***********************
* 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.