> 392C to 392D
    
    Current Defense   -> 3952 to 3953
    Base Defense      -> 392E to 392F
    
    Current Agility   -> 3954 to 3955
    Base Agility      -> 3930 to 3931
    
    Current Luck      -> 3956
    Base Luck         -> 3932
    
    Class             -> 3A3D
    
    
    
     ************************
    ~ B2b. Organized by Stat ~
     ************************
    
     ******
    = NAME =
     ******
    
    Obviously, this is what you're supposed to name your party members at the 
    beginning of the game. You can now edit the names to your own accord. Just 
    like the Gameshark codes, you can have a maximum of fourteen letters in your 
    name without any glitches instead of the mere five the game allows you to 
    have. Note that all of the letters may not display correctly at all times. 
    
    Anyways, the producers have done us a great favor by making the hex digits 
    align with most of the standard ASCII character set. So just open up your 
    text table on your hex editor; then type away there. Note that most Extended 
    ASCII characters won't look the same on the hex editor as they do on the game. 
    For example, entering 80 as your value yields the "symbol" of the A button.
    
    Entering 00 as an address' value acts as a "stop" byte, which is known in the 
    programming world as null termination. The character's name will always end 
    at the 00 value, regardless of what you put after the 00. If you wish to 
    enter a space in the name, use the value 20, also known as 032 in ASCII. 
    
    In addition, there are TWO sets of addresses which correspond to Felix's name. 
    I only included the set that you probably want. The other set is explained in 
    the "File Select Name" section.
    
    |Felix|           -> 3A60 to 3A6E
    |Jenna|           -> 3BAC to 3BBA
    |Sheba|           -> 3CF8 to 3D06
    |Piers|           -> 3E44 to 3E52
    
    |Isaac|           -> 3530 to 353E
    |Garet|           -> 367C to 367A
    |Ivan |           -> 37C8 to 37D6
    | Mia |           -> 3914 to 3922
    
    
     *******
    = LEVEL =
     *******
    
    Your character level increases when you gain a certain amount of experience 
    points. At every level up, you get an increase in stats, so normally, the 
    higher the level, the better. But since we can hack into all the stats, Level 
    has become useless. Level is stored in just a single byte.
    
    |Felix|           -> 3A6F
    |Jenna|           -> 3BBB
    |Sheba|           -> 3D07
    |Piers|           -> 3E53
    
    |Isaac|           -> 353F
    |Garet|           -> 368B
    |Ivan |           -> 37D7
    | Mia |           -> 3923
    
    
     ************
    = EXP POINTS =
     ************
    
    How useless is this? The only reason I'd see for you hacking into experience 
    points is for bragging rights. Either that or you'd like a quick level up, 
    but your "EXP points left" may use a different address. That doesn't seem to 
    be the case, so don't worry about it.
    
    |Felix|           -> 3B84 to 3B86
    |Jenna|           -> 3CD0 to 3CD2
    |Sheba|           -> 3E1C to 3E1E
    |Piers|           -> 3F68 to 3F6A
    
    |Isaac|           -> 3654 to 3656
    |Garet|           -> 37A0 to 37A2
    |Ivan |           -> 38EC to 38EE
    | Mia |           -> 3A38 to 3A3A
    
    
     ************
    = HIT POINTS =
     ************ 
    
    Mmm, delicious hit points. With this, you can really jack up your life 
    expectancy. Laugh as the pitiful enemies chop off just 1% of your HP with 
    their strongest attack! Ha ha ha! Anyways, there are three fields for Hit 
    Point: Current, Base, and Max. Current is your current HP, obviously; Base HP 
    sets your base HP for use in class calculations and such; while Max HP sets 
    your current maximum hit points. Take note that you can change your max HP 
    and keep it like that for a while, but when you do something which invokes 
    the Base HP calculation, you'll lose your change unless you changed Base HP 
    as well. In short, it's rather useless to change Current HP; change the Base 
    HP instead. Hit Points are stored over two bytes.
    
    |Felix|
    Current HP        -> 3A98 to 3A99
    Base HP           -> 3A70 to 3A71
    Max HP            -> 3A94 to 3A95
    
    |Jenna|
    Current HP        -> 3BE4 to 3BE5
    Base HP           -> 3BBC to 3BBD
    Max HP            -> 3BE0 to 3BE1
    
    |Sheba|
    Current HP        -> 3D30 to 3D31
    Base HP           -> 3D08 to 3D09
    Max HP            -> 3D2C to 3D2D
    
    |Piers|
    Current HP        -> 3E7C to 3E7D
    Base HP           -> 3E54 to 3E55
    Max HP            -> 3E78 to 3E79  
    
    
    |Isaac|
    Current HP        -> 3568 to 3569
    Base HP           -> 3540 to 3541
    Max HP            -> 3564 to 3565  
    
    |Garet|
    Current HP        -> 36B4 to 36B5
    Base HP           -> 368C to 368D
    Max HP            -> 36B0 to 36B1  
    
    |Ivan |
    Current HP        -> 3800 to 3801
    Base HP           -> 37D8 to 37D9
    Max HP            -> 37FC to 37FD
    
    | Mia |
    Current HP        -> 394C to 394D
    Base HP           -> 3924 to 3925
    Max HP            -> 3948 to 3949  
    
    
     *****************
    = PSYNERGY POINTS =
     *****************
    
    Psynergy points work much like HP, except they are used to determine how many 
    more spells you can cast. Just like before, there are three fields, Current, 
    Base, and Max PP, and you need to invoke the Base PP to make any noticeable 
    differences.
    
    |Felix|
    Current PP        -> 3A9A to 3A9B
    Base PP           -> 3A72 to 3A73
    Max PP            -> 3A96 to 3A97
    
    |Jenna|
    Current PP        -> 3BE6 to 3BE7
    Base PP           -> 3BBE to 3BBF
    Max PP            -> 3BE2 to 3BE3
    
    |Sheba|
    Current PP        -> 3D32 to 3D33
    Base PP           -> 3D0A to 3D0B
    Max PP            -> 3D2E to 3D2F
    
    |Piers|
    Current PP        -> 3E7E to 3E7F
    Base PP           -> 3E56 to 3E57
    Max PP            -> 3E7A to 3E7B
    
    
    |Isaac|
    Current PP        -> 356A to 356B
    Base PP           -> 3542 to 3543
    Max PP            -> 3566 to 3567
    
    |Garet|
    Current PP        -> 36B6 to 36B7
    Base PP           -> 368E to 368F
    Max PP            -> 36B2 to 36B3
    
    |Ivan |
    Current PP        -> 3802 to 3803
    Base PP           -> 37DA to 37DB
    Max PP            -> 37FE to 37FF
    
    | Mia |
    Current PP        -> 394E to 394F
    Base PP           -> 3926 to 3927
    Max PP            -> 394A to 394B
    
    
     **************
    = STATIC STATS =
     **************
    
    Yeah, static stats. These are the stats Attack, Defense, Agility, and Luck. 
    They um... do stuff in battle. Attack determines how much damage you do to 
    the enemy, Defense determines how much damage the enemy does to you, Agility 
    determines the order that you move in battle, and Luck does a lot of things. 
    Having high stats are good, yes they are. They're similar to HP and PP, 
    except there's no "current" stat for each of them. All of the stats are 
    stored over two bytes except for luck, which just has one. For consistency 
    purposes, the byte after Current and Base Luck is always 01.
    
    |Felix|
    Current Attack    -> 3A9C to 3A9D
    Base Attack       -> 3A78 to 3A79
    
    Current Defense   -> 3A9E to 3A9F
    Base Defense      -> 3A7A to 3A7B
    
    Current Agility   -> 3AA0 to 3AA1
    Base Agility      -> 3A7C to 3A7D
    
    Current Luck      -> 3AA2
    Base Luck         -> 3A7E
    
    |Jenna|
    Current Attack    -> 3BE8 to 3BE9
    Base Attack       -> 3BC4 to 3BC5
    
    Current Defense   -> 3BEA to 3BEB
    Base Defense      -> 3BC6 to 3BC7
    
    Current Agility   -> 3BEC to 3BED
    Base Agility      -> 3BC8 to 3BC9
    
    Current Luck      -> 3BEE
    Base Luck         -> 3BCA
    
    |Sheba|
    Current Attack    -> 3D34 to 3D35
    Base Attack       -> 3D10 to 3D11
    
    Current Defense   -> 3D36 to 3D37
    Base Defense      -> 3D12 to 3D13
    
    Current Agility   -> 3D38 to 3D39
    Base Agility      -> 3D14 to 3D15
    
    Current Luck      -> 3D3A
    Base Luck         -> 3D16
    
    |Piers|
    Current Attack    -> 3E80 to 3E81
    Base Attack       -> 3E5C to 3E5D
    
    Current Defense   -> 3E82 to 3E83
    Base Defense      -> 3E5E to 3E5F
    
    Current Agility   -> 3E84 to 3E85
    Base Agility      -> 3E60 to 3E61
    
    Current Luck      -> 3E86
    Base Luck         -> 3E62
    
    
    |Isaac|
    Current Attack    -> 356C to 356D
    Base Attack       -> 3548 to 3549
    
    Current Defense   -> 356E to 356F
    Base Defense      -> 354A to 354B
    
    Current Agility   -> 3570 to 3571
    Base Agility      -> 354C to 354D
    
    Current Luck      -> 3572
    Base Luck         -> 354E
    
    |Garet|
    Current Attack    -> 36B8 to 36B9
    Base Attack       -> 3694 to 3695
    
    Current Defense   -> 36BA to 36BB
    Base Defense      -> 3696 to 3697
    
    Current Agility   -> 36BC to 36BD
    Base Agility      -> 3698 to 3699
    
    Current Luck      -> 36BE
    Base Luck         -> 369A
    
    |Ivan |
    Current Attack    -> 3804 to 3805
    Base Attack       -> 37E0 to 37E1
    
    Current Defense   -> 3806 to 3807
    Base Defense      -> 37E2 to 37E3
    
    Current Agility   -> 3808 to 3809
    Base Agility      -> 37E4 to 37E5
    
    Current Luck      -> 380A
    Base Luck         -> 37E6
    
    | Mia |
    Current Attack    -> 3950 to 3951
    Base Attack       -> 392C to 392D
    
    Current Defense   -> 3952 to 3953
    Base Defense      -> 392E to 392F
    
    Current Agility   -> 3954 to 3955
    Base Agility      -> 3930 to 3931
    
    Current Luck      -> 3956
    Base Luck         -> 3932
    
    
     *******
    = CLASS =
     *******
    
    There are many classes in the game, and they're controlled by the Djinn or 
    items you have equipped at the time. Different classes grant you different 
    stat boosts and psynergy, so it's important to alter your classes depending 
    on your strategy. Classes are stored in just one byte, and the value you 
    enter in the address determines the class that you have, regardless of Djinn 
    and items. Similar to static stats, the class is followed by the consistency 
    value of 02.
    
    |Felix|           -> 3B89
    |Jenna|           -> 3CD5
    |Sheba|           -> 3E21
    |Piers|           -> 3F6D
    
    |Isaac|           -> 3659
    |Garet|           -> 37A5
    |Ivan |           -> 38E1
    | Mia |           -> 3A3D
    
    For the class values, assume that any value not listed results in a "?" class. 
    Duplicate classes are listed with the element most commonly associated with 
    them.
    
    Class values:
    
    00 - NPC
    01 - Squire
    02 - Knight
    03 - Gallant
    04 - Lord
    05 - Slayer
    
    0A - Guard
    0B - Soldier
    0C - Warrior
    0D - Champion
    0E - Hero
    
    14 - Wind Seer
    15 - Magician
    16 - Mage
    17 - Magister
    18 - Sorcerer
    
    1E - Water Seer
    1F - Scribe
    20 - Cleric
    21 - Paragon
    22 - Angel
    
    28 - Swordsman (Earth)
    29 - Defender (Earth)
    2A - Cavalier (Earth)
    2B - Guardian
    2C - Protector (Earth)
    
    32 - Swordsman (Water)
    33 - Defender (Water)
    34 - Cavalier (Water)
    35 - Luminier
    36 - Radiant
    
    3C - Dragoon
    3D - Templar
    3E - Paladin
    
    46 - Apprentice
    47 - Illusionist (Earth)
    48 - Enchanter (Earth)
    49 - Conjurer (Earth)
    4A - War Adept (Earth)
    
    50 - Page
    51 - Illusionist (Fire)
    52 - Enchanter (Fire)
    53 - Conjurer (Fire)
    54 - War Adept (Fire)
    
    5A - Ninja
    5B - Disciple
    5C - Master
    
    64 - Seer (Water)
    65 - Diviner (Water)
    66 - Shaman (Water)
    67 - Druid (Water)
    68 - Oracle (Water)
    
    6E - Seer (Wind)
    6F - Diviner (Wind)
    70 - Shaman (Wind)
    71 - Druid (Wind)
    72 - Oracle (Wind)
    
    78 - Medium
    79 - Conjurer (Water/Wind)
    7A - Dark Mage
    
    82 - Pilgrim (Water)
    83 - Wanderer (Water)
    84 - Ascetic (Water)
    85 - Water Monk
    86 - Guru
    
    8C - Pilgrim (Fire)
    8D - Wanderer (Fire)
    8E - Ascetic (Fire)
    8F - Fire Monk
    90 - Protector (Fire)
    
    96 - Ranger
    97 - Bard
    98 - Warlock
    
    A0 - Brute
    A1 - Ruffian
    A2 - Savage
    A3 - Barbarian
    A4 - Berserker
    A5 - Chaos Lord
    
    AA - Samurai
    AB - Ronin
    
    B4 - Hermit
    B5 - Elder
    B6 - Scholar
    B7 - Savant
    B8 - Sage
    B9 - Wizard
    
    BE - White Mage
    BF - Pure Mage
    
    C8 - Flame User
    C9 - Witch
    CA - Hex
    CB - Fire Master
    CC - Justice
    
    D2 - Mariner
    D3 - Privateer
    D4 - Commander
    D5 - Captain
    D6 - Admiral
    
    DC - Pierrot
    DD - Harlequin
    DE - Punchinello
    DF - Acrobat
    
    E6 - Tamer
    E7 - Trainer
    E8 - Beastkeeper
    E9 - Beast Lord
    
    F0 - Dark Mage
    F1 - Crypt Lord
    F2 - Necrolyte
    F3 - Necromage
    
    Glitch classes:
    
    F5 - Enemy
    F6 - Waiting for opponent's input.
    F7 - Mystery Man
    F8 - Mystery Woman
    F9 - Isaac appeared!
    FA - Isaac appeared!
    FB - Felix's party attacks first!
    FC - Felix's party was caught by surprise!
    FD - Isaac attacks!
    FE - NPC
    FF - Isaac is defending!
    
    Obviously, if you named Isaac or Felix something different, those changes 
    will be reflected in the last couple of classes.
    
    
     **************************
    == B3. Elemental Strength ==
     **************************
    
    Elemental Strength applies to your elemental level, power, and resistance to 
    elemental attacks. Usually, this strength is determined by the amount of 
    Djinn you equip to a character. But now, that is no more. I'd include this in 
    the stats section, but it's a bit lengthy, so I put it here.
    
    Notice how each of the various addresses increase by values of 2. In between, 
    the value of the address will USUALLY be 00. You probably want to keep it 
    that way, because increasing that value will decrease your resulting 
    elemental strength. I'm still experimenting with these addresses, so keep a 
    lookout.
    
    Base Elemental Stats:
    
    |Felix|
    Earth Power       -> 3A84
    Earth Resist      -> 3A86
    Water Power       -> 3A88
    Water Resist      -> 3A8A
    Fire Power        -> 3A8C
    Fire Resist       -> 3A8E
    Wind Power        -> 3A90
    Wind Resist       -> 3A92
    
    |Jenna|
    Earth Power       -> 3BD0
    Earth Resist      -> 3BD2
    Water Power       -> 3BD4
    Water Resist      -> 3BD6
    Fire Power        -> 3BD8
    Fire Resist       -> 3BDA
    Wind Power        -> 3BDC
    Wind Resist       -> 3BDE
    
    |Sheba|
    Earth Power       -> 3D1C
    Earth Resist      -> 3D1E
    Water Power       -> 3D20
    Water Resist      -> 3D22
    Fire Power        -> 3D24
    Fire Resist       -> 3D26
    Wind Power        -> 3D28
    Wind Resist       -> 3D2A
    
    |Piers|
    Earth Power       -> 3E68
    Earth Resist      -> 3E6A
    Water Power       -> 3E6C
    Water Resist      -> 3E6E
    Fire Power        -> 3E70
    Fire Resist       -> 3E72
    Wind Power        -> 3E74
    Wind Resist       -> 3E76
    
    |Isaac|
    Earth Power       -> 3554
    Earth Resist      -> 3556
    Water Power       -> 3558
    Water Resist      -> 355A
    Fire Power        -> 355C
    Fire Resist       -> 355E
    Wind Power        -> 3560
    Wind Resist       -> 3562
    
    |Garet|
    Earth Power       -> 36A0
    Earth Resist      -> 36A2
    Water Power       -> 36A4
    Water Resist      -> 36A6
    Fire Power        -> 36A8
    Fire Resist       -> 36AA
    Wind Power        -> 36AC
    Wind Resist       -> 36AE
    
    |Ivan |
    Earth Power       -> 37EC
    Earth Resist      -> 37EE
    Water Power       -> 38F0
    Water Resist      -> 38F2
    Fire Power        -> 38F4
    Fire Resist       -> 38F6
    Wind Power        -> 38F8
    Wind Resist       -> 38FA
    
    | Mia |
    Earth Power       -> 3938
    Earth Resist      -> 393A
    Water Power       -> 393C
    Water Resist      -> 393E
    Fire Power        -> 3940
    Fire Resist       -> 3942
    Wind Power        -> 3944
    Wind Resist       -> 3946
    
    
    Current Elemental Stats:
    
    |Felix|
    Earth Power       -> 3AA8
    Water Power       -> 3AAA
    Fire Power        -> 3AAC
    Wind Power        -> 3AAE
    Water Resist      -> 3AB0
    Earth Resist      -> 3AB2
    Fire Resist       -> 3AB4
    Wind Resist       -> 3AB6
    
    |Jenna|
    Earth Power       -> 3BF4
    Water Power       -> 3BF6
    Fire Power        -> 3BF8
    Wind Power        -> 3BFA
    Water Resist      -> 3BFC
    Earth Resist      -> 3BFE
    Fire Resist       -> 3C00
    Wind Resist       -> 3C02
    
    |Sheba|
    Earth Power       -> 3D40
    Water Power       -> 3D42
    Fire Power        -> 3D44
    Wind Power        -> 3D46
    Water Resist      -> 3D48
    Earth Resist      -> 3D4A
    Fire Resist       -> 3D4C
    Wind Resist       -> 3D4E
    
    |Piers|
    Earth Power       -> 3E8C
    Water Power       -> 3E8E
    Fire Power        -> 3E90
    Wind Power        -> 3E92
    Water Resist      -> 3E94
    Earth Resist      -> 3E96
    Fire Resist       -> 3E98
    Wind Resist       -> 3E9A
    
    |Isaac|
    Earth Power       -> 3578
    Earth Resist      -> 357A
    Water Power       -> 357C
    Water Resist      -> 357E
    Fire Power        -> 3580
    Fire Resist       -> 3582
    Wind Power        -> 3584
    Wind Resist       -> 3586
    
    |Garet|
    Earth Power       -> 36C4
    Earth Resist      -> 36C6
    Water Power       -> 36C8
    Water Resist      -> 36CA
    Fire Power        -> 36CC
    Fire Resist       -> 36CE
    Wind Power        -> 36D0
    Wind Resist       -> 36D2
    
    |Ivan |
    Earth Power       -> 3810
    Earth Resist      -> 3812
    Water Power       -> 3814
    Water Resist      -> 3816
    Fire Power        -> 3818
    Fire Resist       -> 381A
    Wind Power        -> 381C
    Wind Resist       -> 381E
    
    | Mia |
    Earth Power       -> 395C
    Earth Resist      -> 395E
    Water Power       -> 3960
    Water Resist      -> 3962
    Fire Power        -> 3964
    Fire Resist       -> 3966
    Wind Power        -> 3968
    Wind Resist       -> 396A
    
    
     **************
    == B4. Status ==
     **************
    
    Statuses applicable outside of battle include Poison, Venom, Curse, Haunt, 
    and Down. There are no others, all the other statuses only carry on during 
    battles.
    
    Statuses are used in a bit of a strange way. Excepting Poison and Downed, 
    which I'll explain later, the value for each address determines whether or 
    not you are afflicted with that status. If the value is 00, then you will not 
    have that affliction. If the value is anything higher than 00 (also known as 
    ANY value besides 00), you will have that affliction.
    
    Poison works in the same way, with one notable exception: having 01 as the 
    value results in just a regular poison, while anything above 01 results in 
    the character having Venom. And Downed obviously only exists when your 
    character has 0 HP.
    
    |Felix|
    Curse             -> 3B90
    Poison            -> 3B91
    Haunt             -> 3BA0
    
    |Jenna|
    Curse             -> 3CDC
    Poison            -> 3CDD
    Haunt             -> 3CEC
    
    |Sheba|
    Curse             -> 3EB8
    Poison            -> 3EB9
    Haunt             -> 3EC8
    
    |Piers|
    Curse             -> 3F74
    Poison            -> 3F75
    Haunt             -> 3F84
    
    
    |Isaac|
    Curse             -> 3660
    Poison            -> 3661
    Haunt             -> 3760
    
    |Garet| 
    Curse             -> 37AC
    Poison            -> 37AD 
    Haunt             -> 37BC
    
    |Ivan |
    Curse             -> 38F8
    Poison            -> 38F9
    Haunt             -> 3908
    
    | Mia |
    Curse             -> 3A44
    Poison            -> 3A45
    Haunt             -> 3A54
    
    
     ****************
    == B5. Psynergy ==
     ****************
    
    These are the "magic" attacks that you can use during battle. Each Psynergy 
    spell is stored over four bytes, and has two important characteristics: the 
    first byte is the spell's value itself, and the second byte is what "type" of 
    spell it is. So, let's take for example, Isaac's first psynergy slot, which 
    is located from 3588 to 358B.
    
    Offset | 00 01 02 03 04 05 06 07  08 09 0A 0B ...
    003580 | 4C 00 5D 00 2B 00 37 00  C6 80 00 00 ...
                  Psy value "Odyssey" ^^ ^^
                                         ^^ Psy type "Class bounded"
    
    There are three types of psynergy in this game: 80 signifies psynergy bounded 
    by the character's class; like Ply and Quake Sphere. 40 represents psynergy 
    bounded to items; like Halt, Teleport, and Cloak. 00 marks psynergy not 
    bounded by anything; like Mind Read, Sand, and Retreat. If you'd like to keep 
    your psynergy intact through class changes, assign the ones you want to keep 
    types of 00.
    
    But there's more! If you add other numbers to the Psy type, you can access 
    entire other sets of psynergy! In fact, modifying the second part of the type 
    will sometimes actually cut into Golden Sun's script!
    
    After changing the first psynergy value, repeat the process ad infinitum for 
    the next groups of psynergy, and so on. You can store a maximum of 32 
    psynergy without the game glitching up on you, which is indicated in the 
    following addresses. 
    
    Character Psynergy Slots:
    
    Felix Psynergy    -> 3AB8 to 3B37
    Jenna Psynergy    -> 3C04 to 3C83
    Sheba Psynergy    -> 3D50 to 3DCF
    Piers Psynergy    -> 3E9C to 3F1B
    Isaac Psynergy    -> 3588 to 3607
    Garet Psynergy    -> 36D4 to 3753
    Ivan Psynergy     -> 3820 to 389F
    Mia Psynergy      -> 396C to 39EB
    
    Here are the values and type modifiers for all the psynergy. Note that 
    glitched values have been skipped, and natural breaks in psynergy are 
    indicated as a space. Stuff in parenthesis is personal notes. Also note that 
    the game tends to like to sort the psynergy by type, so you may want to be 
    wary of that.
    
    Psynergy +00 modifier:
    
    00 - [blank] (for "spaces" in psynergy)
    01 - Attack
    02 - Defend
    03 - Quake
    04 - Earthquake
    05 - Quake Sphere
    06 - Spire
    07 - Clay Spire
    08 - Stone Spire
    09 - Gaia
    0A - Mother Gaia
    0B - Grand Gaia
    0C - Growth
    0D - Mad Growth
    0E - Wild Growth
    0F - Thorn
    10 - Briar
    11 - Nettle
    
    18 - Frost
    19 - Tundra
    1A - Glacier
    1B - Ice
    1C - Ice Horn
    1D - Ice Missile
    1E - Prism
    1F - Hail Prism
    20 - Douse
    21 - Freeze Prism
    22 - Drench
    23 - Deluge
    24 - Froth
    25 - Froth Sphere
    26 - Froth Spiral
    27 - Cool
    28 - Supercool
    29 - Megacool
    
    2D - Flare
    2E - Flare Wall
    2F - Flare Storm
    30 - Fire
    31 - Fireball
    32 - Inferno
    33 - Volcano
    34 - Eruption
    35 - Pyroclasm
    36 - Blast (attack psy)
    37 - Mad Blast
    38 - Fiery Blast
    39 - Blast
    3A - Nova
    3B - Supernova
    3C - Fume
    3D - Serpent Fume
    3E - Dragon Fume
    3F - Beam
    40 - Cycle Beam
    41 - Searing Beam
    
    42 - Bolt
    43 - Flash Bolt
    44 - Blue Bolt
    45 - Ray
    46 - Storm Ray
    47 - Destruct Ray
    48 - Plasma
    49 - Shine Plasma
    4A - Spark Plasma
    4B - Slash
    4C - Wind Slash
    4D - Sonic Slash
    4E - Whirlwind
    4F - Tornado
    50 - Tempest
    
    57 - Aura
    58 - Healing Aura
    59 - Cool Aura
    5A - Cure
    5B - Cure Well
    5C - Potent Cure
    5D - Ply
    5E - Ply Well
    5F - Pure Ply
    60 - Wish
    61 - Wish Well
    62 - Pure Wish
    63 - Cure Poison
    64 - Restore
    65 - Revive
    
    66 - Impact
    67 - High Impact
    68 - Dull
    69 - Blunt
    6A - Guard
    6B - Protect
    6C - Impair
    6D - Debilitate
    6E - Ward
    6F - Resist
    70 - Weaken
    71 - Enfeeble
    
    72 - Taint
    73 - Poison
    74 - Delude
    75 - Confuse
    76 - Charm
    77 - Paralyze
    78 - Sleep
    79 - Bind
    7A - Haunt
    7B - Curse
    7C - Condemn
    7D - Drain
    7E - Psy Drain
    7F - Break
    80 - Regenerate
    81 - Reflect
    
    82 - Lash
    83 - Pound
    84 - Tremor
    85 - Scoop
    86 - Cyclone
    87 - Parch
    88 - Sand
    89 - Move
    
    8D - Mind Read
    9E - Force
    9F - Lift
    90 - Reveal
    91 - Halt
    92 - Cloak
    93 - Carry
    94 - Catch
    95 - Retreat
    96 - Avoid
    97 - Burst
    98 - Grind
    99 - Hover
    9A - Blaze
    9B - Ma???? (likely Magnet)
    9C - Teleport
    9D - A?? (maybe Air)
    
    A0 - Dragon Cloud
    A1 - Demon Night
    A2 - Helm Splitter
    A3 - Quick Strike
    A4 - Rockfall
    A5 - Rockslide
    A6 - Avalanche
    A7 - Lava Shower
    A8 - Molten Bath
    A9 - Magma Storm
    AA - Demon Spear
    AB - Angel Spear
    AC - Guardian
    AD - Protector
    AE - Magic Shell
    AF - Magic Shield
    B0 - Death Plunge
    B1 - Shruiken
    B2 - Annihilation
    B3 - Punji
    B4 - Punji Trap
    B5 - Punji Strike
    B6 - Fire Bomb
    B7 - Cluster Bomb
    B8 - Carpet Bomb
    B9 - Gale
    BA - Typhoon
    BB - Hurricane
    BC - Thunderclap
    BD - Thunderbolt
    BE - Thunderhead
    BF - Mist
    
    C0 - Ragnarok
    C1 - Cutting Edge
    C2 - Heat Wave
    C3 - Astral Blast
    C4 - Planet Diver
    C5 - Diamond Dust
    C6 - Odyssey
    C7 - Liquifier
    C8 - Plume Edge
    C9 - Thunder Mine
    CA - Planetary
    CB - Diamond Berg
    CC - Death Leap
    CD - Epicenter
    CE - Thorny Grave
    CF - Skull Splitter
    
    From here on, psynergy is replaced by weapon unleashes and minor items which 
    have a casting cost of 0 PP.
    
    D2 - Terra Strike
    D3 - Poison Cloud
    D4 - Poison Death
    D5 - Mortal Danger
    D6 - Bad Omen
    D7 - Life Nourish
    D8 - Aqua Sock
    D9 - Blizzard
    DA - Frost Bite
    DB - Drown
    DC - Life Leech
    DD - Psy Leech
    DE - Broil
    DF - Meltdown
    E0 - Heat Mirage 
    E1 - Barrage
    E2 - Demonfire
    E3 - Acid Bath
    E4 - Vorpal Slash
    E5 - Stun Voltage
    E6 - Blinding Smog
    E7 - Murk
    E8 - Cyclone Slash
    E9 - Psyphon Seal
    EA - Rapid Smash
    EB - Sonic Smash
    EC - Asura
    ED - Titan Blade
    EE - Shining Star
    
    F6 - Herb
    F7 - Nut
    F8 - Vial
    F9 - Potion
    FA - Soothing Water
    FB - Psy Crystal
    
    Psynergy +01 modifier:
    
    00 - Antidote
    01 - Elixir
    02 - Water of Life
    03 - Mist Potion
    04 - Power Bread
    05 - Cookie
    06 - Apple
    07 - Hard Nut
    08 - Mint
    09 - Lucky Pepper
    
    0B - Smoke Bomb
    0C - Sleep Bomb
    0D - Adept Ring
    0E - Corn
    
    Djinn effects start here:
    
    2A - Aurora Field
    2B - Djinn Counter
    2C - Flint
    2D - Granite
    2E - Quartz
    2F - Vine
    30 - Sap
    31 - Ground
    32 - Bane
    33 - Echo
    34 - Iron
    35 - Steel
    36 - Mud
    37 - Flower
    38 - Meld
    39 - Petra
    3A - Salt
    3B - Geode
    3C - Mold
    3D - Crystal
    3E - Earth18 (dummy)
    3F - Earth19 (dummy)
    40 - Fizz
    41 - Sleet
    42 - Mist
    43 - Spritz
    44 - Hail
    45 - Tonic
    46 - Dew
    47 - Fog
    48 - Sour
    49 - Spring
    4A - Shade
    4B - Chill
    4C - Steam
    4D - Rime
    4E - Gel
    4F - Eddy
    50 - Balm
    51 - Serac
    52 - Water18 (dummy)
    53 - Water19 (dummy)
    54 - Forge
    55 - Fever
    56 - Corona
    57 - Scorch
    58 - Ember
    59 - Flash
    5A - Torch
    5B - Cannon
    5C - Spark
    5D - Kindle
    5E - Char
    5F - Coal
    60 - Reflux
    61 - Core
    62 - Tinder
    63 - Shine
    64 - Fury
    65 - Fugue
    66 - Fire18 (dummy)
    67 - Fire19 (dummy)
    68 - Gust
    69 - Breeze
    6A - Zephyr
    6B - Smog
    6C - Kite
    6D - Squall
    6E - Luff
    6F - Breath
    70 - Blitz
    71 - Ether
    72 - Waft
    73 - Haze
    74 - Wheeze
    75 - Aroma
    76 - Whorl
    77 - Gasp
    78 - Lull
    79 - Gale
    7A - Wind18
    7B - Wind19
    
    Summoned spirits begin here:
    
    7C - Venus
    7D - Ramses
    7E - Cybele
    7F - Judgment
    80 - Zagan
    81 - Haures
    82 - Charon
    
    84 - Mercury
    85 - Nereid
    86 - Neptune
    87 - Boreas
    88 - Moloch
    89 - Coatlicue
    8A - Azul
    
    8C - Mars
    8D - Kirin
    8E - Tiamat
    8F - Meteor
    90 - Megaera
    91 - Ulysses
    92 - Daedalus (Master craftsman of ancient times)
    93 - Daedalus (Second strike)
    94 - Iris
    
    96 - Jupiter
    97 - Atalanta
    98 - Procne
    99 - Thor
    9A - Flora
    9B - Eclipse
    9C - Catastrophe
    
    Monster attacks begin now:
    
    A4 - Fire Breath
    A5 - Fire Breath
    A6 - Fire Breath
    A7 - Water Breath
    A8 - Water Breath
    A9 - Water Breath
    AA - Ice Breath
    AB - Ice Breath
    AC - Ice Breath
    AD - Dark Breath
    AE - Dark Breath
    AF - Acid Breath
    B0 - Acid Breath
    B1 - Storm Breath
    B2 - Storm Breath
    B3 - Sonic Wave
    B4 - Sonic Wave
    B5 - Shriek
    B6 - Banshee Howl
    B7 - Crazy Voice
    B8 - War Cry
    B9 - Wicked Howl
    BA - Wing Beat
    BB - Wing Flutter
    BC - Wing Stroke
    BD - Evil Blessing
    BE - Deadly Gas
    
    C2 - Rumble
    C3 - Bone Chiller
    C4 - Slice
    C5 - Bone Charge
    C6 - Mystic Flame
    C7 - Numbing Sting
    C8 - Brute Force
    C9 - Sticky Goo
    CA - Cannibal Fang
    CB - Bear Claw
    CC - Poisonous Bite
    CD - Flying Attack
    CE - Undead Sword
    CF - Ransack
    D0 - Sticky Poison
    D1 - Poison Fang
    D2 - Electric Bite
    D3 - Poison Tail
    D4 - Onslaught
    D5 - Vampiric Fang
    D6 - Bacteria Rush
    D7 - Swift Strike
    D8 - Rotten Blood
    D9 - Forcible Arm
    DA - Double Fang
    DB - Mortal Blow
    DC - Freebite Rush
    DD - Twin Beaks
    DE - Rabid Fang
    DF - Acid Bite
    E0 - Dynamite
    E1 - Headbutt
    E2 - Poison Ink
    E3 - Truncheon Fist
    E4 - Counterstrike
    E5 - Mad Dash
    E6 - Soothing Star
    E7 - Spider Web
    E8 - Heartrender
    E9 - Mad Spatter
    EA - Spasm
    EB - Sleep Star
    EC - Decompose
    ED - Haunting
    EE - Worms
    EF - Berserk
    F0 - Lucid Prophecy
    F1 - Recovery
    F2 - Flee
    F3 - Contain
    F4 - Threaten
    F5 - Tremble
    F6 - Fortify
    F7 - Speed Surge
    F8 - Ally Search
    F9 - Sidestep
    FA - Total Defense
    FB - Stand Ready
    FC - Battle Cry
    FD - Can't Use (dummy)
    FE - Poison Beat
    FF - Spinning Beat
    
    Psynergy +02 modifier:
    
    00 - Heat Flash
    01 - Death Scythe
    02 - Outer Space
    03 - Dragon Driver
    04 - Drain Fang
    05 - Severe Blow
    06 - Thrash
    
    Golden Sun 2 weapon unleashes start happening now:
    
    08 - Stone Justice
    09 - Sarcophagus
    0A - Evil Eye
    0B - Vein Tap
    0C - Heavy Divide
    0D - Hammersphere
    0E - Mother Earth
    0F - Wyrd Curse (removed from US version?)
    10 - Heartbreak
    11 - Vengeance
    12 - Acheron's Grief
    13 - Megiddo
    
    17 - Hurricane
    18 - Dreamtide
    19 - Stun Cloud
    1A - Searing Fog
    1B - Ice Crush
    1C - Flash Force
    1D - Sargasso
    1E - Lethe Albion
    1F - Reverse Star
    20 - Rising Dragon
    
    25 - Power Drive
    26 - Boost Hack
    27 - Heat Smash
    28 - Fire Dance
    29 - Blaze Rush
    2A - Flare Burst
    2B - Shred
    2C - Crucible Fire
    2D - Scorpionfish
    2E - Purgatory
    2F - Soul Shatter
    30 - Radiant Fire
    31 - Life Shear
    
    35 - Moon Air
    36 - Flash Edge
    37 - Aging Gas
    38 - Mad Zephyr
    39 - Lunar Slash
    3A - Nirvana
    3B - High Vitals
    3C - Stun Bolt
    3D - Trident (item use)
    3E - Light Surge
    3F - Raiden's Wrath
    40 - Void Beam
    41 - Supernova
    42 - Apocalypse
    43 - Legend
    
    Item class psynergies start now:
    
    48 - Sabre Dance
    49 - Backstab
    4A - Fire Breath
    4B - Juggle
    4C - Heat Juggle
    4D - Fiery Juggle
    4E - Flame Card
    4F - Thunder Card
    50 - Bramble Card
    51 - Frost Card
    52 - Baffle Card
    53 - Sword Card
    54 - Sleep Card
    55 - Death Card
    
    57 - Whiplash
    58 - Wild Wolf
    59 - Emu
    5A - Roc
    5B - Salamander
    5C - Orc
    5D - Harpy
    5E - Grand Golem
    5F - Cerebus
    60 - Wyvern
    61 - Pixie
    62 - Dinox
    63 - Gryphon
    64 - Living Armor
    65 - Chimera
    66 - Blue Dragon
    67 - Faery
    68 - Elder Wood
    69 - Lich
    6A - Troll
    6B - Minotaur
    6C - Ghost Soldier
    6D - Macetail
    6E - Fire Dragon
    6F - Weird Nymph
    70 - Succubus
    71 - Estre Wood
    72 - Manticore
    73 - Phoenix
    
    75 - Call Zombie
    76 - Call Demon
    77 - Call Dullahan
    78 - Raging Heat
    79 - Fiery Abyss
    7A - Dire Inferno
    7B - Poison Flow
    7C - Fire Puppet
    
    GS2 Monster attacks start here:
    
    80 - Sand Breath
    81 - Desert Gasp
    82 - Black Ice
    83 - Toxic Breath
    84 - Typhoon Blow
    85 - Blast Breath
    86 - Gravel Blow
    87 - Darksol Gasp
    88 - Flame Breath
    89 - Aqua Breath
    8A - Fire Breath
    8B - Chill Breath
    
    94 - Flash Punch
    95 - Formic Acid
    96 - Claw Attack
    97 - Beat Dance
    98 - Twin Shear
    99 - Paralytail
    9A - Echo Cut
    9B - Clarion Cry
    9C - Triple Chomp
    9D - Raging Flood
    9E - Rising Venom
    9F - Slaver
    A0 - Mighty Press
    A1 - Star Mine
    A2 - Heat Stun
    A3 - Ocean Fist
    A4 - Watery Grave
    A5 - Counter-rush
    A6 - Counter
    A7 - Bosca Hit
    A8 - Strong Hit
    A9 - Rolling Flame
    AA - Rising Dragon
    AB - Meteor Blow
    AC - Cage
    AD - Stun Muscle
    AE - Djinnfest
    AF - Heat Kiss
    B0 - Fatal Fang
    B1 - Angle Spike
    B2 - Quick Slash
    B3 - Doublestep
    B4 - Maneater
    B5 - Claw Slash
    B6 - Mega Slash
    B7 - Vanish Claw
    B8 - Crusher Grip
    B9 - Ur Flash
    BA - Power Bite
    BB - Terrible Bite
    BC - Poison Sting
    BD - Kill Sting
    BE - Beast Needle
    BF - Poison Sting
    C0 - Stun Sting
    C1 - Mucous Gel
    C2 - Poison Gel
    C3 - Hydro Slash
    C4 - Regen Dance
    C5 - Fire Dance
    C6 - Power Crush
    C7 - Sack
    C8 - Vital Moon
    C9 - Human Hunt
    CA - Demon Eye
    CB - Stun Jip
    CC - Pike Assault
    CD - Formina Sage
    CE - True Collide
    CF - Armor Crush
    D0 - Djinn Blast
    D1 - Djinn Storm
    D2 - Earth Force
    D3 - Guard Aura
    D4 - Cruel Ruin
    D5 - Mystic Call
    D6 - Mine Ball
    D7 - Angry Mine
    D8 - Djinn Stun
    D9 - Crucible
    DA - Element Swap
    DB - Earnest Ply
    DC - Psy Boost
    DD - Pressure
    DE - ? (dummy field psynergy with "NPC" description and cost of 32 PP)
    
    
     *************
    == B6. Djinn ==
     *************
    
    Djinn are little elemental creatures that you find in your travels. They can 
    do things in battle, and determine your class. There are 72 Djinn total in 
    the game, 28 of which can be brought over from the original Golden Sun. Djinn 
    hacking happens to be wildly complicated, so I'm not gonna bother with it 
    right now. Maybe later. Do take note, however, that it is possible to exceed 
    the nine-Djinn-per-character default set in the game. Whoo.
    
    
     ***************
    == B7. Summons ==
     ***************
    
    Naturally, following the section on Djinn is the section about summoning. By 
    putting your Djinn on Standby mode, you can summon spirits to do much damage 
    during battle. The compulsory summons are automatically added to your list 
    when you get enough Djinn to use them, but they only are one-element summons 
    and you can only use at most four Djinn to summon them. But throughout 
    Weyward, special Combo Summon Tablets can be found. They allow you to summon 
    stronger spirits using multiple elements of Djinn.
    
    There are two addresses storing your combination summons, 325E and 325F. Each 
    summon is given a value of a power of two. When you receive that particular 
    summon, that value is added to one of the addresses. This ensures that every 
    possible combination of summons has a unique total value. To use the list, 
    add the listed summon's value to the address indicated.
    
    325E's values:
    
    Zagan             -> +01
    Megaera           -> +02
    Flora             -> +04
    Moloch            -> +08
    Ulysses           -> +10
    Haures            -> +20
    Eclipse           -> +40
    Coatlicue         -> +80
    
    325F's values:
    
    Daedalus          -> +01
    Azul              -> +02
    Catastrophe       -> +04
    Charon            -> +08
    Iris              -> +10 
    
    
     *************
    == B8. Items ==
     *************
    
    You can't have any RPG without having items to carry, right? Unfotunately, 
    the method for storing the items you have is WEIRD. Unpredictable byte shifts, 
    strange changes in values... it's proven to be too difficult for me to decode 
    at the moment. Well, gotta start somewhere, right? Each character can carry 
    up to 30 items, and for the quantitative items, you can have up to 30 each of 
    those.
    
    
     *************
    == B9. Party ==
     *************
    
    Throughout your quest, you gain characters to add to your party, for a total 
    of eight. The first four slots are in the front party when entering battles, 
    while the last four and in the back party which may be switched to the front 
    at the beginning of your turn. Setting the same value to more than one slot 
    gives you two of that character, obviously. If the front row happens to have 
    two of the same value, that character will appear only once but you will be 
    able to move multiple times. Using values other then ones listed will result 
    in your game freezing and emitting a high-pitched noise when the game tries 
    to access character data. So don't use the other values.
    
    Note that the exact amount of people in your party is stored somewhere else; 
    I'm still trying to figure out exactly where.
    
    Slot 1            -> 3468
    Slot 2            -> 3469
    Slot 3            -> 346A
    Slot 4            -> 346B
    Slot 5            -> 346C
    Slot 6            -> 346D
    Slot 7            -> 346E
    Slot 8            -> 346F
    
    Party values:
    
    00 - Isaac
    01 - Garet
    02 - Ivan
    03 - Mia
    04 - Felix
    05 - Jenna
    06 - Sheba
    07 - Piers
    
    
     *************************
    == BA. Story Reset Codes ==
     *************************
    
    Luckily for us, the good people at Camelot have decided to make the method in 
    which all the plot elements of Golden Sun: The Lost Age are stored into 
    memory exactly the same as how the summons are stored into memory! So, that 
    means that every single item that changes the plot somehow is assigned either 
    a value of 01, 02, 04, 08, 10, 20, 40, or 80; and the sum of those values 
    allows the game to load your file with the same progress as before. Until 
    now...
    
    Story Reset Codes -> 3150 to 31A4
    
    Basically, to completely wipe out your story-related progress in the game, 
    just set all the values in that address range to 00, and to completely finish 
    your save file, set all of them to FF. However, note that a 100% game does 
    not have all values set to FF, as some things in the game have multiple 
    states, and the "complete" state discludes all previous ones. So, once again, 
    YOU MUST KEEP A BACKUP OF YOUR SAVE FILE else you may experience some 
    glitchiness. At the very least, write down what your old values were, ok?
    
    I won't be listing which values correspond to which pieces of game progress 
    because there are roughly 750 of such values. I will, however, keep a general 
    list of what things are and are not affected by these values.
    
    Affected parameters:
     - Plot events
     - Town and world map layout
     - Djinn found
     - Dungeon layouts
     - If your ship has wings (or, alternatively, whether you even have a ship)
     - Hidden item existence
     - Enemy Mimic existence
     - Boss fights
    
    Unaffected parameters:
     - World map music (might be dependent on your party size instead)
     - Opened/closed chest 
     - Party members, Djinn, items, etc.
     - Combo summon tablet existence
    
    That's all I can think of for now.
    
    
     *************************
    == BB. Chest Reset Codes ==
     *************************
    
    It's pretty much the same schnitzel as the Story Reset Codes, except these 
    addresses exclusively modify whether or not a chest has been plundered.
    
    Chest Reset Codes -> 343E to 3446
    
    
     **********************
    == BC. Save Locations ==
     **********************
    
    Here you will find various addresses pertaining to the location in which you 
    are in the story.
    
     ***************************
    ~ BCa. File Select Location ~
     ***************************
    
    Holy useless information... this address just controls what location is 
    displayed on the file select screen, nothing more. Realistic locations range 
    value-wise from 00 to 55. Beyond that, you will find strange "debug" locales 
    for a little while, which will then eventually phase into nonsensical words 
    grabbed out of the ROM.
    
    F. Select Locale  -> 3010
    
    
     *********************
    == BD. Miscellaneous ==
     *********************
    
    This section covers things which don't quite fit into the other categories.
    
     ***********************
    ~ BDa. File Select Name ~
     ***********************
    
    There is a second set of addresses used for the name that gets displayed on 
    the File Select Screen; which should be the character whose map sprite is 
    displayed. The name should always be 'Felix' during the entire game except 
    for the beginning, where it should be 'Jenna' or the equivalent of those two. 
    Note that this name string is twelve letters long as opposed to the fifteen 
    for character names.
    
    File Select Name  -> 3010 to 301B
    
    
     ************
    ~ BDb. Coins ~
     ************
    
    The currency in this game is simply Coins. You can carry a maximum of 999,999 
    coins, but with the help of the hex editor, you can get up to 16,777,214. 
    It's too bad hacking your coins above the limit doesn't do squat. Whenever 
    your Coin amount is over the limit and you gain or lose coins, it resets to 
    999,999. Sad, isn't it? At least you can brag to your friends about it. Coins 
    are stored over three bytes in multiple addresses.
    
    Coins A           -> 3024 to 3026
    Coins B           -> 3260 to 3262
    
    
     ********************
    ~ BDc. Game Settings ~
     ********************
    
    Game settings can be accessed via the pause screen. They change window 
    settings, message and speech settings, and Auto-Sleep. I'm not going to list 
    the possibilities for all the values; there are too many and you can just as 
    easily change them via the actual game interface rather than hacking into it. 
    Still, it's worth experimenting with the various values. Try using FF for 
    Window Colour and Brightness for a unique experience. :D
    
    Window Colour     -> 3475
    Window Brightness -> 3476
    
    Message Speed     -> 347C
    
    Message Speed values are 00 for Slow, 01 for Normal, and 02 for Fast. Using 
    anything above results in glitch speeds (usually EXTREMELY slow).
    
    Speech            -> 347A
    Auto-Sleep        -> 349A
    
    Speech and Auto-Sleep values are 00 for Off and 01 for On, obviously. 
    Anything above results in glitches, but it seems that even values make them 
    Off, while odd ones make them On.
    
    
     ********************
    ~ BDd. Arena Battles ~
     ********************
    
    These addresses store your record battles in the Battle Arena, accessible 
    from the main menu.
    
    Monster Battles   -> 3158 to 3159
    
    
    =====================================================================
    
    
      ************************
    ~*== PART C. Conclusion ==*~
      ************************
    
     **************************
    == C1. Credits and Thanks ==
     **************************
    
    Thanks for the people at Golden Sun Anonymous for somewhat directly 
    influencing me to create this guide. Sniff... too bad the main site has 
    somewhat died over the past few months.
    
    And you, for taking your time to read this guide.
    
    
     ***************************
    == C2. Contact Information ==
     ***************************
    
    If you ever have questions, comments, or corrections about my guide, please 
    feel free to contact me.
    
    You can reach me via email or AIM at DDragon962 (at) aol (dot) com. Just 
    unscramble that into a real e-mail address. Don't try looking for me on the 
    GameFAQs Boards, because I don't go there much. Sorry.
    
    Anyways, you'd better put something like "Save Game Hack" or something to 
    that extent in the subject so that I don't delete your mail because of spam.
    
    
     *************************
    == C3. Legal Information ==
     *************************
    
    This guide may not be reproduced under any circumstances except for personal, 
    private use. It may not be placed on any web site or otherwise distributed 
    publicly without advance written permission. Use of this guide on any other 
    web site or as a part of any public display is strictly prohibited, and a 
    violation of copyright.
    
    All trademarks and copyrights contained in this document are owned by their 
    respective trademark and copyright holders.
    
    Copyright 2004-2005 Oliver Chen.
    
    Sites allowed to use this guide:
    GameFAQs            (http://www.gamefaqs.com)
    Gaming Vortex       (http://www.gaming-vortex.com)
    
     *********************
    == C4. Still to Come ==
     *********************
    
    Dead. Yep, that's a rather close word to describe myself right now. I've 
    decided to stop looking for the Djinn and Item addresses because you can just 
    as easily use a Codebreaker to edit those values. So, I'm now focusing purely 
    on stuff that you either can't do with a CB or is just really really hard to 
    do with one.
    
    Namely, location. The location values are SO secret, they seem to have their 
    own checksum and stuff ^_^ Haha, walk around on Mt. Aleph and other places... 
    Well, until next time (if there ever will be a next time)...