Sword of Mana Hex addresses 0.3
                     ========================================
                                   By Curambar



                               \-----------------/
                               |Table of Contents|
                               /-----------------\


                 \-------------------------------------------/
                 | 1. Intro                                  |
                 |-------------------------------------------|
                 | 2. Updates                                |
                 |-------------------------------------------|
                 | 3. The codes                              |
                 |                                           |
                 |    3.0. How To Use                        |
                 |                                           |
                 |    3.1. Common Codes                      |
                 |        3.1.1.  Event Items                |
                 |        3.1.2.  Recovery Items             |
                 |        3.1.3.  Mistery Items              |
                 |        3.1.4.  Trait Coins                |
                 |        3.1.5.  Spirit Icons               |
                 |        3.1.6.  Meat Items                 |
                 |        3.1.7.  Seeds                      |
                 |        3.1.8.  Fruits                     |
                 |        3.1.9.  Veggies                    |
                 |        3.1.10. Weird Items                |
                 |        3.1.11. Accesories                 |
                 |        3.1.12. Raw Materials              |
                 |        3.1.13. Summon Items               |
                 |        3.1.14. Lucre                      |
                 |        3.1.15. Monsters killed            |
                 |                                           |
                 |    3.2. Hero Specific Codes               |
                 |        3.2.1. Level & XP                  |
                 |        3.2.2. HP & MP                     |
                 |        3.2.3. Weapon Levels               |
                 |        3.2.4. Spirit Levels               |
                 |        3.2.5. Class Levels                |
                 |        3.2.6. Stats                       |
                 |                                           |
                 |    3.3. Heroine Specific Codes            |
                 |        3.3.1. Level & XP                  |
                 |        3.3.2. HP & MP                     |
                 |        3.3.3. Weapon Levels               |
                 |        3.3.4. Spirit Levels               |
                 |        3.3.5. Class Levels                |
                 |        3.3.6. Stats                       |
                 |-------------------------------------------|
                 | 4. Appendixes                             |
                 |                                           |
                 |    4.1. Hexadecimal, Decimal and Binary   |
                 |        4.1.1. Binary                      |
                 |        4.1.2. Hexadecimal                 |
                 |        4.1.3. Base transformation         |
                 |                                           |
                 |    4.2. How to make your own codes        |
                 |        4.2.1. Basics                      |
                 |        4.2.2. Search                      |
                 |        4.2.3. Analisys                    |
                 |                                           |
                 |    4.3. Codebreaker                       |
                 |        4.3.1. Codebreaker formats         |
                 |                                           |
                 |    4.4. The codes in Sword of Mana        |
                 |-------------------------------------------|
                 | 5. Ending                                 |
                 |                                           |
                 |    5.1. Thanks                            |
                 |    5.2. Final words                       |
                 /-------------------------------------------\
  
  
===============================================================================
   
                                ----------
                               | 1. Intro |
                                ----------
    When I played this game, I had some trouble finding certain quest items,
such as Bubu Worms or Moon Drops. I looked for these codes everywhere, but they
seemed to be nowhere. Then I remembered what my dad said: "If you want
something to be done, do it yourself". After that, I started looking for the
codes myself, using the cheat utility included in VisualBoy Advance.


===============================================================================

                                ------------
                               | 2. Updates |
                                ------------

VERSION 0.3:
            Weapon and Levels
            EXP
            Hex edit guide
            Codebreaker
            Major math mumbo-jumbo

vERSION 0.2:
            Added codes for the US version.
            Corrected some tpyos ^_^
            Added Magic Rope and Popoi's Notebook
            Added Weird Items (Thanks to Dan Sawchuk for the data)
            Added Level, Exp and stuff.
            Added Number of Killed Monsters
            Some esthetic changes

Version 0.1:
            Just started, all the item codes available.
             
===============================================================================

                                --------------
                               | 3. The Codes |
                                --------------

===============
3.0. How To Use
===============

    If you want to use this codes, you'll need an emulator that allows hex
cheat codes, such as VisualBoy Advance. Usually, the codes have the format

    XXXXXXXX:YY or XXXXXXXX:YYYY
    
where XXXXXXXX is the memory address, YY is the value of that address for 1
byte codes (from 0 to 255), and YYYY the value for 2 byte codes (from 0 to
65535), in hexadecimal format.

For example, if I need 80 Chocolumps, the code is 02020D6A:50, and if I need to
have 999 Batmos killed, the code is 02020F72:03E7

If you need a value in hex, I advise you to use the calculator included with
Windows, if you select the option Scientific, you'll be able to calculate hex
values. Otherwise, I'll leave some values here:

DEC     HEX
01      01
09      09
10      0A
99      63
999     03E7

The codes will be listed in the following format:

 -----------------------------
|Code 02020XXX:YY             |
|                             |
|Replace XXX with:            |
|                             |
|USA   EUR   Item             |
|---   ---   ----             |
|D38   D48   Cactus Essence   |
|D3A   D4A   Mana Pendant     |
|D3C   D4C   Rusty Sword      |
|D3E   D4E   Moon Mirror      |
|...                          |
 -----------------------------

The first part of the code is given (02020, in this case), and you have to
replace the last 2 or 3 digits of the memory address for the ones in the chart,
depending on the rom version you're using [QUICK HINT: when you start the game,
your character will be having a bad dream. If you see an intro with a tree
and some legend about the tree and the goddess and such, you're playing the
USA version. If the intro is not there, you're playing the EUR version].
As for the YY, it represents the amount of such item. Say, if you need 99
of them, you will replace it for 63 (that's 99 in hex).


==========
3.1. Items
==========


3.1.1. Event Items
------------------

Code 02020XXX:YY

Replace XXX with:

USA   EUR   Item
---   ---   ----
D38   D48   Cactus Essence
D3A   D4A   Mana Pendant
D3C   D4C   Rusty Sword
D3E   D4E   Moon Mirror

D40   D50   Control Room Key
D42   D52   Gold Key
D44   D54   Silver Key
D46   D56   Leaflet
D48   D58   Glittering Sword
D4A   D5A   Glittering Armour
D4C   D5C   Glittering Helm
D4E   D5E   Dudbear's Gold

D50   D60   Honey
D52   D62  .Keepsake Pendant
D54   D64 . Silver Knife
D56   D66.  Blood Pouch

ED0   EE0   Courtney's Letter
ED2   EE2   Kurt's Letter
ED4   EE4   Barbecued Newt
ED6   EE6   Barbecued Tail
ED8   EE8   Invoice
EDA   EEA   Black Mask
EDC   EEC   Moon Drop
EDE   EEE   Cancun Feather

EE0   EF0   BubU Worm
EE2   EF2   Light Geode
EE4   EF4   Dark Geode
EE6   EF6   Moon Geode
EE8   EF8   Fire Geode
EEA   EFA   Water Geode
EEC   EFC   Wood Geode
EEE   EFE   Wind Geode

EF0   F00   Earth Geode
EF2   F02   Sword of Mana


3.1.2. Recovery Items
---------------------

Code 02020DXX:YY

Replace XX with:

USA   EUR   Item
---   ---   ----
58    68    Gumdrop
5A    6A    Chocolump
5C    6C    Honey Elixir
5E    6E    Magic Walnut

60    70    Prestoveggie
62    72    Stardust Herb
64    74    Angel Grail
66    76    GummiFrog


3.1.3. Mistery Items
--------------------

Remember that Amigo Whistle only appears during battle.

Code 02020DXX:YY

Replace XX with:

USA   EUR   Item
---   ---   ----
68    78    Blink Weed
6A    7A    Potent Posy (Fragrant Flower)
6C    7C    Tone Stone
6E    7E    Dream Reed

70    80    Magic Rope         
72    82    Poi Poi's Notebook   (Not an actual item, more like a menu ^^)
74    84    Tiny Tapper
76    86    Amigo Whistle


3.1.4. Trait Coins
------------------

Remember that Trait Coins only appear during battle.

Code 02020DXX:YY

Replace XX with:

USA   EUR   Item
---   ---   ----
78    88    Light Coin
7A    8A    Dark Coin
7C    8C    Moon Coin
7E    8E    Fire Coin

80    90    Water Coin
82    92    Wood Coin
84    94    Wind Coin
86    96    Earth Coin


3.1.5. Spirit Icons
-------------------

Remember that Spirit Icons only appear during battle.

Code 02020DXX:YY

Replace XX with:

USA   EUR   Item
---   ---   ----
88    98    Wisp Icon
8A    9A    Shade Icon
8C    9C    Luna Icon
8E    9E    Salamander Icon

90    A0    Undine Icon
92    A2    Dryad Icon
94    A4    Jinn Icon
96    A6    Gnome Icon


3.1.6. Meat Items
-----------------

Code 02020DXX:YY

Replace XX with:

USA   EUR   Item
---   ---   ----
98    A8    Animal Meat
9A    AA    Thin Meat
9C    AC    Insect Meat
9E    AE    Lizard Meat

A0    B0    Bird Meat
A2    B2    Morph Meat
A4    B4    Fish Meat
A6    B6    Magical Meat
A8    B8    Tough Meat
AA    BA    Rotten Meat
AC    BC    Demon Meat
AE    BE    Dragon Meat

B0    C0    Odd Meat
B2    C2    Mixed Meat
B4    C4    Spicy Meat
B6    C6    Phantom Meat


3.1.7. Seeds
------------

Code 02020DXX:YY

Replace XX with:

USA   EUR   Item
---   ---   ----
B8    C8    Round Seed
BA    CA    Small Seed
BC    CC    Oblong Seed
BE    CE    Long Seed

C0    D0    Crooked Seed
C2    D2    Flat Seed
C4    D4    Big Seed
C6    D6    Spiny Seed


3.1.8. Fruits
-------------

Code 02020DXX:YY

Replace XX with:

USA   EUR   Item
---   ---   ----
C8    D8    Bellgrapes
CA    DA    Diceberry
CC    DC    Peach Puppy
CE    DE    Applesocks

D0    E0    Orange'opus
D2    E2    Citrisquid
D4    E4    Springanana
D6    E6    Mangolephant
D8    E8    Rocket Papaya
DA    EA    Loquat-Shoes
DC    EC    Boarmelon
DE    EE    Pine O'Clock

E0    F0    Rhinolupe
E2    F2    Kittypie
E4    F4    Cherry Bombs
E6    F6    Fishy Fruit


3.1.9. Veggies
--------------

Code 02020XXX:YY

Replace XXX with:

USA   EUR   Item
---   ---   ----
DE8   DF8   Lilipods
DEA   DFA   Masked Potato
DEC   DFC   Spiny Carrot
DEE   DFE   Honey Onion

DF0   E00   Cornflower
DF2   E02   Dolphin Squash
DF4   E04   Cabbadillo
DF6   E06   Conchurnip
DF8   E08   Needlettuce
DFA   E0A   Whalamato
DFC   E0C   Orcaplant
DFE   E0E   Mush-in-a-Box

E00   E10   Bumpkin
E02   E12   Garlicrown
E04   E14   Heart Mint
E06   E16   Spade Basil


3.1.10. Weird Items (Thanks to Dan Sawchuk who made me note this weird thing)
-------------------

I think these codes are useless, they are for some items called "Shields" and
"Eggs", but they don't appear in the regular item screen, but in the sell
screen in any shop. My guess is that they were supposed to be regular items in
the game but they were dropped for some reason. The blank fifth row in the
armor subscreen makes me wonder... but I disgress. If you want to see them,
though, here they are:

Code 02020EXX:YY

Replace XX with:

USA   EUR   Item
---   ---   ----
08    18    Holy Shield
0A    1A    Dark Shield
0C    1C    Moonlight Shield
0E    1E    Burning Shield

10    20    SeaMist Shield
12    22    Arbor Shield
14    24    Anemoi Shield
16    26    Terra Shield
18    28    Diamond Shield

A4    B4    Fauna Egg
A6    B6    Flora Egg
A8    B8    Insect Egg
AA    BA    Reptile Egg
AC    BC    Fowl Egg
AE    BE    Amorph Egg

B0    C0    Fish Egg
B2    C2    Magicali Egg
B4    C4    Demihuman Egg
B6    C6    Undead Egg
B8    C8    Demon Egg
BA    CA    Dragon Egg


3.1.11. Accesories
------------------

Code 02020EXX:YY

Replace XX with:

USA   EUR   Item
---   ---   ----
20    30    BB Ring
22    32    Gem Ring
24    34    Cicada Earrings
26    36    Quartz Ring
28    38    Cobra Earring
2A    3A    WhiteLight Ring
2C    3C    Fiend Fang
2E    3E    Bandit Earrings

30    40    Red Moon Horn
32    42    D-Fence Ring
34    44    Mist Pendant
36    46    Knight Crest
38    48    Gjallar Horn
3A    4A    Dragon Choker
3C    4C    Sage Stone
3E    4E    Cardinal Eye

40    50    FlameFlicker
42    52    Draupnir
44    54    General Crest
46    56    Dragon Ring
48    58    Rune Earrings
4A    5A    Code Bead
4C    5C    Wishbone
4E    5E    Crystal Ring

A0    B0    Brownie Ring
A2    B2    Bath Set

CC    DC    Belle Bell
CE    DE    Chimpfish Iris


3.1.12. Raw Materials
---------------------

Code 02020EXX:YY

Replace XX with:

USA   EUR   Item
---   ---   ----
50    60    Topple Cotton
52    62    Sultan Silk
54    64    Jadd Hemp
56    66    Altena Felt
58    68    Oak Wood
5A    6A    Holly Wood
5C    6C    Baobab Wood
5E    6E    Charcoal

60    70    Ash Wood
62    72    Dion wood
64    74    Mistletoe Wood
66    76    Fossil Wood
68    78    Animal Hide
6A    7A    Gator Skin
6C    7C    Centaur Hide
6E    7E    Pegasus Hide

70    80    Animal Bone
72    82    Elephant Tusk
74    84    Black Bone
76    86    Fossil
78    88    Menos Bronze
7A    8A    Forsena Iron
7C    8C    Granz Steel
7E    8E    Lorimar Iron

80    90    Altena Alloy
82    92    Maia Lead
84    94    Mythril Silver
86    96    Orichalcum
88    98    Fish Scale
8A    9A    Lizard Scale
8C    9C    Snake Scale
8E    9E    Dragon Scale

90    A0    Jake Aerolite
92    A2    Hal Aerolite
94    A4    Anhk Aerolite
96    A6    Vinek Aerolite
98    A8    Marble
9A    AA    Obsidian
9C    AC    Pedan Stone
9E    AE    Crystal


3.1.13. Summon Items
--------------------

Remember that Summon Items only appear during battle.

Code 02020EXX:YY

Replace XX with:

USA   EUR   Item
---   ---   ----
BE    CE    Selva Card

C0    D0    Pokiehl Card
C2    D2    Tote Card
C4    D4    Rosiotti Card
C6    D6    Olbohn Card
C8    D8    Gaia Card
CA    DA    Matilda Card


3.1.14. Lucre
------------

Lucre is set in 3 bytes. The addresses are

USA VERSION     EUR VERSION
-----------     -----------
02020D20:XXXX   02020D30:XXXX
02020D22:YY     02020D32:YY

The maximum lucre is 99999 (01869F in hex), so you'll need the codes

USA VERSION     EUR VERSION
-----------     -----------
02020D20:869F   02020D30:869F
02020D22:01     02020D32:01


3.1.15. Monsters Killed
----------------------

This codes are really useful for getting the black monsters.
I'm NOT writing down the name of each monster, you have the
numbers in the Popoi's notebook :p

[For a quick alternative with Codebreaker, see the bottom of the chart]

Code 0202XXXX:YYYY

YYYY is 2 byte, thus, for 999 monsters killed, use 03E7,
or use 03E8 for 1000 (Black) monsters.

Replace XXX with:

USA   EUR   Monster #
----  ----  ---------
0F38  0F48  001
0F3A  0F4A  002
0F3C  0F4C  003
0F3E  0F4E  004
0F40  0F50  005
0F42  0F52  006
0F44  0F54  007
0F46  0F56  008
0F48  0F58  009
0F4A  0F5A  010
0F4C  0F5C  011
0F4E  0F5E  012
0F50  0F60  013
0F52  0F62  014
0F54  0F64  015
0F56  0F66  016
0F58  0F68  017
0F5A  0F6A  018
0F5C  0F6C  019
0F5E  0F6E  020
0F60  0F70  021
0F62  0F72  022
0F64  0F74  023
0F66  0F76  024
0F68  0F78  025
0F6A  0F7A  026
0F6C  0F7C  027
0F6E  0F7E  028
0F70  0F80  029
0F72  0F82  030
0F74  0F84  031
0F76  0F86  032
0F78  0F88  033
0F7A  0F8A  034
0F7C  0F8C  035
0F7E  0F8E  036
0F80  0F90  037
0F82  0F92  038
0F84  0F94  039
0F86  0F96  040
0F88  0F98  041
0F8A  0F9A  042
0F8C  0F9C  043
0F8E  0F9E  044
0F90  0FA0  045
0F92  0FA2  046
0F94  0FA4  047
0F96  0FA6  048
0F98  0FA8  049
0F9A  0FAA  050
0F9C  0FAC  051
0F9E  0FAE  052
0FA0  0FB0  053
0FA2  0FB2  054
0FA4  0FB4  055
0FA6  0FB6  056
0FA8  0FB8  057
0FAA  0FBA  058
0FAC  0FBC  059
0FAE  0FBE  060
0FB0  0FC0  061
0FB2  0FC2  062
0FB4  0FC4  063
0FB6  0FC6  064
0FB8  0FC8  065
0FBA  0FCA  066
0FBC  0FCC  067
0FBE  0FCE  068
0FC0  0FD0  069
0FC2  0FD2  070
0FC4  0FD4  071
0FC6  0FD6  072
0FC8  0FD8  073
0FCA  0FDA  074
0FCC  0FDC  075
0FCE  0FDE  076
0FD0  0FE0  077
0FD2  0FE2  ---   \
0FD4  0FE4  ---    |--> Not listed, probably dropped.
0FD6  0FE6  ---   /
0FD8  0FE8  078
0FDA  0FEA  079
0FDC  0FEC  080
0FDE  0FEE  081
0FE0  0FF0  082
0FE2  0FF2  083
0FE4  0FF4  084
0FE6  0FF6  085
0FE8  0FF8  086
0FEA  0FFA  087
0FEC  0FFC  088
0FEE  0FFE  089
0FF0  1000  090
0FF2  1002  091
0FF4  1004  092
0FF6  1006  093
0FF8  1008  094
0FFA  100A  095
0FFC  100C  096
0FFE  100E  097
1000  1010  098
1002  1012  099
1004  1014  100
1006  1016  101
1008  1018  102
100A  101A  103
100C  101C  104
100E  101E  105
1010  1020  106
1012  1022  107
1014  1024  108
1016  1026  109
1018  1028  110
101A  102A  111
101C  102C  112
101E  102E  113
1020  1030  114
1022  1032  115
1024  1034  116
1026  1036  117
1028  1038  118
102A  103A  119
      

Ok, writing down all of these codes is plain nasty. But behold, oh VBA users,
for we have the CODEBREAKER!!!
CODEBREAKER basically is the same as putting the codes manually, but it has
a few pros and cons: It's more complicated, but much more confortable.

We will use a "slide code", that is, a code that repeats itself until we say
so. In this case, we want it for our 119 monsters, rite? So, let´s select a
CODEBREAKER code (top right button in the cheat menu) and put this code:
(Replace YYYY with the number of your choice. 1000 is 03E8 in hex):

USA VERSION     EUR VERSION
-------------   -------------
42020F38 YYYY   42020F48 YYYY
0000004D 0002   0000004D 0002
42020FD8 YYYY   42020FE8 YYYY
0000002A 0002   0000002A 0002


That's it. Easy, right? For those of you that want to know what the heck are
you doing here, keep reading the appendixes, specially the 4.3. Codebreaker.


========================
3.2. Hero specific codes
========================

3.2.1. Level & XP
-----------------

Your player level is coded in hex, as usual. Remember that if you want lvl 99
you'll have to use hex code 63. Be warned, if you use this code, you'll bypass
the lvl-up process, thus not acquiring the stat bonuses nor the class upgrades!
Actually, this code is kinda useless xD

USA VERSION   EUR VERSION
-----------   -----------
020203F2:YY   02020402:YY

   The real way to do this is to mess with the gained XP. This address uses 2
bytes, meaning that if you need 5000 XP, you'll use YYYY = 1388.
   
USA VERSION     EUR VERSION
-----------     -----------
02020424:YYYY   02020434:YYYY

   Once you use this code, the next enemy you kill will make the "lvl Up" pop
up, and you'll have to go through the level up process until you reach the
level you're supposed to have with that amount of XP (No idea how much XP for
each lvl, sorry). Don't put a big number here (as FFFF) or else the game may
freeze.


3.2.2. 999 HP & MP
------------------

For a full explanation on how to put different values of HP and MP, please
refer to the appendixes, section 4.4. The codes in Sword of Mana.

USA VERSION   EUR VERSION
-----------   -----------
020203F8:E7   02020408:E7
020203F9:9F   02020409:9F
020203FA:7F   0202040A:7F
020203FB:BE   0202040B:BE
0202040C:CE   0202041C:CE
0202040D:07   0202041D:07 (*)

(*) This code depends directly on the Rod Weapon Level. In this case, as we are
playing as the Hero, we don't care. But, if you wanted to have a lvl 99 rod
nevertheless, you'd have to put 0202040D:1F instead.


3.2.3. Weapon Levels
--------------------

For a full explanation on how to put different values other than 99, please
refer to the appendixes, section 4.4. The codes in Sword of Mana.

The following list is for all weapons lvl 99.

USA VERSION   EUR VERSION
-----------   -----------
020203F3:63   02020403:63
020203F6:18   02020406:18
020203F7:03   02020407:03
0202040D:18   0202041D:18 (2)
0202040E:8F   0202041E:8F
0202040F:31   0202041F:31
02020410:1E   02020420:1E
02020411:8F   02020421:8F
02020412:C7   02020422:C7
02020413:18   02020423:18
02020414:03   02020424:03 (1)

   A lot of this lines messes some other parts of the game, so it's not a good
idea to let this code activated. For inputting this, it's better to save the
game if you wish, pause the game, input the code, go back to the game, and back
again to the cheat screen in order to delete all of these codes.

(1) This line messes up the XP of your sword. By using this, you're setting it
to 0. If you'd like to put a high value on the sword XP as a bonus, use
02020414:FF instead.

(2) This line depends on the Max HP. If you are using this along with the 999
max HP code, you'll have to use 0202040D:1F instead. Here's a full list of the
actual value you have to input here, depending on your current Max HP (that is,
if you don't want to accidentally change it)

              Max HP      Value
            ----------    -----
              0 to 127     18
            128 to 255     19
            256 to 383     1A
            384 to 511     1B
            512 to 639     1C
            640 to 767     1D
            768 to 895     1E
            896 to 999     1F


3.2.4. Spirit Levels
--------------------

For a full explanation on how to put different values other than 99, please
refer to the appendixes, section 4.4. The codes in Sword of Mana.

The following list is for all spirits lvl 99.

USA VERSION   EUR VERSION
-----------   -----------
02020421:30   02020431:30
02020422:1E   02020432:1E
02020423:8F   02020433:8F
02020424:61   02020434:61
02020425:3C   02020435:3C
02020426:1E   02020436:1E
02020427:8F   02020437:8F
02020428:C1   02020438:C1
02020429:18   02020439:18

   A lot of this lines may mess some other parts of the game, so it's not a
good idea to let this code activated. For inputting this, it's better to save
the game if you wish, pause the game, input the code, go back to the game, and
back again to the cheat screen in order to delete all of these codes.


3.2.5. Class Levels
-------------------

   There's a problem here. If you activate this codes, you'll automatically get
a high level some classes, but you won't get the bonuses you get when you go up
a level. Also, if I put, for example, all the classes in, let's say, lvl 50,
next time I get a level up, I'll have a hard time selecting which "job" I'll
get, because your stats are likely to met full conditions for more than one job.
   So, I'll put here the variables you need in order to get a specific setting, 
along with the formula and ranges for each one. For more information, please
refer to section 4.5.

   Each class has it's formula. For each formula, we'll have 2 or three numbers
called variables, which we get by doing simple math.
   
Warrior level:
               Take your level and divide it by 8.
               The result is A1, the integer rest is A0
               
               Example: Level 29 --> 29:8 = 3
                                     The rest is 29 - 3*8 = 5
                                     So, A1 = 3, A0 = 5
                                     
Monk Level:
               Convert the level into hex. You'll have, in order, B1 and B0.
               
Magician Level:
               Divide the level by 32. The result is C2.
               Take the rest and divide it by 2. The result is C1.
               and the rest is C0.
               Example: Level 45 --> 45:32 = 1 ==> C2 = 1
                                     Rest = 45 - 1*32 = 13
                                     13:2 = 6 ==> C1 = 6
                                     Rest = 13 - 2*6 = 1 ==> C0 = 1

Sage Level:
               Divide the level by 64. The result is D2.
               Take the rest and divide it by 4. The result is D1.
               and the rest is D0.
               Example: Level 45 --> 45:64 = 0 ==> D2 = 0
                                     Rest = 45 - 0*64 = 45
                                     45:4 = 11 ==> D1 = B (11 in hex)
                                     Rest = 45 - 4*11 = 1 ==> D0 = 1

Thief Level:
               Take your level and divide it by 8.
               The result is E1, the integer rest is E0
               Same as in Warrior Level.
               
Random Level:
               Convert the level into hex. You'll have, in order, F1 and F0.
               
Once you have all of your desired variables, let's make the codes, shall we?
For each code we need to calculate both the first and second words. The first X
represents the first word and Y the second one. All of the addresses start with
02020DXX

USA   EUR   X (1st digit)     Y (2st digit)
---   ---   -------------     -------------
2F    3F    X = 2*A0          Y = A1
30    40    X = B1 + 8*C0     Y = B0
31    41    X = C2 + 4*D0     Y = C1
32    42    X = D2 + 2*E0     Y = D1
33    43    X = F0            Y = E1
34    44    X = 0             Y = F1

------
   Let's see an example. I'm already a Cleric (That is, I've 5 levels in Sage),
and I want to be a Priest, for which I need 5 levels in Magician and 10 levels
in Sage. So, I need A = 0, B = 0, C = 5 , D = 10, E = 0, F = 0. Let's do the
maths, shall we?

A) A = 0 means result and rest equals 0, hence A0 = 0 and A1 = 0.

B) 0 in hex is 00, so B0 = 0, B1 = 0.

C) We divide 5 by 32. The result is 0, and the rest is 5. => C2 = 0
   We take the rest (5), divide it by 2, and we have result 2 and rest 1, thus
   C1 = 2, C0 = 1.
   
D) We divide 10 by 32. The result is 0, and the rest is 10. => D2 = 0
   We take the rest (10), divide it by 4, and we have result 2 and rest 2, thus
   D1 = 2, D0 = 2.
   
E) It's all 0's, so E1 = 0 and E0 = 0

F) Same as above, F1 = 0, F0 = 0.

Now let's make the codes.

Address
2F       X = 2*A0       = 2*0       = 0 , Y = A1 = 0 => 02020D2F:00
30       X = B1 + 8*C0  = 0 + 8*1   = 8 , Y = B0 = 0 => 02020D30:80
31       X = C2 + 4*D0  = 0 + 4*2   = 8 , Y = C1 = 2 => 02020D31:82
32       X = D2 + 2*E0  = 0 + 2*0   = 0 , Y = D1 = 2 => 02020D32:02
33       X = F0         = 0             , Y = E1 = 0 => 02020D33:00
34       X = 0          = 0             , Y = F1 = 0 => 02020D34:00

The only ones we really need to use are the ones that have not only 0's.
Please note you won't automatically win the Priest class, but you'll have to go
up yet another level, whether normally or with the XP cheat code. Then, you go
up a level in some class (related to your desired class) and just then you'll
get your class lvl up.


3.2.6. Stats
------------

Code 02025XXX:YYYY

YYYY is 2 byte, thus, for 999 in all stats, use 03E7

Replace XXX with:

USA   EUR   Stat
---   ---   ----
A10   6E0    POW
A12   6E2    DEF
A14   6E4    INT
A16   6E6    MND
A18   6E8    AGI


===========================
3.3. Heroine specific codes
===========================

Many of the heroine specific codes are just the same as the hero codes, with an
hex 0058 added to the hero address.

3.2.1. Level & XP
-----------------

Your player level is coded in hex, as usual. Remember that if you want lvl 99
you'll have to use hex code 63. Be warned, if you use this code, you'll bypass
the lvl-up process, thus not acquiring the stat bonuses nor the class upgrades!
Actually, this code is kinda useless xD

USA VERSION   EUR VERSION
-----------   -----------
0202044A:YY   0202045A:YY

   The real way to do this is to mess with the gained XP. This address uses 2
bytes, meaning that if you need 5000 XP, you'll use YYYY = 1388.
   
 USA VERSION     EUR VERSION
 -----------     -----------
02020498:YYYY    020204A8:YYYY

   Once you use this code, the next enemy you kill will make the "lvl Up" pop
up, and you'll have to go through the level up process until you reach the
level you're supposed to have with that amount of XP (No idea how much XP for
each lvl, sorry). Don't put a big number here (as FFFF) or else the game may
freeze.


3.2.2. 999 HP & MP
------------------

For a full explanation on how to put different values of HP and MP, please
refer to the appendixes, section 4.4. The codes in Sword of Mana.

USA VERSION   EUR VERSION
-----------   -----------
02020450:E7   02020460:E7
02020451:9F   02020461:9F
02020452:7F   02020462:7F
02020453:BE   02020463:BE
02020464:CE   02020474:CE
02020465:07   02020475:07 (*)

(*) This code depends directly on the Rod Weapon Level. If you use this code,
you have to be sure your Rod level is below 32. If you wanted to have a lvl 99
Rod here, you'd have to put 02020465:1F instead.


3.2.3. Weapon Levels
--------------------

For a full explanation on how to put different values other than 99, please
refer to the appendixes, section 4.4. The codes in Sword of Mana.

The following list is for all weapons lvl 99.

USA VERSION   EUR VERSION
-----------   -----------
0202044B:63   0202045B:63
0202034E:18   0202045E:18
0202034F:03   0202045F:03
02020465:18   02020475:18 (2)
02020466:8F   02020476:8F
02020467:31   02020477:31
02020468:1E   02020478:1E
02020469:8F   02020479:8F
0202046A:C7   0202047A:C7
0202046B:18   0202047B:18
0202046C:03   0202047C:03 (1)

   A lot of this lines messes some other parts of the game, so it's not a good
idea to let this code activated. For inputting this, it's better to save the
game if you wish, pause the game, input the code, go back to the game, and back
again to the cheat screen in order to delete all of these codes.

(1) This line messes up the XP of your sword. By using this, you're setting it
to 0. As we are playing as the heroine, we don't care much. but, if you'd like
to put a high value on the sword XP as a bonus, use 0202046C:FF instead.

(2) This line depends on the Max HP. If you are using this along with the 999
max HP code, you'll have to use 02020465:1F instead. Here's a full list of the
actual value you have to input here, depending on your current Max HP (that is,
if you don't want to accidentally change it)

              Max HP      Value
            ----------    -----
              0 to 127     18
            128 to 255     19
            256 to 383     1A
            384 to 511     1B
            512 to 639     1C
            640 to 767     1D
            768 to 895     1E
            896 to 999     1F


3.2.4. Spirit Levels
--------------------

For a full explanation on how to put different values other than 99, please
refer to the appendixes, section 4.4. The codes in Sword of Mana.

The following list is for all spirits lvl 99.

USA VERSION   EUR VERSION
-----------   -----------
02020479:30   02020489:30
0202047A:1E   0202048A:1E
0202047B:8F   0202048B:8F
0202047C:61   0202048C:61
0202047D:3C   0202048D:3C
0202047E:1E   0202048E:1E
0202047F:8F   0202048F:8F
02020480:C1   02020490:C1
02020481:18   02020491:18

   A lot of this lines may mess some other parts of the game, so it's not a
good idea to let this code activated. For inputting this, it's better to save
the game if you wish, pause the game, input the code, go back to the game, and
back again to the cheat screen in order to delete all of these codes.


3.2.5. Class Levels
-------------------

   See the Hero codes section for an explanation on how to make the codes.

All the codes start with 02020DXX

USA   EUR   X (1st digit)     Y (2st digit)
---   ---   -------------     -------------
87    97    X = 2*A0          Y = A1
88    98    X = B1 + 8*C0     Y = B0
89    99    X = C2 + 4*D0     Y = C1
8A    9A    X = D2 + 2*E0     Y = D1
8B    9B    X = F0            Y = E1
8C    9C    X = 0             Y = F1


3.2.6. Stats
------------

Code 02025XXX:YYYY

YYYY is 2 byte, thus, for 999 in all stats, use 03E7

Replace XXX with:

USA   EUR   Stat
---   ---   ----
A10   6E0    POW
A12   6E2    DEF
A14   6E4    INT
A16   6E6    MND
A18   6E8    AGI


===============================================================================

                                 ---------------
                                | 4. Appendixes |
                                 ---------------

====================================
4.1. Hexadecimal, Decimal and Binary
====================================

   Computers don't count as we do. We are used to count by using the number 10,
meaning that we have 10 separated symbols for expresing quantities (0 to 9).
When we reach the number following 9, we are out of symbols, and we start using
two symbols at once, starting from the next in the chart. Thus, we write 10.
   But, what if we had only 8 symbols? What if we didn't know 8 and 9, for
example? We could count 0, 1, 2, 3, 4, 5, 6, 7, and we are out of symbols. So,
by following the previous reasoning, we should start using 2 symbols. Which
ones? 1 and 0, of course. Then, the following number is 10.
   By now, many of you are saying "What are you talking about? If we have the
number 7, the next is 8!!" Of course you're right, I'm just stating WHAT IF we
didn't have 8 and 9 as numbers. This is what we mathematicians (yes, I am) call
BASE-N numbers.
   But why is this relevant to us? Let's return to the computers. AS we said,
computers don't have 10 fingers, so it's not natural for them to count with 10
digits. The only natural thing for computers is electricity. If you have an
electrical circuit, whether electricity is flowing or not (or, the current in
the circuit is low or high). So, computers only know about 2 digits, we may
call them ON and OFF, or 1 and 0, or Y and N, as you wish.
   What we are about to see is what happens when we try to count with a number
of digits other than 10.


4.1.1. Binary (Base-2)
----------------------

   Binary is the name of the BASE-2 numbers. That is, we have ONLY 2 DIGITS for
write down numbers, just 0 and 1. So, how are we supposed to count to, let's
say, 9?. As we said before, 0 is plain zero, and 1 is plain 1. So far, so good,
but what about the next number? Of course, once we are out of symbols, we start
stacking them. The next number will be 10. The next one is logical, is 11. Once
here, we are again out of symbols. So we'll put yet another one. The next number
is 100. Lets clarify this:

                     REGULAR     BINARY
                     NUMBERS     NUMBERS
                     BASE-10     BASE-2
                     -------     -------
                        0         0
                        1         1
                        2         10
                        3         11
                        4         100
                        5         101
                        6         110
                        7         111
                        8         1000
                        9         1001
                        10        1010
                        11        1011
                        ...       ...
                        
   It's not really that hard. Many scientific calculators include a base
utility, allowing you to find out the binary notation of any number. There's
even a geek joke, that says "There are only 10 kind of people. The ones that
understand binary and the ones that don't" [10 is binary for 2 xD]
   Well, back to computers. When you store a number, character, or symbol in a
computer, it's stored as a code (for example, @ is 64, A is 65, and so on), but
in binary mode. This means that for each capital A you see, what the computer
is seeing is the number 01000001. In a hard drive or flash drive, each 1 or 0
represents a magnetic status. By setting this micro magnets up or down, we
store or read data from a drive. Each one of this "states" (up or down; on or
off) is called BIT. We use bits a lot in normal life. Internet speed is
measured in bits per second (actually, more like thousands or millions of bits
per second). So, if you have a connection of 100 Mbps, you are transfering to
your computer roughly 100 million bits per second.
   So, binary code is really something if you want to understand computers.


4.1.2. Hexadecimal (Base-16)
----------------------------

   Let's face it. Binary code may be easy to use for a computer, but is quite
annoying for us to deal with. Why is that? Because for a relatively small
number, such as 200, we have in binary 11001000. Eight bloody numbers, instead
of the regular three we need in our normal life. That's why binary code is
usually packed in sets of four, called WORDS. How many "words" are there? Let's
count them, shall we?

    BINARY                HEX
     WORD      VALUE     VALUE
    ------     -----     -----
     0000        0         0
     0001        1         1
     0010        2         2
     0011        3         3
     0100        4         4
     0101        5         5
     0110        6         6
     0111        7         7
     1000        8         8
     1001        9         9
     1010       10         A
     1011       11         B
     1100       12         C
     1101       13         D
     1110       14         E
     1111       15         F

   We have 16 different words, representing the numbers from 0 to 15. But we
had a name for when this things happen. This is BASE-16, or hex (short for
hexadecimal). We have 16 "numbers" we can use to represent quantities.
   Ok, we all know the first 10 numbers, from 0 to 9. But we have no special
symbol for 10. In fact, as we don't have one, we write it down using TWO
symbols (1 and 0). So, if we want to have 16 different symbols, we have to make
some of them up. Mathematicians used the first letters of the alphabet, thus
the symbols for hex are the ones in the rightmost column.
   Ok, let's count. Until 15 there's no problem, we can still write the number
down using just one digit. For the next number (our regular 16), we are out of
symbols. What do we do? We use two symbols, and we have 10. (ALWAYS REMEMBER:
number 10 in our regular system is different from 10 in another system). From
there on, we keep counting. Our 17 is hex 11, our 18 is hex 12, and so on.
   Computer code is almost always represented this way, and the utility that
lets you peek into it is called a "hex editor". When scientists invented
computers, they decided that 256 symbols were all you can possibly need for
writing letters, numbers and stuff (and, by that time, it was good). So, they
programmed the computers so you can store data using 256 different types of
symbols per character (such as @, p, 8... 256 of them). Each one of these
characters is called BYTE. As you can guess, when the computers began to spread
worldwide, 256 symbols were not enough. But that's another story ^_^.
   Let's see how many bits we need to express a byte, and the answer is 8 bits.
So, each 8 bits we have a byte. 8 bits is also two "words", so, each byte can
be written down using two hex symbols. For example, if a byte contains the
symbol 200 (it's the plus symbol, by the way), it will appear in a hex editor
as "C8", meaning that the binary representation for that number is:

                     1100 1000
                      C    8

   Transforming numbers from and to hex is not a nice task, as it needs many
calculations. Your best chance is to have a scientific calculator. However, for
those of you that want to know, we are going to learn how to do it.


4.1.3. Base transformation
--------------------------

   First we are going to see the "easy" part. How to convert a hex number into
a normal number (actually, the "normal" numbers are called DECIMAL NUMBERS, or
BASE-10 NUMBERS).

   First thing you have to remember is the value of each digit. Refer to the
chart in 4.1.2. if you need to.
   Ok, let's do it. In order to transform a hex number into decimal, we have to
make some calculations. We have to multiply the value of each digit to a number
that represents it's position. For the last digit we use 1, for the next, we
use 16. For the next, 16*16 = 256, for the next 16*16*16 = 4096, and so on.
Finally, we sum up all the results.
   Let's use a 4-digit hex number as an example:

         5  C  3  A
         |  |  |  |
         |  |  |  º-----> 10 *    1 =    10     (A means 10)
         |  |  |
         |  |  º--------> 3  *   16 =    48
         |  |
         |  º-----------> 12 *  256 =  3072     (C means 12)
         |
         º--------------> 5  * 4096 = 20480
                                      -----
                              Total = 23610

   And now, the nasty part. The opposite way. Lets say we need to transform the
number 12500 into hex. What we need to do is start dividing the number by 16,
and write down the integer rest or modulus of the operation. The, you continue
doing this with the result of the previous division, until you can't divide it
any more.

   12500 : 16 = 781, Rest = 4
   781   : 16 =  48, Rest = 13   [This is D in hex]
   48    : 16 =   3, Rest = 0
   
   Once we are done, we start writing down the LAST division result, followed
by the rests or moduli, written backwards:

   12500 dec = 30D4 hex
   
   Piece of cake, huh?
   

===============================
4.2. How to make your own codes
===============================

4.2.1. Basics
-------------

   What a memory cheat code does, is to search for a specified memory address,
and stick a given value into it. If you keep the cheat code activated, this
value never changes, and so you can have infinite values (life, energy, money).
Or, alternatively, you can activate the cheat code, save the game (by battery
save or by state save), deactivate the code and continue playing. In this case,
you're just setting a value but after that it can go up or down, depending on
your actions.
   For example, I can have a code that sets a timer to 1 minute. If I keep the
cheat code running, the timer will be ALWAYS at 1 minute. This could be a
problem if, for example, you get points for the time remaining. Some games use
the actual timer value and start decreasing it (we all remember Super Mario
Bros. xD). If you froze up the value, you'll be stuck there, getting infinite
points for your time, but as the timer never goes down, the process will loop
to infinite. What's the moral of this? Be careful, use the codes for what they
are supposed to, and be extra careful with the "infinite" codes.
   
   Ok, so we want to make our own code. What do we need? Only two things. The
memory address (or addresses) where the value you want to change is, and the
new value you want to replace it with. The value is usually easy, i.e. you need
9 lives, you're using value 9. There are some cases (specially with newish
games) where the values are encrypted, or coded not byte-wise but bit-wise
(This game - Sword of Mana - is a good example of this), and you need to
analyze the results.

   First, we're learning how to look for a memory address using the cheat menu
included with Visual Boy Advance. Then, we'll be seeing how to analyze and
decypher encrypted data.


4.2.2. Search
-------------

   VBA includes a neat cheat utility, that lets you look for specific values,
or check values as they go up and down. Let's familiarize with this utility.
Go to Cheats - Search for Cheats. The following windows appears:

 --------------------------------------------------------------------
|                                                                    |
|    ---------------------------------------------------------       |
|   |   Address     |     Old value      |     New value      |      |
|   |---------------|--------------------|--------------------|      |
|   |               |                    |                    |      |
|   |               |                    |                    |      |
|   |               |                    |                    |      |
|   |               |                    |                    |      |
|   |               |                    |                    |      |
|   |               |                    |                    |      |
|   |               |                    |                    |      |
|    ---------------------------------------------------------       |
|                                                                    |
|Search type             Compare type               Signed/Unsigned  |
|-----------             ------------               ---------------  |
|º Old value             º Equal                    º Signed         |
|º Specific value        º Not equal                º Unsigned       |
|                        º Less than                º Hexadecimal    |
|Data size               º Less or equal                             |
|---------               º Greater than                              |
|º 8 bits                º Greater or equal         O Update values  |
|º 16 bits                                                           |
|º 32 bits                                                           |
|                                                                    |
|Enter Value ________________________________________                |
|                                                                    |
|         -----     ------     ---------      ------                 |
|        |Start|   |Search|   |Add cheat|    |  OK  |                |
|         -----     ------     ---------      ------                 |
 -------------------------------------------------------------------

   There are two types of search. Specific or related. We use specific value
search when we know for sure the value we're looking for. Let's say, we have
currently 5 lives. So, we go to the search window and select "Specific value".
   Next, we have to select the size. This depends on the maximum allowed value
of the data. 8 bits is for numbers between 0 and 255 (usually lives fall into
this range). 16 bits is for values between 0 and 65535. Larger quantities, such
as HP, MP fall here. Last, 32 bits, calls for huge numbers, anything less than
4294967295 is good here. Usually the money you carry and the XP fall here.
The thing is, we can't know how the game is coded. Maybe they put the value of
HP, that ranges between 0 and 999, in only 12 bits of data. You have to cross
your fingers and select the one you THINK is right. Following the example for
the 5 lives, we select "8 bits".
   Then we select how to check the data. Are we looking exactly for a specific
number? Or just anything below is good? Or maybe we need to search for the
numbers greater than 1000. Select your choice here. In our example, we are
setting this to "Equal"
   The "Signed/Unsigned" box refers to the type of number we are dealing with.
99% of the time we'll be using "unsigned", that means that a 8-bit value, goes
from 0 to 255, while a signed one goes from -128 to 127. Hexadecimal is for
when you'd like to search in a more pro way, but if you know the decimal value,
unsigned is fine (values coded in BCD -binary coded decimal- are a pain, they
use hex values but they are written as decimal. This means that if you want to
search for decimal 45, you have to search for HEX 45).
   The checkbox "Update values" is used when you're searching for an elusive
address. If you check this, every time you access the cheat window, the values
in the "New value" and "Old value" column are updated.
   Finally, the value dialog is where you enter the number you're looking for.
In our example, we'll be writing down 5.

   Once you're done with this, press Start, and next Search. The results will
be displayed in the upper screen. Chances are, there are too many addresses
with the value 5, so the system will tell you it cannot display that many
numbers. If this is not the case, surely you'll be stuck with a bunch of
memory addresses and you cannot know for sure which is the one you need. So,
what do we do? Press OK and go back to the game. Continue playing and purposely
lose a life. Now you have 4. Go back to the screen, and put 4 in the value
dialog. This time DON'T PRESS START, as we will lose the previous search. Just
press SEARCH and the system will search for the number 4 among the previous
values. This will narrow our search a bit (quite a bit, hopefully). If you
still have too many results, lose or gain another life and search again. Once
we are done, we will have only one or two (maybe three) results. Now we save
the game, just in case. Back to the cheat screen, we click one of the results
and with that row selected, press Add cheat. A screen will pop up asking you
for a new value. Most of the options are disabled, so just put the new value we
want (let's say 9) and add a description if you want (if you are using multiple
codes DO THIS, or you'll end with a bunch of codes and you won't know which is
which). Press OK and go back to the game. If you selected the proper option,
the life number should have changed by now. If not, you may have selected the
wrong address, or maybe the game does not update the value on the screen, but
it does change the value, internally.

   This won't happen always this smoothly. sometimes you don't know the real
value you're looking for. Let's say we're playing an adventure game, and the
HP is displayed as a bar, not as a number. We don't know the actual HP value,
so we go to the cheat screen and select "Old value". The value dialog is grayed
out, so we just press START and leave this window by clicking OK. We go back to
the game, lose some HP and go back to the cheat window. This time, select the
option "Lesser than", as the HP value surely has decreased. Click SEARCH, and
the screen will display ALL the values that have decreased since you last
pressed START or SEARCH. Do this a few more times, and hopefully you will get
your value. For inputting the cheat code, do the same as before. This method is
quite slow, but it does work, unless the data is encrypted...


4.2.3. Analisys
---------------

   Ok, so far we know how to search for memory adresses, given a specific value
or by trial and error. But in both cases, we have to trust the programmers have
written the code in the same "language" we are using to read. This means, that
the values are properly coded in hexadecimal, or at least in BCD. But sometimes
they aren't. In this cases, all our efforts to search for an specific value
will fail, because the numbers the search engine can look for are not the ones
that are in the game. Let's give a simple example. If you read section 4.1.1.,
you'll see that every computer code is really written in binary, meaning it's
nothing more than a bunch of 0s and 1s. They are USUALLY stacked into words of
4 bits and bytes of 8 bits, but not always. Let's say we are programming a game,
and we have to put into memory a series of numbers that will go from 0 to 15.
For example, weapon stats. Numbers between 0 and 15 fit in 1 word, so if we use
1 byte per number, we are making the code readable, but we are wasting 4 bits
per byte. Some programmers would prefer to use only one word for this, thus
saving lots of space. But it will be hell for us, because we can only search
for full 8-bit packs, not 4-bit. In this example, let's say we have two stats,
with values 5 and 9. If they are programmed word-wise instead of byte-wise, you
will have to look for the hex value 59 or 95, or worse, because they may be
entwined with weird code.
   Our options? Be really patient and try. Once you found an address, the rest
of them should be "around", relatively near. So, let's say we have a cheat code
with the mem address 02020546. The rest of the game data, is more likely to be
in the same zone, let's say the 02020XXX zone. So, we save a state in slot #1,
try a code at random, for example, 02020500:30, and we see if something changes,
and how. Then, we get the saved state back (this action erases all cheat codes
not saved with the state), and try 02020500:01. This way we can see if each
word (each digit in the value) changes something different. By wasting LOTS of
time, we might find some useful/interesting. We'll be seeing examples of this
in section 4.4.


===============
4.3 Codebreaker
===============

   Codebreaker is a commercial cheat device that is luckily emulated by VBA.
You can use encrypted or decrypted codes, and they are easy to manage. The good
thing about it is the ability of making slide codes, for changing lots of
memory addresses at once; conditional cheating, by changing a value only if a
certain criteria is matched; or activated cheats, that remain dormant until you
press a certain combination of buttons to activate them.
   We'll see now a brief explanation of the codebreaker formats.
   

4.3.1. Codebreaker formats
--------------------------

   As we said before, there are many options for this system. The main code is
very similar to a normal hex code, as it consists mainly of an address and a 
value. but the rest of the things are the juicy part ^_^
   This codes can be single or multiple lined. If you use multiple lined codes,
you'll have to input all the lines at once.

Formats:

      3XXXXXXX 00YY
                     This is the basic format. It's exactly the same as your
                     regular 1-byte hex code. It sets the value YY into the mem
                     address XXXXXXX.
                     
      4XXXXXXX YYYY
      AAAABBBB CCCC
                     The first multilined code. This is for the slide codes,
                     the ones we use for setting multiple cheats at once. The
                     bad news here is that you can only use it with 2 byte or
                     16-bit codes.
                     The first line sets the first memory address along with
                     the first value you want for that address, same as you did
                     with the previous code.
                     The second line has iteration data. AAAA is the incremental
                     step of the value. This is, if you want to set a different
                     value for each address, here you put how many numbers are
                     you rising on each step. Leave it as 0000 if you want all
                     the values to be the same.
                     BBBB tells us how many iterations are we making. That is, 
                     if you need to change 30 consecutive adresses, you will
                     need 001E here(remember to always use hex).
                     CCCC is the distance, in bytes, between two consecutive
                     addresses. AS we are using 2 byte values, the difference
                     should be at least 2.
                     
      6XXXXXXX YYYY
                     This kind of code is useless if you aren't familiar with
                     binary operations. It does an AND operation between YYYY
                     and the current value of the address. You won't be using
                     this much or at all, don't fret.
                     
      7XXXXXXX YYYY
                     This is the conditional code. It is used in combination
                     with another line below. If the address XXXXXXX has the
                     value set in YYYY, it executes the line below. Otherwise,
                     the next line is skipped. This kind of codes are useful as
                     triggers, as they activate themselves when the criteria is
                     met.
                     
      8XXXXXXX YYYY
                     The regular 2-byte code. It writes the value YYYY into the
                     address XXXXXXX.
                     
      AXXXXXXX YYYY
                     This is the same as the conditional code, but opposite.
                     The next line is only executed if the value of XXXXXXX is
                     NOT equal to YYYY.
                     
      D0000020 YYYY
                     This is also a condicional code. The difference is that in
                     this case, the condition is not a value, but a button that
                     need to be pressed. If the criteria is met, this is, if
                     the correct button or buttons are pressed, the next line
                     is executed.
                     YYYY is the sum of all the buttons you want to be pressed.
                     each button has a hex code, you select the ones you'd like
                     to use, add their values (in hex!) and put this as YYYY.
                     
                     Button   Code (hex)
                     ------   ----
                     A        0001
                     B        0002
                     Select   0004
                     Start    0008
                     Right    0010
                     Left     0020
                     Up       0040
                     Down     0080
                     R        0100
                     L        0200
                     
                     This means that if we want our code to be activated by
                     pressing Select + Up, we have to add 0004 + 0040, and then
                     we use the result (0044) in the YYYY portion of the code.
                     
                     
===============================
4.4. The codes of Sword of Mana
===============================

   As I stated before, many of the values in this game are coded in a weird way.
This means that some stats, such as the weapon and spirit levels, the HP / MP,
are not stored as regular hex numbers in the game code, but each value has been
chopped into pieces and stored in different adresses. This makes the direct way
of searching them almost useless, because in a given address, you could find,
for example, a piece of the max HP, added to another piece of the Rod level. So
unless you have a global vision of all of the codes, looking for them is hard.
   I'll put some of my discoveries here. But be warned, it's heavy, boring
stuff you should only read if you are really interested, or you are desperately
need to set another values but 99 or 999 (if this is the case, mail me and I'll
do the math for you ^_^).
   For each adress listed, I'll explain what each word does (word is the name
of each digit of the byte), along with the formulae to calculate the final
results.
   Another thing: I'll be using ONLY the USA version addresses here. If you use
the EUR version, just add an hex 00000010 to all of the addresses (for example,
USA address 02020405 becomes EUR address 02020415).

   All of the following addresses start with 02020---, I'll just replace the
last three digits here. Each address has 1 byte, coded as XY (for example, 5A).
   
   In the columns X and Y you will find what variable or variables are stored
in the first and second word (digit) of each byte.

At the end, an explanation of these variables and how to make the codes work.

.---------.------------.-----------.   
| ADDRESS |     X      |     Y     |   
.---------.------------.-----------.   
|  3F0    |    Ch1     |    Ch0    |   
|  3F2    |     L1     |     L0    |   
|  3F3    |  Mc1  + ?  |    Mc0    |   
|  3F4    |     N1     |     N0    |   
|  3F6    |    Sw1     | 8*Sw0 + ? |   
|  3F7    |     ?      |  Sw2 + ?  |   
|  3F8    |     h1     |     h0    |   
|  3F9    |     M1     | 4*M0 + h2 |   
|  3FA    |     m0     |     M2    |   
|  3FB    |  m2  + ?   |     m1    |   
|  40C    |     H1     | 2*H0 + ?  |   
|  40D    |     R1     | 8*R0 + H2 |   
|  40E    |     K1     | 4*K0 + R2 |   
|  40F    |     F0     |   K2 + ?  |   
|  410    |     S1     | 8*S0 + F1 |   
|  411    |     B1     | 4*B0 + S2 |
|  412    |     L1     | 2*L0 + B2 |
|  413    |     A1     | 8*A0 + ?  |
|  414    |     ?      |   A2 + ?  |
.---------.------------.-----------.


Allowed values for each variable, separated by stats:
·----·------·     ·----·------·     ·----·------·
|Var | Range|     |Var | Range|     |Var | Range|
·----·------·     ·----·------·     ·----·------·
|Ch1 | 0-F  |     |Sw2 | 0-3  |     |A2  | 0-3  |
|Ch0 | 0-F  |     |Sw1 | 0-F  |     |A1  | 0-F  |
·----·------·     |Sw0 | 0-1  |     |A0  | 0-1  |
|L1  | 0-F  |     ·----·------·     ·----·------·
|L0  | 0-F  |     |R2  | 0-3  |     |Mc1 | 0-7  |
·----·------·     |R1  | 0-F  |     |Mc2 | 0-F  |
|N1  | 0-F  |     |R0  | 0-1  |     ·----·------·
|N0  | 0-F  |     ·----·------·     
·----·------·     |K2  | 0-1  |     
|M2  | 0-F  |     |K1  | 0-F  |     
|M1  | 0-7  |     |K0  | 0-3  |     
|M0  | 0-F  |     ·----·------·     
·----·------·     |F1  | 0-7  |     
|m2  | 0-3  |     |F0  | 0-F  |     
|m1  | 0-F  |     ·----·------·     
|m0  | 0-F  |     |S2  | 0-3  |     
·----·------·     |S1  | 0-F  |     
|H2  | 0-3  |     |S0  | 0-1  |     
|H1  | 0-F  |     ·----·------·     
|H0  | 0-7  |     |B2  | 0-1  |     
·----·------·     |B1  | 0-F  |     
|h2  | 0-3  |     |B0  | 0-3  |     
|h1  | 0-F  |     ·----·------·     
|h0  | 0-F  |     |L1  | 0-F  |     
·----·------·     |L0  | 0-7  |     
                  ·----·------·     
                                    
   Ok, the only thing left is how to combine this numbers in order to make real
stuff. Each stat (level, mp, etc...) has a specific formula, using all of the
variables we stated. When I say something like X-Y, the hyphen is not a minus
symbol, just a separator between words of a hex code.

Character:     Ch1-Ch0 (hex)
               This code manages the appearence of the main character. This
               means the aspect, portrait and weapon. BE WARNED, if you put a
               character here who does not use the SAME weapon as your original
               char, it won't be able to attack.

Level:         L1-L0 (hex)
               As I said in the codes section, this is useless, as the level by
               itself changes nothing.
               
Inner Level:   N1-N0 (hex)
               This number tells the game how many exp points you need in order
               to advance to the next level. This is, if you set this to 1, you
               will need the same exp points as if you actually were level 1.
               
Max MP:        64*M2 + 4*M1 + M0 (this is what I meant by encrypted values :p)

Current MP:    m2-m1-m0 (hex)
               
Max HP:        128*H2 + 8*H1 + H0
               
Current HP:    h2-h1-h0 (hex)

Sword lvl:     32*Sw2 + 2*Sw1 + Sw0

Rod lvl:       32*R2 + 2*R1 + R0

Knuckles lvl:  64*K2 + 4*K1 + K0

Flail lvl:     F1-F0 (hex)

Scythe lvl:    32*S2 + 2*S1 + S0

Bow lvl:       64*B2 + 4*B1 + B0

Lance lvl:     8*L1 + L0

Axe lvl:       32*A2 + 2*A1 + A0

Mace lvl:      16 * Mc1 + Mc0


   Ok. What the heck man? This mumbo jumbo means that in order to change the
level of your rod, you have to know beforehand the third "digit" of your max HP
or you'll be changing both things by inputting a cheat. So, this practice is
reserved only for the bravest xD
   I assume this is common practice in some games to avoid easy hacking. 
   I'll leave this here, because putting all of the codes will result in a real
mess. Imagine that we have still left the spirit levels, the stats for every
NPC in the game... No way. If you have been reading so far, you should be able
to find them out by yourselves by now.


===============================================================================

                                 -----------
                                | 5. Ending |
                                 -----------
                                 
===========
5.1. Thanks
===========

    Thanks to Dan Sawchuk who made me note both the difference between the USA
and the Euro versions, and the weird Shield and Egg codes.

    Thanks to Nate (The Court Judges) for a nice Companion Code I'll be
investigating and uploading later ^_^

    Thanks to YOU for reading my guide, I hope it will be useful. For any
question regarding the use of the codes mail me to suarez.lea@gmail.com (don't
send questions about things not covered in the guide, they will be covered as I
find them)


================
5.2. Final words
================

    This guide was written by Leandro Suarez (Curambar in GameFAQS and
Neoseeker). It is not meant to be used on any other site besides GameFAQS,
Neoseeker and any other site I've deemed to have it hosted on. It's not to be
edited in ANY way for other use. (Unless I give permission to do so.)

Copyright © 2009 by Curambar. All rights reserved.
===============================================================================