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    Pro Action Replay Codes by Ronald BG.

    Version: 1.04 | Updated: 06/30/03 | Printable Version | Search This Guide

    ***********************
    * ACTION REPLAY CODES *
    *  HARVEST MOON SNES  *
    ***********************
    Version 1.04
    
    Copyright (c) 2002-2003 by Ronald BG.
    * e-mail address : Ronald_BG@telkom.net
    * web site       : http://ronaldbg.cjb.net/
    
    * NOTES :
      1. About values
         If you need to supply values, do calculations, etc. make sure it (or its
         result) is in Little-endian (Intel) byte ordering.
    
      2. About sum
         If you don't add something into the sum, it won't become available.
    
      3. About binary digits
         a. "bit is on" means that the bit has value of one, while
            "bit is off" means that the bit has value of zero.
         b. The first (most insignificant) bit is the rightmost bit, while
            The last (most significant) bit is the leftmost bit.
    
    0. TABLE OF CONTENTS
    =====================
    0.    TABLE OF CONTENTS
    I.    TECHNICAL INFORMATION
    II.   LIVESTOCK
    III.  DATE AND TIME
    IV.   WEATHER
    V.    LOVE, MARRIAGE, PREGNANCY, AND BABY
    VI.   JACK AND THE RANCH
    VII.  ITEMS
    VIII. WEALTH
    IX.   CODE FAILURE CHECKLIST
    X.    LEGAL STUFF
    
    I. TECHNICAL INFORMATION
    =========================
    * FAQ Technical Information :
      ----------------------------
      FAQ version   : 1.04
      FAQ file size : 29.2 kB
    
    * Revision History :
      -------------------
      - Version 1.04 (July 2003) - file size 29.2 kB
        * Corrected a mistake about which byte ordering system should be used (in
          the "NOTE ABOUT VALUES" note at the beginning of this FAQ).
        * Combined a few notes on the beginning of this FAQ into one section.
        * Combined, changed, and removed some sections.
        * Fixed the item ID table in the "Active Equipped Items" code.
        * Fixed the "feed appeared in the chicken coop" code. Now the codes should
          work properly.
        * Fixed the "feed appeared in the cattle shed" code. Now the codes should
          work properly.
        * Divided large tables into columns to make reading easier.
        * Some minor changes (mostly formatting, spelling, and grammar).
    
      - Version 1.03 (December 2002) - file size 26.4 kB
        + Added website address.
    
      - Version 1.02 (November 2002)
        + Added feed appeared in the chicken coop/cattle shed codes.
        + Added copyright and trademark notice
        * Changed and removed some hints and example about summing.
        * Some minor changes (mostly formatting, spelling, and grammar).
    
      - Version 1.01 (November 2002)
        + Added website, unfortunately my website is still being built.
        * Splitted the tool shed item available code into 3 parts, and added more
          hint and help about this.
        * Changed e-mail address.
        * Some minor changes (mostly formatting, spelling, and grammar).
    
      - Version 1.0 (November 2002)
        . Initial release.
    
    * The latest version of this FAQ always can be found in the following location
      (if you find that this FAQ is posted in a site that's not listed, please
      contact me) :
      ----------------------------------------
      | Site name | Website                  |
      ----------------------------------------
      | GameFAQs  | http://www.gamefaqs.com/ |
      ----------------------------------------
    
    * The codes in this FAQ had successfully tested with the following emulator:
      ------------------------------------------------------
      | Emulator | Ver. | Platform | Website               |
      ------------------------------------------------------
      | ZSNES    | 1.36 | Win32    | http://www.zsnes.com/ |
      ------------------------------------------------------
    
    * The technical information of the ROM file used in the test :
      -------------------------------------------------------
      | Game platform    : Super Nintendo                   |
      | Game name        : Harvest Moon                     |
      | Game genre       : RPG / Simulation                 |
      | Game language    : English                          |
      | Game publisher   : NATSUME / Serious Fun            |
      | ROM file name    : HARVEST.SMC                      |
      | ROM file size    : 2.097.664 bytes                  |
      | ROM MD5-checksum : D301F682ADF45446D712AF17B2D0C27A |
      | ROM checksum     : OK                               |
      -------------------------------------------------------
    
    * NOTE:
      To get MD5 checksum of a file, please use MD5 utility. If you don't have the
      MD5 utility, you can download it for free at the following location:
    
      http://www.fourmilab.ch/
      -------------------------
    
    II. LIVESTOCK
    ==============
    
    II.a. Cows
    -----------
    - Cow ID (ID) and feed locations ID (FL) illustration :
    
       _[FL][ID]______________[ID][FL]_____
      |           ___    ___               |
      |             #|  |#                 |
      |  (l) 27-> _OP|  |qO_ <-21 (f)      |
      |             #|  |#             ||  |
      |  (k) 26-> _OP|  |qO_ <-20 (e)  ||  |
      |             #|  |#                 |
      |  (j) 25-> _OP|  |qO_ <-1F (d)   ___|
      |                                /___|
      |           ___    ___           |___|
      |             #|  |#             []  |
      |  (i) 24-> _OP|  |qO_ <-1E (c)      |
      |             #|  |#                 |
      |  (h) 23-> _OP|  |qO_ <-1D (b)  ||  |
      |             #|  |#             ||  |
      |  (g) 22-> _OP|  |qO_ <-1C (a)      |
      |                                    |
      |                                []==|
      |                             ___    |
      |    _                        | |    |
      |   | |                       | |    |
       ~~~~~~~~~~~~~~|  |~~~~~~~~~~~~~~~~~~
    
    - Affection rate
      Type      : 1 code, containing 1 information.
      Code      : 7ECmmAxx
      Value     : xx : Cow affection rate (see table below)
                  mm : Cow ID (see illustration)
    
      * Cow affection rate table
      --------------------
      | Milk   | xx      |
      --------------------
      | Small  | 00 - 5F |
      | Medium | 60 - BF |
      | Large  | C0 - FF |
      --------------------
    
      * NOTE:
        It seems that when a cow grows from a small cow to a big, milk-producing
        cow, the affection rate for that cow will be reset to zero.
    
    - Condition
      Type      : 1 code, containing 2 informations.
      Code      : 7ECmm6xy
      Value     : x  : Cow condition ID (see table below)
                  y  : Cow age ID (see table below)
                  mm : Cow ID (see illustration)
    
      * Cow condition ID table :
      ----------------------
      | Condition      | x |
      ----------------------
      | Normal         | 0 |
      | Cranky         | 1 |
      | Sick           | 2 |
      | Cranky + sick  | 3 |
      | Will give baby | 4 |
      ----------------------
    
      * Cow age ID table :
      ---------------
      | Age     | y |
      ---------------
      | No cow  | 0 |
      | Baby    | 3 |
      | Child   | 5 |
      | Baby *) | 7 |
      | Adult   | 9 |
      ---------------
    
      *) When y is set to 7, the cow will appear as a baby cow, but when you touch
         the cow, the cow will change into a small (child) cow.
    
      * NOTE:
        If you set to 'No cow', then the cow will disappear! (Although the cow
        count in your diary doesn't decrease)
    
    - Waiting time for cow to give birth
      Type      : 1 code, containing 1 information.
      Code      : 7ECmm9xx
      Value     : xx : Waiting time (in days)
                  mm : Cow ID (see illustration)
    
    - Number of feed placed in the cattle shed
      Type      : 1 code, containing 1 information.
      Code      : 7E0930xx
      Value     : xx : Number of feed placed in the cattle shed.
    
      * NOTE:
        If you use any (or both) part of the 'feed placed in the cattle shed' code
        below, you must also use this code too. The 'number of feed placed in the
        cattle shed' (the "xx") in this code must be set in accordance with the
        number of feed placed in the 'feed placed in the cattle shed' code. For
        instance, if you enter the first 'feed appeared in the cattle shed' code to
        make 3 feeds placed in the cattle shed, and use the second part of 'feed
        appeared in the cattle shed' code to make another 4 feeds placed in the
        cattle shed, then you must change the number of feed placed in the cattle
        shed in this code (the "xx") to seven, or else the food will just appear in
        the cattle shed, but cows won't eat them.
    
    - Feed placed in the cattle shed (part 1)
      Type      : 1 code, containing 8 information
      Code      : 7E0932xx
      Value     : xx : sum of each ID of the locations which feed appeared there
                       (see illustration and table)
    
      * Cow feed placement ID table
      ----------------------------------------
      | Place | ID | Binary                  |
      ----------------------------------------
      |  (a)  | 01 | 00000001 - bit #1 is on |
      |  (b)  | 02 | 00000010 - bit #2 is on |
      |  (c)  | 04 | 00000100 - bit #3 is on |
      |  (d)  | 08 | 00001000 - bit #4 is on |
      |  (e)  | 10 | 00010000 - bit #5 is on |
      |  (f)  | 20 | 00100000 - bit #6 is on |
      |  (g)  | 40 | 01000000 - bit #7 is on |
      |  (h)  | 80 | 10000000 - bit #8 is on |
      ----------------------------------------
    
    - Feed placed in the cattle shed (part 2)
      Type      : 1 code, containing 4 information
      Code      : 7E0933xx
      Value     : xx : sum of each ID of the locations which feed appeared there
                       (see illustration and table)
    
      * Cow feed placement ID table
      ----------------------------------------
      | Place | ID | Binary                  |
      ----------------------------------------
      |  (i)  | 01 | 00000001 - bit #1 is on |
      |  (j)  | 02 | 00000010 - bit #2 is on |
      |  (k)  | 04 | 00000100 - bit #3 is on |
      |  (l)  | 08 | 00001000 - bit #4 is on |
      ----------------------------------------
    
    II.b. Chicken
    --------------
    - Chicken coop feed placement illustration
       .-a-b-c-d-e-f-g-h-i-j-k-l-.
       | # # # # # # # # # # # # |
      ||=========================||
    
    - Number of feed placed in the chicken coop
      Type      : 1 code, containing 1 information.
      Code      : 7E0931xx
      Value     : xx : Number of feed placed in the chicken coop.
    
      * NOTE:
        If you use any (or both) part of the 'feed placed in the chicken coop' code
        below, you must also use this code too. The 'number of feed placed in the
        chicken coop' (the "xx") in this code must be set in accordance with the
        number of feed placed in the 'feed placed in the chicken coop' code. For
        instance, if you enter the first 'feed appeared in the chicken coop' code to
        make 3 feeds placed in the chicken coop, and use the second part of 'feed
        appeared in the chicken coop' code to make another 4 feeds placed in the
        chicken coop, then you must change the number of feed placed in the chicken
        coop in this code (the "xx") to seven, or else the food will just appear in
        the chicken coop, but chicken won't eat them.
    
    - Feed placed in the chicken coop (part 1)
      Type      : 1 code, containing 8 information.
      Code      : 7E0934xx
      Value     : xx : sum of each ID of the locations which feed placed there
                       (see illustration and table)
    
      * Chicken feed placement ID table
      ----------------------------------------
      | Place | ID | Binary                  |
      ----------------------------------------
      |   a   | 01 | 00000001 - bit #1 is on |
      |   b   | 02 | 00000010 - bit #2 is on |
      |   c   | 04 | 00000100 - bit #3 is on |
      |   d   | 08 | 00001000 - bit #4 is on |
      |   e   | 10 | 00010000 - bit #5 is on |
      |   f   | 20 | 00100000 - bit #6 is on |
      |   g   | 40 | 01000000 - bit #7 is on |
      |   h   | 80 | 10000000 - bit #8 is on |
      ----------------------------------------
    
    - Feed placed in the chicken coop (part 2)
      Type      : 1 code, containing 4 information.
      Code      : 7E0935xx
      Value     : xx : sum of each ID of the locations which feed placed there
                       (see illustration and table)
    
      * Chicken feed placement ID table
      ----------------------------------------
      | Place | ID | Binary                  |
      ----------------------------------------
      |   i   | 01 | 00000001 - bit #1 is on |
      |   j   | 02 | 00000010 - bit #2 is on |
      |   k   | 04 | 00000100 - bit #3 is on |
      |   l   | 08 | 00001000 - bit #4 is on |
      ----------------------------------------
    
    III. DATE AND TIME
    ===================
    * NOTE:
      - Some of these codes refreshes right after you entered the code.
      - Some more refreshes when you sleep.
      - Some other more refreshses when you move between room.
    
    - Current weekday
      Type      : 1 code, containing 1 information.
      Code      : 7F1F1Axx
      Value     : xx : Weekday ID (see table below)
    
      * Weekday ID table :
      ------------------
      | Weekday   | ID |
      ------------------
      | Sunday    | 00 |
      | Monday    | 01 |
      | Tuesday   | 02 |
      | Wednesday | 03 |
      | Thursday  | 04 |
      | Friday    | 05 |
      | Saturday  | 06 |
      ------------------
    
    - Current day
      Type      : 1 code, containing 1 information.
      Code      : 7F1F1Bxx
      Value     : xx : Day in hex (see table below)
    
      * Day Hex table :
      -------------------------------------------------------------------------
      | Day | Hex | Day | Hex | Day | Hex | Day | Hex | Day | Hex | Day | Hex |
      -------------------------------------------------------------------------
      |  1  | 01  |  6  | 06  | 11  | 0B  | 16  | 10  | 21  | 15  | 26  | 1A  |
      |  2  | 02  |  7  | 07  | 12  | 0C  | 17  | 11  | 22  | 16  | 27  | 1B  |
      |  3  | 03  |  8  | 08  | 13  | 0D  | 18  | 12  | 23  | 17  | 28  | 1C  |
      |  4  | 04  |  9  | 09  | 14  | 0E  | 19  | 13  | 24  | 18  | 29  | 1D  |
      |  5  | 05  | 10  | 0A  | 15  | 0F  | 20  | 14  | 25  | 19  | 30  | 1E  |
      -------------------------------------------------------------------------
    
    - Current season
      Type      : 1 code, containing 1 information
      Code      : 7F1F19xx
      Value     : xx : Season ID (see table below)
    
      * Season ID table :
      ---------------
      | Season | ID |
      ---------------
      | Spring | 00 |
      | Summer | 01 |
      | Fall   | 02 |
      | Winter | 03 |
      ---------------
    
    - Current time
      Type      : 1 code, containing 1 information
      Code      : 7F1F1Cxx
      Value     : xx : Time ID (24-hours format--see table below)
    
      * Time ID table :
      ------------------------------
      | Time                  | ID |
      ------------------------------
      |  6 o'clock (06:00 AM) | 06 |
      |  7 o'clock (07:00 AM) | 07 |
      |  8 o'clock (08:00 AM) | 08 |
      |  9 o'clock (09:00 AM) | 09 |
      | 10 o'clock (10:00 AM) | 0A |
      | 11 o'clock (11:00 AM) | 0B |
      | 12 o'clock (  Noon  ) | 0C |
      |  1 o'clock (01:00 PM) | 0D |
      |  2 o'clock (02:00 PM) | 0E |
      |  3 o'clock (03:00 PM) | 0F |
      |  4 o'clock (04:00 PM) | 10 |
      |  5 o'clock (05:00 PM) | 11 |
      |  6 o'clock (06:00 PM) | 12 |
      ------------------------------
    
      * NOTE:
        If you set the clock 6:00 AM or 7:00 AM and go to the town and, then the
        town will not appear--there'll just a black screen.
    
    - Current year
      Type      : 1 code, containing 1 information
      Code      : 7F1F18xx
      Value     : xx : Year ID (see table below)
    
      * Year ID table :
      -----------------
      | Year     | ID |
      -----------------
      | 1st year | 00 |
      | 2nd year | 01 |
      | 3rd year | 02 |
      -----------------
    
    IV. WEATHER
    ============
    - Weather forecast
      Type      : 1 code, containing 1 information
      Code      : 7E098Cxx
      Value     : xx : Weather ID (see below)
    
      * Weather ID table :
      --------------------------------------------------
      | Forecast                                  | ID |
      --------------------------------------------------
      | Sunny                                     | 00 |
      | Rainy                                     | 01 |
      | Snowy                                     | 02 |
      | Hurricane                                 | 03 |
      --------------------------------------------------
      | "Tommorow is flower festival" *) 1)       | 06 |
      | "Tommorow is harvest festival" *) 2)      | 07 |
      | "Tommorow is thanksgiving festival" *) 3) | 08 |
      | "Tommorow is star night festival" *) 3)   | 09 |
      | "Tommorow is new year festival" *) 3)     | 0A |
      | "Tommorow is egg hunt festival" *) 2)     | 0B |
      --------------------------------------------------
    
      *) The festival will not actually happen
      1) Only available in Spring season
      2) Only available in Fall season
      3) Only available in Winter season
    
    V. LOVE, MARRIAGE, PREGNANCY, AND BABY
    =======================================
    - Girl whom Jack married with
      Type      : 1 code, containing 1 information.
      Code      : 7F1F66xx
      Value     : xx : Girl married with ID (see table)
    
      ------------------------------------------------------
      | Girl married with | ID | Binary                    |
      ------------------------------------------------------
      | Not married       | 00 | 00000000 - all bit is off |
      | Maria             | 01 | 00000001 - bit #1 on      |
      | Ann               | 02 | 00000010 - bit #2 on      |
      | Nina              | 04 | 00000100 - bit #3 on      |
      | Ellen             | 08 | 00001000 - bit #4 on      |
      | Eve               | 10 | 00010000 - bit #5 on      |
      ------------------------------------------------------
    
    - Girl's love to Jack
      Type      : 2 codes, containing 1 information.
      Code      : 7F1Fmmxx
                  7F1Fnnyy
      Value     : mm, nn : Girl ID (see table below)
                  xx, yy : Love
    
      * Girl ID table :
      ---------------------
      | Girl    | mm | nn |
      ---------------------
      | Maria   | 1F | 20 |
      | Ann     | 21 | 22 |
      | Nina    | 23 | 24 |
      | Ellen   | 25 | 26 |
      | Eve     | 27 | 28 |
      ---------------------
    
    - Pregnancy flag
      Type      : 1 code, containing 1 information.
      Code      : 7F1F3Bxx
      Value     : xx : Pregnancy flag (Pregnant if xx >= 13h)
    
    - Baby age
      Type      : 2 codes, containing 1 information
      Code      : 7F1Fmmxx
                  7F1Fnnyy
      Value     : xx, yy : Baby age ID (see table below)
                  mm, nn : Baby ID (see table below)
    
      * Baby age ID table :
      ------------------------------------
      | Baby             | xx      | yy  |
      ------------------------------------
      | In mother's womb | 00 - 3A |  00 |
      | Birth            | 3B      |  00 |
      | In the Bed       | 3C - 59 |  00 |
      | Crawling         | 5A - 77 |  00 |
      | Able to walk     | 78 - FF |  00 |
      | Able to walk     | 00 - FF | >00 |
      ------------------------------------
    
      * Baby ID table :
      --------------------
      | Baby   | mm | nn |
      --------------------
      | First  | 37 | 38 |
      | Second | 39 | 3A |
      --------------------
    
    VI. JACK AND THE RANCH
    =======================
    - Jack's energy (Jack's current energy level--HP)
      Type      : 1 code, containing 1 information
      Code      : 7E0918xx
      Value     : xx : Energy
    
    - Jack's stamina (Jack's maximum energy level--Max HP)
      Type      : 1 code, containing 1 information
      Code      : 7E0917xx
      Value     : xx : Stamina
    
      * NOTE:
        Your stamina is increased by 0Ah when you get a power berry.
    
    - Jack's happiness
      Type      : 2 codes, containing 1 information
      Code      : 7F1F33xx
                  7F1F34yy
      Value     : xx, yy : Happiness rate
    
    - Jack's ranch mastering rate
      Type      : 2 codes, containing 1 information
      Code      : 7F1F54xx
                  7F1F55yy
      Value     : xx, yy : Ranch mastering rate
    
    - Horse
      Type      : 1 code, containing 1 information
      Code      : 7F1F69xx
      Value     : xx : Has horse flag (00h : No; 01h : Yes)
    
    - Power berry eaten
      Type      : 1 code, containing 1 information
      Code      : 7F1F36xx
      Value     : xx : Amount of power berry eaten (range 00h - 0ah)
    
      * NOTE:
        This only affect the amount of flower in the secret garden, not your
        stamina!
    
    - Hugs to dog
      Type      : 2 codes, containing 1 information
      Code      : 7F1F52xx
                  7F1F53yy
      Value     : xx, yy : Amount of hugs to dog
    
    - Ranch development rate
      Type      : 1 code, containing 1 information
      Code      : 7F1F56xx
      Value     : xx : Ranch development rate (%) (range 00h - 64h)
    
    - Amount of shipped vegetables
      Type      : 2 codes, containing 1 information
      Code      : 7F1Fmmxx
                  7F1Fnnyy
      Value     : xx, yy : Amount of shipped vegetables
                  mm, nn : Vegetables ID (see table below)
    
      * Vegetables ID :
      ------------------------
      | Vegetables | mm | nn |
      ------------------------
      | Corn       | 4A | 4B |
      | Tomato     | 4C | 4D |
      | Turnip     | 4E | 4F |
      | Potato     | 50 | 51 |
      ------------------------
    
    VII. ITEMS
    ===========
    - Item available in tool shed (part 1)
      Type      : 1 codes, containing 8 informations
      Code      : 7F1F00xx
      Value     : xx : Sum of the ID of each available items (see table)
    
      * Item ID table
      -------------------------
      | ID | Items            |
      -------------------------
      | 01 | Standard sickle  |
      | 02 | Standard plow    |
      | 04 | Standard hammer  |
      | 08 | Standard axe     |
      | 10 | Corn seeds bag   |
      | 20 | Tomato seeds bag |
      | 40 | Potato seeds bag |
      | 80 | Turnip seeds bag |
      -------------------------
    
    - Item available in tool shed (part 2)
      Type      : 1 codes, containing 8 informations
      Code      : 7F1F01xx
      Value     : xx : Sum of the ID of each available items (see table)
    
      * Item ID table
      -------------------------
      | ID | Items            |
      -------------------------
      | 01 | Cow medicine     |
      | 02 | Miracle potion   |
      | 04 | Bell             |
      | 08 | Grass seeds bag  |
      | 10 | Paint            |
      | 20 | Milker           |
      | 40 | Brush            |
      | 80 | Watering can     |
      -------------------------
    
    - Item available in tool shed (part 3)
      Type      : 1 codes, containing 8 informations
      Code      : 7F1F02xx
      Value     : xx : Sum of the ID of each available items (see table)
    
      * Item ID table
      -------------------------
      | ID | Items            |
      -------------------------
      | 01 | Golden sickle    |
      | 02 | Golden plow      |
      | 04 | Golden hammer    |
      | 08 | Golden axe       |
      | 10 | Sprinkler        |
      | 20 | Beanstalk seed   |
      | 40 | Blue diamond     |
      | 80 | Blue feather     |
      -------------------------
    
      * NOTE:
        If you are trying to make an item and its upgrade available (e.g., you're
        trying to make watering can and sprinkler available, then only the upgrade
        is available at tool shed--that means the sprinkler is available, but the
        watering can is not available)
    
    - Item carried
      Type      : 2 codes, 1 byte fixed, 1 byte other containing 1 info.
      Code      : 7E00D203
                  7E091Dxx
      Value     : xx : Item ID (see below)
    
      * Item ID table :
      -------------------------------------------------------------
      | Item                   | ID | Item                   | ID |
      -------------------------------------------------------------
      | < nothing >            | 00 | Medium milk            | 16 |
      | Mushroom               | 01 | Large milk             | 17 |
      | Poisonous Mushroom     | 02 | Herb                   | 18 |
      | Berry (wild grape)     | 03 | Flower                 | 19 |
      | Berry ("strong smell") | 04 | Feed for chicken/cow   | 1A |
      | Moon flower            | 05 | Green perfume *)       | 1B |
      | Cake                   | 06 | Red perfume *)         | 1C |
      | Fish                   | 07 | Blue perfume *)        | 1D |
      | Bery of power tree     | 08 | Red egg 1)             | 1E |
      | Bush                   | 09 | Light-purple egg 1)    | 1F |
      | Bush                   | 0A | Blue egg 1)            | 20 |
      | Bush                   | 0B | Purple egg 1)          | 21 |
      | Bush                   | 0C | Green egg 1)           | 22 |
      | ?                      | 0D | Yellow egg 1)          | 23 |
      | ?                      | 0E | Chicken wind-measurer  | 24 |
      | ?                      | 0F | Chicken                | 25 |
      | Corn                   | 10 | Chick                  | 26 |
      | Tomato                 | 11 | ?                      | 27 |
      | Potato                 | 12 | ?                      | 28 |
      | Turnip                 | 13 | Mole                   | 29 |
      | Egg                    | 14 | Wood                   | 87 |
      | Small milk             | 15 |                        |    |
      -------------------------------------------------------------
    
      *) Only available in flower festival
      1) Only available in egg hunt festival
    
      * NOTE:
        - When the code is turned on, you always carry an item until the code
          7E00D203 is turned off.
        - To check new value for an item, pick the item you want to check, then
          the new value will be in the memory location 7E091D.
        - You may appear not carrying anything after using this code. If this
          happens, get out from the room, then come back in.
    
    - Active equipped item
      Type      : 1 code, containing 1 information
      Code      : 7E0921xx
      Value     : xx : Equipped item ID (see table below)
    
      * Equipped item ID table :
      ---------------------------------------------------------
      | Item                 | ID | Item                 | ID |
      ---------------------------------------------------------
      | < nothing >          | 00 | Milker               | 0E |
      | Standard sickle      | 01 | Brush                | 0F |
      | Standard plow        | 02 | Watering can         | 10 |
      | Standard hammer      | 03 | Golden sickle        | 11 |
      | Standard axe         | 04 | Golden plow          | 12 |
      | Corn seeds bag       | 05 | Golden hammer        | 13 |
      | Tomato seeds bag     | 06 | Golden axe           | 14 |
      | Potato seeds bag     | 07 | Sprinkler            | 15 |
      | Turnip seeds bag     | 08 | Beanstalk seed       | 16 |
      | Cow medicine         | 09 | Blue diamond         | 17 |
      | Miracle potion       | 0A | Blue feather         | 18 |
      | Bell                 | 0B | Feed for chicken     | 19 |
      | Grass seeds bag      | 0C | Feed for cows        | 1A |
      | Paint                | 0D |                      |    |
      ---------------------------------------------------------
    
    - Amount of equippable-item's contents
      Type      : 1 code, containing 1 information
      Code      : 7E09mmxx
      Value     : mm : Equippable-item ID for this code (see table below)
                  xx : Amount of contents of that equippable-item
    
      * Equipped item ID table for this code :
      --------------------------
      | Equippable-item   | ID |
      --------------------------
      | Watering can      | 26 |
      | Grass seeds bag   | 27 |
      | Corn seeds bag    | 28 |
      | Tomato seeds bag  | 29 |
      | Potato seeds bag  | 2A |
      | Turnip seeds bag  | 2B |
      | Food for cows     | 2C |
      | Food for chickens | 2D |
      --------------------------
    
      * NOTE:
        These code are for items bought in the shop only! (not item from using
        7E0921xx)
    
    VIII. WEALTH
    =============
    - Money
      Type      : 3 codes, containing 1 information
      Code      : 7F1F04xx
                  7F1F05yy
                  7F1F06zz
      Value     : xx, yy, zz : Amount of money (divided by 0Ah)
    
    - Wood
      Type      : 2 codes, containing 1 information
      Code      : 7F1F0Cxx
                  7F1F0Dyy
      Value     : xx, yy : Amount of wood cut
    
    - Stored feed
      Type      : 2 codes, containing 1 information
      Code      : 7F1F10xx
                  7F1F11yy
      Value     : xx, yy : Amount of stored feed
    
    IX. CODE FAILURE CHECKLIST
    ===========================
    If you entered the code, but the code doesn't work (or failed to produce desired
    effect), please check the following before trying to e-mail me with your
    problem:
    
    1. DID YOU USE THE CORRECT SYSTEM AND GAME VERSION ?
    The codes in this FAQ were made using specific system and version of the game
    and only tested on a few systems. Your system and/or game might be incompatible
    with the ones we used to make these codes. (For example, you can't use codes for
    the US version of the game on the Japanese Version of the game, and some code
    only works on a some system or emulator too).
    
    2. DID YOU USE LATEST VERSION OF THIS FAQ ?
    Most bugs and mistakes were corrected in newer version of this FAQ. So, if
    you're currently reading an old version of this FAQ, please update to the newest
    version of this FAQ, because bugs and mistakes in this version (the old version)
    of this FAQ may be already corrected in the newer version of this FAQ.
    
    3. DID YOU CORRECTLY ENTERED THE CODES ?
    Check the code and re-enter it. If you have re-entered and checked the code
    several times, but the code still won't work, please continue to the next step.
    
    4. TRY TO FORCE THE GAME TO REFRESH !
    A few codes only work after you make the game refreshes. For example, some codes
    only work after some point of the game. Try the following things to make the
    game refreshes itself :
      * go out from a room, and then come back in;
      * sleep;
      * save the game, reset console, and load the game.
    
    5. EMAIL ME !
    If you have checked and tried all things above, but the code still won't work,
    it's time to e-mail me your problem. Please describe which code you entered, and
    what happened after you enter the code. Also, please describe the game version
    and console type you are using (if you're using console), or MD5 checksum of the
    ROM and the emulator name, version, and platform (if you're using an emulator).
    
    X. LEGAL STUFF
    ===============
    This may be 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.