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    Advanced Hacking Guide by JoKyR

    Version: 2.0 | Updated: 12/21/05 | Search Guide | Bookmark Guide

    Final Fantasy Tactics Advance
             US Version
              by JoKyR
    Version 2.0
    Copyright 2005 Joseph Kyle Rogan
    This may not be reproduced under any circumstances except for personal, private
    use. It may not be placed on any web site or otherwise distributed publicly
    without advance written permission. Use of this guide on any other web site or
    as a part of any public display is strictly prohibited, and a violation of
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
       II.i. The Basics
       II.ii. Sample Codes
       III.i. The Basics
       III.ii. Sample Codes
    Hello.  This is my very first video game faq ever, so please be gentle.  I'll
    try to be as concise as possible.  This guide was originally intended to focus
    solely on hacking the stats of the four growth items (Sequence, Sapere Aude,
    Peytral, and Acacia Hat).  Other hackers have already done an excellent job of
    cracking this game to pieces, and this was one of the only corners of the game
    that had been left untouched.  However, as you can see in my version history,
    it was rejected.  Twice.
    Some folks on the message board were very kind, and politely suggested that I
    find ways to add more codes.  I thought long and hard about this, and decided
    that I didn't want to repeat the work of others.  However, there were a few
    other tiny little areas of the game that I might be able to hack "a few more
    codes" out of.  These new codes really have nothing to do with each other, and
    are united in this guide only by the common trait of being left out of previous
    faqs.  Indeed, none of them are really as useful as the growth item codes, but
    you may be able to find an interesting purpose for them.
    So, before you go any further, you need to know that you won't find any master
    codes here, nor should you expect a comprehensive code database.  This site
    already has several faqs with all the standard item, character, and monster
    bank codes.  The only codes I'm including in this guide are codes that I
    couldn't find anywhere else, in any format.
    You also need to know that this guide is NOT intended to teach you how to hack,
    write, or encrypt your own codes.  Labmaster has an excellent set of primers on
    www.cheatandwin.com to do that, already.  This guide is written primarily for
    seasoned hackers who want some new information about unexplored areas of the
    game.  I will do my best to explain how the game deals with these specific
    topics, give you some addresses and values, and offer some sample codes in as
    many formats as I know how.
    I hope you find this helpful.  But, if you want to alter the sample codes to
    different values, I'm sorry to say that you'll have to learn how to do it on
    your own.  Don't worry, though.  It's not that hard.  In fact, this is the game
    I learned how to hack with.  It has a wonderfully diverse set of challenges
    that have definitely prepared me for future endeavors.  And, while I'm eager to
    move on to other projects, I suppose I don't mind being forced to juice a
    little bit more out of one of my favorite games of all time.
    -Happy Hacking,
    maestro at KYSOff dot com
    II.i. The Basics
    The four growth items are earned in the game by completing special Tournament,
    Clan League, and Link Missions.  An item is given as a reward the first time
    one of its associated missions is successfully completed.  These items cannot
    be sold or traded.  Without hacking the item's quantity, you can only ever earn
    one of each.  After you earn (or hack) the item, one of its stat values will
    increase each time you successfully complete one of its associated missions.
    The missions associated with each item are as follows:
    Sequence: 40, Link 1, 2, 3
    Sapere Aude: 41, Link 4, 5, 6
    Peytral: 43
    Acacia Hat: 42, Link 7, 8, 9
    The stats that increase (and their original values) are as follows:
    Sequence: Atk (32)
    Sapere Aude: Pow (5)
    Peytral: Def (28)
    Acacia Hat: Res (2)
    The game stores an 8-bit hex value at the following addresses to determine the
    growth of the item's stat:
    02002031 = Sequence
    02002032 = Sapere Aude
    02002033 = Peytral
    02002034 = Acacia Hat
    When you first obtain the item, the hex value is 0x00.  Every time you
    successfully complete an associated mission, this value increases by 0x01.  The
    hex value maxes out at 0xFF (255).  Don't worry, the game won't loop it back to
    0x00 if you keep completing missions.  The stat value is equal to the original
    value plus the hex value.  However, the in-game value maxes out at 255.
    II.ii. Sample Codes
    "Max Growth Item Stats"
    These codes will set all four hex values to 0xFF, giving you the max stats for
    all four items.
    32002031 00FF
    32002032 00FF
    32002033 00FF
    32002034 00FF
    MadCatz GS:
    F67D9F9C C9B1
    F6EC9DBC C9B1
    BE75BFDA 8CB1
    04C6E332 2699A82D
    D6602D2C 60B0B4B0
    DE31F6F8 B12F2F70
    B43D05D7 0F313818
    (Yes, this is a slide code, so it only needs two lines.)
    704C4B3B AFDE9843
    54FA8281 4E7BADFC
    III.i. The Basics
    Standard experience levels for all characters (including monsters in the
    Monster Bank) range from 0-50.  Of course, characters generally start with a
    level greater than zero.  Levels greater than 50 can be hacked, but a character
    that is level 50 or higher can no longer level up.  He/she will continue to
    earn experience points until he/she has 99 experience points, and then will
    stop earning experience altogether.
    I should warn you, though, that unlike some RPGs, or games like Pokemon, in
    FFTA a character's level has NO direct effect on their stats.  Changing a
    character's experience level will NOT change their statistics, nor will it
    affect their performance in combat (excepting, of course, a few spells that
    only affect characters of certain levels).  A character's statistics only
    increase when they level up, and the amount they increase is independent of
    their level.
    So, why would you want to hack a character's level?  I can think of three
    First, a character's level affects their competence when completing dispatch
    missions.  The higher the level, the better.  Check out Terence Fergusson's
    Mechanics Guide for more info on this.
    Second, the average level of the members of your party determines the
    approximate levels of the enemies you encounter in random engagements.  If you
    have a large party, but have only been concentrating on leveling up a few of
    its members, then you will soon find that leveling up becomes difficult, in
    general.  The enemies you face will all have levels in the middle of your own
    level range.  So, the low level members will be too weak to survive long
    against the relatively powerful enemies you face, and the high level members
    will be getting very little experience for fighting relatively low level
    enemies.  Adjusting the levels of your characters can fix this problem, and can
    be used to make enemies stronger or weaker, as needed.
    Third, you may want to lower your characters' levels to give them more
    opportunities to level up.  Their stats stop growing after they reach level 50,
    so why not knock them back down to zero and start all over?  Or, if you're
    really maniacal, you can use a pair of 8-bit constant write slide codes
    (included in the sample codes section) to set their levels to 0 and their
    experience points to 99.  Then, every time they earn any amount of experience,
    they'll level up... to infinity.  Just four lines of code and your characters
    get obscenely powerful, fast.  Sure, you could just hack their stats manually,
    but that takes quite a few more codes, and may not be as fun.
    Each experience level is an 8-bit value ranging from 0x00 (level 0) to 0x32
    (level 50).  These values are located at the following addresses:
    02000089 = Experience Level for Character 1
    02000191 = 2
    02000299 = 3
    020003A1 = 4
    020004A9 = 5
    020005B1 = 6
    020006B9 = 7
    020007C1 = 8
    020008C9 = 9
    020009D1 = 10
    02000AD9 = 11
    02000BE1 = 12
    02000CE9 = 13
    02000DF1 = 14
    02000EF9 = 15
    02001001 = 16
    02001109 = 17
    02001211 = 18
    02001319 = 19
    02001421 = 20
    02001529 = 21
    02001631 = 22
    02001739 = 23
    02001841 = 24
    III.ii. Sample Codes
    "ALL Lvl 0"
    These codes will reset all the characters' levels to zero.
    32000089 0000
    32000191 0000
    32000299 0000
    320003A1 0000
    320004A9 0000
    320005B1 0000
    320006B9 0000
    320007C1 0000
    320008C9 0000
    320009D1 0000
    32000AD9 0000
    32000BE1 0000
    32000CE9 0000
    32000DF1 0000
    32000EF9 0000
    32001001 0000
    32001109 0000
    32001211 0000
    32001319 0000
    32001421 0000
    32001529 0000
    32001631 0000
    32001739 0000
    32001841 0000
    MadCatz GS:
    3477720A 53B3
    0443622B 73AF
    1473720B 32A3
    2407E2AA 12DF
    3437D28E 53D3
    0403C2AF 73CF
    1433D28F 32C3
    A6450A2E 12BF
    B6753A0A 53BF
    86412A2B 73A3
    96713A0B 32AF
    A605AAAA 12D3
    B6359A8E 53DF
    86018AAF 73C3
    96319A8F 32CF
    21576202 732E
    31677222 7322
    01536203 123E
    11637223 1232
    2117C286 734E
    3127D2A6 7342
    0113C287 125E
    1123D2A7 1252
    A3552A02 7322
    2C2F9FD0 CE30C39C
    6F5CBD1B A45B9C08
    6F695F0A F499AAA4
    12DE170D BFC89407
    642401B5 D7041F58
    4CD2329E 8EF9F1F2
    5F3B546E 2502C602
    0E90C451 4C7463A8
    A093A5DA C8657070
    8DB0FCC4 CDA57EE7
    017E263A 33FB5224
    10D27DE1 819518F4
    4A5ECBF7 6ABCF25B
    DD6458A2 414C2328
    2E5A448E EE041101
    88FC1DB8 E2795C9E
    D7E808F8 EAAC2335
    5448CC03 36DDE4B0
    25A24576 B4026B8B
    9EF07E18 9CFE8F21
    DEEE30D4 D0D117C7
    9ED13A34 216D37DE
    (Yep, another two line slide code.)
    69572D1C 2F49DEEF
    "ALL Lvl 50"
    The opposite of the previous batch, these will max out every character's level
    at 50.
    32000089 0032
    32000191 0032
    32000299 0032
    320003A1 0032
    320004A9 0032
    320005B1 0032
    320006B9 0032
    320007C1 0032
    320008C9 0032
    320009D1 0032
    32000AD9 0032
    32000BE1 0032
    32000CE9 0032
    32000DF1 0032
    32000EF9 0032
    32001001 0032
    32001109 0032
    32001211 0032
    32001319 0032
    32001421 0032
    32001529 0032
    32001631 0032
    32001739 0032
    32001841 0032 
    MadCatz GS:
    1C33F3CB B6C1
    2C07E3EA 96DD
    3C37F3CA D7D1
    0C43636B F7AD
    1C73534F B6A1
    2C47436E 96BD
    3C77534E D7B1
    8E018BEF F7CD
    9E31BBCB B6CD
    AE05ABEA 96D1
    8E412B6B F7A1
    9E711B4F B6AD
    AE450B6E 96B1
    BE751B4E D7BD
    0913E3C3 965C
    1923F3E3 9650
    2917E3C2 F74C
    3927F3E2 F740
    09534347 963C
    19635367 9630
    29574346 F72C
    39675366 F720
    8B11ABC3 9650
    47386AC1 BB66F252
    8D0B558D 7F17160C
    BEE4A230 FBAA3756
    9344CA71 6B0F6766
    22705BC0 61FC4DDE
    11B6F443 76348FA1
    A36C8D67 AEACF8E6
    4F32BD13 0F3EDF89
    46050E46 D09A542A
    21560A46 AF9FEEFA
    B2510484 D60A8555
    DC6D30DE 19B13C24
    12A73DE4 4693BC74
    BAAF5E60 7BA1CDE8
    C3ED4359 F54A9656
    A75CA94A C55ABE81
    0BE30480 A582130E
    16A2D9BF 59153750
    475BB858 15F7D8A7
    D0E89375 E2470A17
    1BF51D7C F76F089A
    4FB7A57D 0E2ABD58
    4A005DFF 67FA1812
    0912C1B7 8D605113
    (Once again, slide code heaven.)
    369104C2 0DF80DA5
    "ALL Lvl 0 Exp 99"
    These codes are described above in The Basics.  Keep your codes turned on while
    you play, and your characters should boost their stats extremely quickly.  I'm
    only writing the PARV3 codes, though, because it's the only hacking device with
    8-bit slide codes.  Sorry.  It shouldn't be hard to just mix the above level
    zero codes with Labmaster's "Level Up" codes, though.
    69572D1C 2F49DEEF
    59FCEE15 64D3D6EF
    388B9EAD A88A0879
    Unfortunately, this section is not yet complete.  Some of it is pure
    speculation.  I still have a lot of testing and hacking left to do, but I've
    uncovered enough information that other hackers may still find this section
    useful.  TetrisTheMovie seems to be the first to have broken ground on this
    subject, and I highly recommend you read his "Clan and Hero Name changer codes"
    before you read this section.  I will be building upon and further expanding
    the information in his guide.  That said, here we go.
    Any given name in FFTA is represented by an address that contains another
    32-bit address, that points to a string of bytes which represent the individual
    characters of the name.  In other words, when the game checks for a name, it
    goes to one address.  Then, it is directed to a new address which contains
    either the first character of the name, or a code for the starting point of a
    name.  Finally, it will read all the characters of the name until it reaches
    the byte(s) designated as the end of the character string.
    For example, when looking for the name of the main character, the game will
    first go to address 0x02000080.  By default, that address contains the 32-bit
    value 0x02001F1C.  At this point, if you've read TetrisTheMovie's faq, you will
    hopefully recognize 0x02001F1C as the address for the first 16-bit character of
    the name.  If you've left the character's name as Marche, then it should be a
    capital "M", or 0xBC80.  The next two bytes would be lower case "a", or 0xCA80,
    and so on until you reach the end of the name and the value 0x0000, which
    signals the end of the string.
    So, why does the game do this?  Why doesn't the game just store the character
    string at the original address in the first place?  Because, as I'm sure you've
    noticed, the vast majority of the names in FFTA cannot be customized.  Again,
    if you read Terence Fergusson's Mechanics Guide, you'll find several long lists
    of almost all the possible names used in FFTA.  These names are stored as
    character strings in the actual ROM, and therefore can't be altered (easily).
    Rather than creating a new character string in the RAM, the game simply creates
    a 32-bit address that points to the location of the character string in the
    The original addresses (the pointers) for each character's name are as follows:
    02000080 = Main Character's Name (Set to 0x02001F1C by default.)
    02000188 = Montblanc (Default 0x085512C7)
    02000290 = Character 3
    02000398 = 4
    020004A0 = 5
    020005A8 = 6
    020006B0 = 7
    020007B8 = 8
    020008C0 = 9
    020009C8 = 10
    02000AD0 = 11
    02000BD8 = 12
    02000CE0 = 13
    02000DE8 = 14
    02000EF0 = 15
    02000FF8 = 16
    02001100 = 17
    02001208 = 18
    02001310 = 19
    02001418 = 20
    02001520 = 21
    02001628 = 22
    02001730 = 23
    02001838 = 24
    I suspect that there are similar addresses for the clan name, enemies, and
    monster bank monsters.  I just haven't looked for them all, yet.
    It is also important to note that, for some unknown reason, the game uses two
    different schemes for representing the characters used in names.  I suspect
    this has something to do with using the main character's name and the clan name
    in the game script.
    The first scheme is comprised of the 16-bit values found in TetrisTheMovie's
    guide.  This scheme is only used for the main character and clan names.  There
    is no code to signal the beginning of a character string, and therefore names
    can be truncated by slightly altering the pointer address.  (e.g. If your main
    character's name is "Marche", then changing the pointer address to 0x02001F1E
    will result in the name "arche".)  To signal the end of a name, use the value
    The second is an 8-bit scheme very similar to the 16-bit scheme.  I haven't yet
    tested all the values of this scheme, but it seems that most of them can be
    obtained by taking the left two digits of the 16-bit values and adding 0x01.
    For instance, "M" is represented by 0xBC80 in 16-bits, and 0xBD in 8-bits.
    When using the 8-bit scheme, it is necessary to signal the start of a character
    string with the value 0x01.  In general, these names cannot be truncated.  The
    pointer address must contain the location of the 0x01 byte.  Pointing an
    address to the middle of a character string will generally result in garbled
    pixels, or possibly a system crash.  Similar to the 16-bit scheme, the value
    0x00 is used to end a character string.
    As far as I can tell, the two schemes are interchangeable.  The main
    character's name can be pointed to a ROM value, and secondary character names
    can be pointed to the main character's string without problems.  You could
    probably, therefore, code the character string at 0x02001F1C using the 8-bit
    scheme, but I would guess that this might cause problems for the game script.
    At this time, I don't have any kind of list of the locations of the different
    names stored on the ROM ready for you.  However, I will say that they're all in
    the 0x085XXXXX area.  If you have a ROM, though, using the information I gave
    you above, it shouldn't be too difficult to create a table file for the 8-bit
    scheme, and use a hex editor (along with TFergusson's guide) to find the ones
    you want.
    Now, here's the part where we start taking advantage of all this information.
    There are several ways that we can change names in FFTA:
    1.) If you just want to change the name of the main character or your clan, you
    can follow the method outlined in TetrisTheMovie's guide to change the name to
    whatever you want.
    2.) If you want to change a character's name to something on the list of names
    programed in the ROM, you can change the value of the 32-bit address to point
    to the new name's character string.  Keep in mind though, that doing this for
    the main character, clan, or any of the storyline characters (Ritz, Cid, etc.)
    probably won't change their names in the game script.
    3.) If you want to make slight alterations to a name that is programed in the
    ROM, you may be able to use ROM patch codes to change the character string.
    Unfortunately, I don't have any experience with that type of hacking, so I
    can't help you much, there.  And, I'm not 100% sure, but I believe such
    alterations would only be temporary, and the codes would need to be used every
    time you play the game.
    4.) This last one excites me the most.  If we can find an unused section of the
    RAM, then we should be able to create our own brand new character strings, and
    then point the original addresses to the new strings.  By doing this, we could
    change any name to anything we want!  I haven't even started testing this,
    though.  I imagine it will take some work to find a good place to put the
    character string, where it won't get any interference but will still be copied
    to the game's battery file.
    Well, that's pretty much where I'm at right now.  I don't even have sample
    codes for this section, yet.  But, if any prodigious hackers out there want to
    take this info and do something with it, please keep me updated on your
    progress.  I'm very interested to see what can be done.
    Changed name to "Advanced Hack Guide"
    Expanded faq structure.
    Added sections on "Character Levels" and "Names"
    Minor grammar and comprehension corrections.
    Resubmitted to GameFAQs, begging CJayC to reconsider.
    Rejected by GameFAQs because "The topic of your guide is too narrow, and I've
       seen these codes elsewhere, so it's definitely not that unique."
    I'm not really bitter, but if anyone else has seen these codes elsewhere,
       please let me know.  That site probably would've saved me a lot of time and
    Original document "Growth Item Hack Guide" focused only on hacking the stats
       of the four growth items (Sequence, Sapere Aude, Peytral, and Acacia Hat).
    Rejected by GameFAQs due to "lack_of_content".
    Special thanks goes first and foremost to Labmaster for, essentially, teaching
    me how to hack.  His FFTA guide, as well as his hacking primers have proved
    Thanks to Terence Fergusson and TetrisTheMovie for their excellent guides,
    which I have referenced several times in this document.
    And finally, thanks to mikeTherob, bobeta, and DeMatt on the GameFAQs message
    boards for their support and criticism.

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