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    Advanced Card Hacking Guide by JoKyR

    Version: 1.02 | Updated: 04/28/06 | Search Guide | Bookmark Guide

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    Kingdom Hearts: Chain of Memories
                US Version
                 by JoKyR
    Version 1.02
    Copyright 2005-06 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
         IV.i. Extra Codes
         IV.ii. Resources
         IV.iii. Version History
         IV.iv. Credits
    Hello.  This is my second video game faq ever, so please be gentle.  I'll try
    to be as concise as possible.  I've been frustrated with most of the "official"
    codes out there for hacking map and battle cards.  The vast majority of these
    codes are next to worthless, and allow for zero customization.  They code for
    an even distribution of both crappy and great cards, there's no mention of how
    to get premium cards, and some even contain pretty severe glitches.  So, I
    learned how to hack them myself, and here are the fruits of my labor.
    Please be warned that this guide is NOT intended to teach you how to hack,
    write, or encrypt your own codes.  I assume that you have at least a working
    understanding of the following:
    - Both decimal (base ten) and hexadecimal (base sixteen) number systems.
    - The basic operation of your personal hacking device of choice -- be it an
    Action Replay, Codebreaker, Gameshark, or the memory editor of your favorite
    - The code types and encryption methods (if any) of your hacking device.
    If you do not fully understand any of these topics, please refer to the
    Resources section of the APPENDIX.  In this guide, I will simply tell you how
    the game deals with the two types of cards, and give you some addresses and
    values.  The rest of it is pretty much up to you.  Purely as an example, I'll
    also give you the codes I personally use when I play.  However, you'll probably
    have a totally different idea of what cards you want in your game.  So, I hope
    you find this helpful, but if you want to customize the codes (and I hope you
    do), 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.  ;)
    You should also know that all the example codes in this guide are encrypted for
    the Pro Action Replay v.3 (PAR3).  This is because:
    - It's the hacking device I use,
    - In my experience, it's the easiest device to obtain,
    - It's easy to find help with encryption,
    - And, despite its terribly complicated encryption methods, it has the greatest
    flexibility in code types.
    I don't recommend trying to decrypt them and translate them to another hacking
    device.  This is very complex, and you would probably be better served to use
    the basic information in this guide to start from scratch and write your own
    codes.  If you're using a codebreaker or emulator, this is particularly easy.
    Finally, a note on conventions.  In general, I use the prefix 0x to denote
    hexadecimal numbers.  Unformatted numbers are generally decimal.  The exception
    to this rule is addresses listed in charts.  I have left off the 0x prefix in
    this case for ease of cutting and pasting into encryption software.
    -Happy Hacking,
    maestro at KYSOff dot com
    II.i. The Basics
    There are 224 different map cards that Sora can obtain through standard
    gameplay.  This includes the 10 numerical values of the 22 different regular
    map cards (red, green, and blue), and the 4 different gold cards.  Each of the
    224 cards has an 8-bit (1 byte) slot in main memory where the quantity is
    stored.  The first card (Tranquil Darkness 0) is located at 0x0203A8C0.
    Addresses increment by 0x01 (1 byte) for each card.  Here's a basic chart of
    the addresses for the regular map cards:
    0203A8C0 - 0203A8C9 = Tranquil Darkness 0-9
    0203A8CA - 0203A8D3 = Teeming Darkness 0-9
    0203A8D4 - 0203A8DD = Feeble Darkness 0-9
    0203A8DE - 0203A8E7 = Almighty Darkness 0-9
    0203A8E8 - 0203A8F1 = Sleeping Darkness 0-9
    0203A8F2 - 0203A8FB = Looming Darkness 0-9
    0203A8FC - 0203A905 = Premium Room 0-9
    0203A906 - 0203A90F = White Room 0-9
    0203A910 - 0203A919 = Black Room 0-9
    0203A91A - 0203A923 = Martial Waking 0-9
    0203A924 - 0203A92D = Sorcerous Waking 0-9
    0203A92E - 0203A937 = Alchemic Waking 0-9
    0203A938 - 0203A941 = Meeting Ground 0-9
    0203A942 - 0203A94B = Stagnant Space 0-9
    0203A94C - 0203A955 = Strong Initiative 0-9
    0203A956 - 0203A95F = Lasting Daze 0-9
    0203A960 - 0203A969 = Calm Bounty 0-9
    0203A96A - 0203A973 = Guarded Trove 0-9
    0203A974 - 0203A97D = False Bounty 0-9
    0203A97E - 0203A987 = Moment's Reprieve 0-9
    0203A988 - 0203A991 = Mingling Worlds 0-9
    0203A992 - 0203A99B = Moogle Room 0-9
    The quantity stored in each regular slot is an 8-bit unsigned integer, ranging
    from 0x00-09.  You can hack a larger number than this, but the game logic will
    correct your imposed error when you view the card in the Room Synthesis menu,
    resetting any integer larger than nine back down to nine.  The game also sets a
    limit for the total number of map cards you can collect to 99 (not including
    gold cards).  However, you can hack a larger number of total cards without any
    problems (as far as I know).
    The gold cards are a little more difficult.  There are multiple slots that look
    like they give you a gold card, but really don't.  If you try to use one of
    these slots, you'll just get something that LOOKS like the card you want, but
    doesn't actually work.  Thus far, I haven't found any need to test or hack the
    3 "storyline" cards (Key of Beginnings, Key of Guidance, and Key to Truth) and,
    honestly, I think to do so would be a bad idea.  It just seems like the kind of
    code that could mess up your data very easily.  If you absolutely MUST have a
    code for these cards, then I'll just say that the correct addresses are
    somewhere in the range of 0x0203A99C - 0203A9BA.  The Key to Rewards card, on
    the other hand, is incredibly useful to hack.  The correct address for this
    card is:
    0203A9BB = Key to Rewards
    The slots for gold cards work identically to the regular card slots, except
    that the game only expects you to earn one of each.  Therefore, you can hack a
    large quantity of them and the game won't reset the number to nine.
    I should also mention that these addresses are used for both Sora and Riku
    modes.  There are, or course, quite a few map cards that don't normally appear
    in Riku mode.  But, this doesn't mean you can't hack them.  So, if you REALLY
    have a strong desire to send Riku to a Moogle shop, feel free.  It doesn't seem
    to have much effect on his closed deck, though.
    II.ii. Sample Codes
    These are the codes I use in my personal game.  They give you 99 regular map
    cards, with a decent selection of all my favorites, including cards in every
    color and numerical value combination (for the purposes of story room synthesis
    requirements).  Sora's codes also give you a working Key to Rewards card.  I
    recommend you keep these codes turned on constantly.  Remember, they are in
    PAR3 encryption.
    "Sora Map Cards"
    These codes give you the following cards:
    Teeming Darkness 0-9 x2
    Looming Darkness 0,9 x2
    White Room 0 x5
    Black Room 0 x5
    Meeting Ground 0,9 x2
    Strong Initiative 0-9 x2
    Lasting Daze 0,9 x2
    Calm Bounty 0,9 x2
    Guarded Trove 0 x2
    False Bounty 0 x2
    Moment's Reprieve 0-9 x2
    Mingling Worlds 0 x5
    Moogle Room 0,9 x2
    Key to Rewards x1
    D4F2835A 57B46C55
    11685812 EE3EBE54
    CB75AAAD F461515B
    E16AF0DD A7C7251C
    8AA3C37A 55B04D2D
    B924DE40 4ABEBBCD
    30FB0E31 30172ACD
    DF465F63 4554C732
    90315928 EEDF47AE
    11685812 EE3EBE54
    683F88BA F20B2DE7
    4D0CDD8F 4994CDAA
    2A48E4A9 6FB0F8E6
    C4F965F0 F874019B
    7B06AF39 2D074A67
    33AB1F79 E296FE4B
    8EC8B5EF DFB57CB5
    11685812 EE3EBE54
    29DDB7E2 7820D16C
    8106D4F0 DFBDE99B
    7BDA6616 04CEA907
    81217650 D8CC2113
    "Riku Map Cards"
    These codes give you the following cards:
    Teeming Darkness 0-9 x2
    Looming Darkness 0,9 x3
    Meeting Ground 0,9 x4
    Strong Initiative 0-9 x2
    Lasting Daze 0-9 x2
    Moment's Reprieve 0 x4
    Moment's Reprieve 1-8 x2
    Moment's Reprieve 9 x5
    D4F2835A 57B46C55
    11685812 EE3EBE54
    B3635F59 F1484FC3
    818B940E C1646C23
    39610004 D6C44286
    030CC829 31AD5C23
    90315928 EEDF47AE
    11685812 EE3EBE54
    7F7D1ED7 58D26A0E
    11685812 EE3EBE54
    896AD629 BBB2B7FE
    E2A672F8 B5AC8C2A
    C02B4445 44D52625
    DC98C949 81A6634A
    III.i. The Basics
    The following information has only been verified for Sora Mode.
    Battle cards work very differently from map cards, mainly because there are so
    many more of them.  Instead of giving each card its own slot, Sora has 915 card
    slots which each hold a single 16-Bit value that identifies which card is in
    that slot.  The first address is 0x0203A080.  Addresses increment by 0x02
    (surprise surprise, that's 2 bytes, or 16 bits).  The final address is
    0x0203A7A4.  In case you're one of those people who don't read paragraphs, and
    you're just skimming this guide looking for the charts, here's a truncated one:
    0203A080 = First Battle Card slot
    0203A082 = Second slot
    0203A084 = Third
    0203A7A4 = Last Slot
    Each slot contains a 16-bit value.  However, only digits 0-2 (the three digits
    on the right) of this 16-bit value identify the type of card.  Digit 3 (the
    leftmost digit) is used for identifying whether or not the card is premium, and
    which decks the card is currently being used in.  So, to clarify, the game
    could recognize a maximum of 4,095 (or 0xFFF) different cards (plus one value
    for null -- surprisingly, value 0x000 is actually used as a card, and value
    0xFFF is used for null, or the absence of a card).  Obviously, the game doesn't
    actually use this many cards.  Many of these values represent cards used by
    enemies, gibberish used to fill space, or even glitches that will crash your
    game (like value 0x232).  I have obviously NOT tested all the values, nor do I
    have any desire to.  I have simply found the values for every card that can be
    used by Sora (including Friend cards, which normally only appear during
    battles).  Hidden in the remaining heap of values, there are probably gems that
    might be pretty cool to unearth.  But, if you want to find them, you'll have to
    mine them for yourself.
    Here is a chart of all the working values I know of (spaces are added to group
    cards by type -- they do not necessarily represent gaps in the values):
    0FFF = NULL (Empty)
    0000 - 0009 = Kingdom Key 0-9
    000A - 0013 = Three Wishes 0-9
    0014 - 001D = Crabclaw 0-9
    001E - 0027 = Pumpkinhead 0-9
    0028 - 0031 = Fairy Harp 0-9
    0032 - 003B = Wishing Star 0-9
    003C - 0045 = Spellbinder 0-9
    0046 - 004F = Metal Chocobo 0-9
    0050 - 0059 = Olympia 0-9
    005A - 0063 = Lionheart 0-9
    0064 - 006D = Lady Luck 0-9
    006E - 0077 = Divine Rose 0-9
    0078 - 0081 = Oathkeeper 0-9
    0082 - 008B = Oblivion 0-9
    008C - 0095 = Diamond Dust 0-9
    0096 - 009F = One-Winged Angel 0-9
    00A0 - 00A9 = Ultima Weapon 0-9
    00AA - 00B3 = Fire 0-9
    00B4 - 00BD = Blizzard 0-9
    00BE - 00C7 = Thunder 0-9
    00C8 - 00D1 = Cure 0-9
    00D2 - 00DB = Gravity 0-9
    00DC - 00E5 = Stop 0-9
    00E6 - 00EF = Aero 0-9
    00F0 - 00F9 = Donald 0-9
    00FA - 0103 = Goofy 0-9
    0104 - 010D = Simba 0-9
    010E - 0117 = Genie 0-9
    0118 - 0121 = Bambi 0-9
    0122 - 012B = Dumbo 0-9
    012C - 0135 = Tinker Bell 0-9
    0136 - 013F = Mushu 0-9
    0140 - 0149 = Cloud 0-9
    014A - 0153 = Aladdin 0-9
    0154 - 015D = Ariel 0-9
    015E - 0167 = Jack 0-9
    0168 - 0171 = Peter Pan 0-9
    0172 - 017B = The Beast 0-9
    017C - 0185 = Potion 0-9
    0186 - 018F = Hi-Potion 0-9
    0190 - 0199 = Mega-Potion 0-9
    019A - 01A3 = Ether 0-9
    01A4 - 01AD = Mega-Ether 0-9
    01AE - 01B7 = Elixir 0-9
    01B8 - 01C1 = Megalixir 0-9
    01C2 - 01C4 = Shadow
    01C5 - 01C7 = Soldier
    01C8 - 01CA = Large Body
    01CB - 01CD = Red Nocturne
    01CE - 01D0 = Blue Rhapsody
    01D1 - 01D3 = Yellow Opera
    01D4 - 01D6 = Green Requiem
    01D7 - 01D9 = Powerwild
    01DA - 01DC = Bouncywild
    01DD - 01DF = Air Soldier
    01E0 - 01E2 = Bandit
    01E3 - 01E5 = Fat Bandit
    01E6 - 01E8 = Barrel Spider
    01E9 - 01EB = Search Ghost
    01EC - 01EE = Sea Neon
    01EF - 01F1 = Screwdiver
    01F2 - 01F4 = Aquatank
    01F5 - 01F7 = Wight Knight
    01F8 - 01FA = Gargoyle
    01FB - 01FD = Pirate
    01FE - 0200 = Air Pirate
    0201 - 0203 = Darkball
    0204 - 0206 = Defender
    0207 - 0209 = Wyvern
    020A - 020C = Wizard
    020D - 020F = Neoshadow
    0210 = White Mushroom
    0211 - 0213 = Black Fungus
    0214 - 0216 = Creeper Plant
    0217 - 0219 = Tornado Step
    021A - 021C = Crescendo
    021D = Guard Armor
    021E = Parasite Cage
    021F = Trickmaster
    0220 = Darkside
    0221 - 0223 = Card Soldier (Red)
    0224 - 0226 = Card Soldier (Black)
    0227 = Hades
    0228 = Jafar
    0229 = Oogie Boogie
    022A = Ursula
    022B = Hook
    022C = Dragon Maleficent
    022D = Riku
    022E = Axel
    022F = Larxene
    0230 = Vexen
    0231 = Marluxia
    0233 = Lexaeus
    0234 = Ansem
    You may have noticed that there are multiple values associated with most of the
    enemy cards, and that there are multiple Card Soldier cards (in two colors!).
    Unlike the gold map cards, all of these values seem to work just fine.
    Now, last but not least, there is digit 3 of the value.  I left zeros in this
    digit's place in the chart above, just for spacing purposes.  This digit
    composes bits 12-15 of the 16-bit value (bit numbering starts with 0).  The
    purposes of each bit are shown in the following chart (make sure you're viewing
    with a fixed width font):
    0 0 0 0
    ^ ^ ^ ^
    | | | |
    | | | -> Bit 12 = Set this bit if card is equipped in Deck 1.
    | | | 
    | | -> Bit 13 = Set this bit if card is equipped in Deck 2.
    | |
    | -> Bit 14 = Set this bit if card is equipped in Deck 3.
    -> Bit 15 = Set this bit if card is premium.
    If you don't know much about setting bits, or if you're not sure which cards
    are equipped, don't worry too much.  The game actually does a very good job of
    correcting any errors with bits 12-14, so I usually don't worry about them.
    Just know that you don't want to keep a code active if it affects this digit
    (i.e. if it's a 16-bit constant write).  Just turn the code on long enough to
    get the cards, then turn it off and save.  In fact, to be sure that you're not
    causing any problems, I recommend removing all cards from all of your decks
    FIRST, and then applying the code while you're still in the deck construction
    Bit 15 is the most useful of this byte.  If you set it to 1, then the card is
    premium.  In other words, if you want a premium card, simply add 0x8000 to the
    value from the above chart (or just replace the first leading zero with an 8).
    One extra bit of advice.  Unlike map cards, you have a very solid limitation to
    the number of battle cards you can hack.  There are only 915 slots.  Period.
    Not only can you not hack more than 915 cards, the game itself has problems
    when you reach this limit.  For some lame reason, the programers neglected to
    include a safeguard for when you earn new battle cards with all 915 slots full.
    (You know how most RPG's let you choose if you wanna drop an old item to pick
    up the new one?  None of that here.)  So, if you fill all 915 slots, you are
    done earning cards.  Period.
    I ran into trouble with this when I defeated Axel at the end of the game,
    believing that I had earned his Enemy card, and saved, only to find that the
    game didn't actually give it to me because my slots were full.  If I didn't
    own a PAR, I would have been furious -- I would have had to totally start the
    game over if I wanted to get this one card.  So, lesson learned.  And, if some
    jerk ever tries to tell you that owning a cheat device is stupid, smack them
    upside the head and tell them that story.
    III.ii. Sample Codes
    Here are the codes that comprise my personal card collection.  I've filled all
    915 slots, so I broke the codes up into two sections, to make sure I don't
    overload my Action Replay.  To activate them, I recommend following this
    1. Go to the "Review Decks" screen.
    2. Clear all three of your decks.
    3. Now, activate "Sora Battle Cards I" (or, a code that gives you at least one
    attack card -- you CANNOT leave this menu without putting at least one attack
    card in your equipped deck!).
    4. Wait a few seconds and then turn the code off.
    5. Put one of your NEW attack cards in your equipped deck.
    6. Exit this menu.
    7. Save.
    8. Reset.
    9. Now, you can activate the rest of your battle card codes without any
    10. Don't forget to save and turn any battle card codes off before you start
    changing your decks.
    You also should know that I don't like premium cards -- they just don't fit my
    personal play style very well.  As a result, none of the cards in these codes
    are premium.  If you're a big fan of premium cards, sorry.
    "Sora Battle Cards I"
    These codes give you the following attack cards:
    Kingdom Key 0,9 x12
    Three Wishes 0,9 x12
    Crabclaw 0,9 x12
    Pumpkinhead 0,9 x12
    Fairy Harp 0,9 x12
    Wishing Star 0,9 x12
    Spellbinder 0,9 x12
    Metal Chocobo 0,9 x12
    Olympia 0,9 x12
    Lionheart 0,9 x12
    Lady Luck 0,9 x12
    Divine Rose 0,9 x12
    Oathkeeper 0,9 x12
    Oblivion 0,9 x12
    Diamond Dust 0,9 x12
    One-Winged Angel 0,9 x12
    Ultima Weapon 0 x18
    Ultima Weapon 1-8 x12
    Ultima Weapon 9 x33
    6E7B68D8 92051742
    B2E50410 8770512F
    DF902653 DB5421E5
    4B4298ED C26CE79C
    1D73A5C5 C49BF3CC
    D8EFD03C D80B0177
    6B1C278F 902F27A8
    4E1CCB39 DD1E7BEE
    7658874D EA859C6B
    E22A9A05 5542C6D4
    89C43347 9688B0B6
    CB71BB21 ACBF60E2
    062DE808 3FEBDBDF
    943BF2EF 6006C801
    78443183 16576BA3
    5574CFDA 2915997E
    E68AEEF9 1C199516
    F4CEE2FF A333CF21
    C50D7083 92A65EC1
    6EADA2BC C7A24706
    434477FA 8D9EC178
    0ED39D65 9C153B01
    6AB71BE6 93FF71FD
    321EED7E FE359905
    651830E1 301116A9
    EF711DA4 01DD4673
    3FD45E57 4FFB3682
    5E06D411 DC84263B
    71E92694 E9A906B0
    B36F2CAB 95E31B2C
    F6399AA7 4D9C85D3
    FC9F8D65 9165BA10
    F47333B9 846FC48C
    B7013514 87DBBA24
    DC79184C 97A21958
    DF572626 08CD6879
    F62E144A 3894637B
    29DD74C8 FB6FE42E
    BC3AC6D5 D4C676FF
    71A09ED3 36DA049C
    37B5E4FD CD8A3EE2
    946D6E18 2BFEA3E5
    1A0D0DAA DDD4404C
    8CFFDC1A 5151A0A4
    C29D1FF9 7D749980
    128A22DA 798305B7
    691CF528 FBBA6A75
    3113B2DD 2DAD9177
    B3403772 A45FD041
    976A4D42 945C6E91
    BFE4D6D7 282D4B6A
    723BFD9F 0377248F
    A43A7856 5F9EAD96
    E1D50FFD 94881409
    63C6E379 8EDFFEA2
    600BDBD3 824D3983
    B5F16228 2C4293A8
    8DF94519 9E518548
    1DBF1431 477BA462
    F8DDDC98 BCF1A21C
    57DD4150 16F66CC6
    1E7C9BDB FCA79CE0
    1BE0D488 FA290A52
    A0125A80 8E146FF9
    DE37DA66 6D92F7B0
    47DBE882 801C4E60
    A14F6149 E854BD0B
    2217335C 1B6F36DB
    C12990E1 111DF234
    674A86BE 02D626D7
    ED87EDB3 0BE01D97
    FDB6EB8A 4624ECD3
    21972DB3 13D53F80
    12CA0576 7865AEBE
    CB358BB2 63C96840
    A61B273C 7B5AD630
    761AD562 E573E79C
    AF51B4F2 0048AF3B
    A6B29AFB 0F3970C0
    9D96D758 24213421
    8D41DAA5 C8CE6C87
    B89E11CF 8F2FD99F
    156E775F FEDDF6D7
    131BF0E6 456B2C4C
    "Sora Battle Cards II"
    These codes give you the following battle cards:
    Fire 9 x12
    Blizzard 9 x12
    Thunder 9 x12
    Cure 9 x12
    Gravity 9 x12
    Stop 9 x12
    Aero 9 x12
    Simba 9 x12
    Genie 9 x12
    Bambi 9 x12
    Dumbo 9 x12
    Tinker Bell 9 x12
    Mushu 9 x12
    Cloud 9 x12
    Potion 9 x12
    Hi-Potion 0 x12
    Hi-Potion 9 x18
    Mega-Potion 9 x12
    Ether 9 x12
    Mega-Ether 9 x12
    Elixir 9 x12
    Megalixir 9 x12
    3 of every enemy card (+2 extra Search Ghost)
    1 of every boss card
    3643B07D 0FAE21AE
    C46FB853 CBFCAE25
    B6441069 48EE7D9A
    CB216F97 16B32442
    EFBED541 18C58471
    EA40233E AEE60690
    CC7F80AF 3221FB96
    EFD48A59 FBC74E67
    EA5E934F 197AB61D
    7FB699B7 3CCEBC16
    39ABA973 72AAA792
    085B2DB0 13CC5EC6
    1119BCC9 CF0C9DFE
    BC5A9956 839BC968
    56DC50DE CD0CEAE6
    11134718 CDD41778
    D5963435 BA7078B5
    9812051E 50A7868C
    103A3F4D C709BE13
    B8D521BD 25601BAC
    4049473E 6F29501A
    4B729791 68C07965
    5F81071A C535059F
    6CA76C82 409E863A
    8524E0B5 229DA1A2
    C6001ACF D41C9913
    9232082F 7201E2F0
    C60B41D7 0E40A206
    C270A15A 309D427E
    BA6D3AF5 9D3D3605
    D088C8E2 94B56364
    ED293A49 26BB04B2
    8E8E409A AD7CC36F
    D5FF6CC8 9B284929
    A6EBAF4C C059C54A
    7263276E 16F90E4E
    B462CB45 0C928730
    F771C713 B76C3D2C
    CA39D86D 242ECDA3
    96F8F3D1 19BD04A1
    C74A7593 CB1AA1B7
    B8BD14A6 FA361A83
    4F3B1F51 6F68F5FF
    7BB68C6C A4F6F4AD
    A9204AEE 3692C23A
    D4D54104 402E6C06
    5DA89F75 AEF0C5D4
    27A06A12 F8D26C86
    056E436D 31018083
    DB95546A CB812399
    AC3CB71A 178249F8
    BEFA81D0 2665B157
    8CF1CAF0 FC06D71F
    3775A850 79A800F9
    115B80C7 85DE518E
    EE7B677D 63F55AF2
    4DFA11FD 404D9899
    5C05F37A F29920E9
    A787D5E4 6B8453BD
    80551294 ADC729B1
    IV.i. Extra Codes
    I know this is a "Card Hacking" guide, but GameFAQs doesn't have another
    hacking guide of any kind for this game, yet, so I thought I'd include the rest
    of the codes I use as a tiny little supplemental.  They are related to card
    hacking peripherally, I suppose.
    Here's the PAR3 enable code for KH:CoM that I stole from Codejunkies.com.  It
    may be different than the enable code you use, and that's just fine.  If you
    are using a different hacking device then you will definitely need a different
    enable code.
    "Sora Journal"
    Since you'll be hacking all those hard to find map and battle cards, you
    probably don't want to waste time searching for them the old fashioned way.  As
    a result, Jiminy's Journal will look suspiciously incomplete.  Here's the code
    to complete your entire journal, and put those happy flashing Disney logos next
    to every entry.  I also stole this from Codejunkies.com.  Please note that I've
    tried several versions of this code, and Codejunkies' is the only one I've
    found that works.
    I haven't bothered testing or hacking codes for Riku's journal, since his is
    much easier to complete normally.
    "Riku 99"
    When you level up Sora, you have to make some customization choices.  There are
    three stats you can raise (HP, CP, and Sleights), and you can only maximize
    two.  With Riku, on the other hand, you can maximize all three stats (HP, AP,
    and DP).  So, I thought I'd write codes to maximize his experience, level, HP,
    AP, and DP just as if you had leveled him up manually.  I'm including them here
    simply because I felt bad that I didn't have any codes for hacking Riku's
    closed deck.
    IV.ii. Resources
         Have no idea what hexadecimal is?  Try the first few chapters of this
    online course in MIPS Assembly Language (the language of PSX games).  This has
    the best and most thorough explanation of hexadecimal and binary numbering
    systems I've found.  Plus, understanding an assembly language is always a bonus
    in hacking.
         This is the personal page of hacking guru Labmaster.  He's got some
    awesome tutorials on both hacking and GBA assembly.  I cannot recommend this
    man's work enough!
         Apparently, there was a huge amount of drama between this site and the now
    defunct gscentral.com.  Dot org came out on top, and most people seem to be
    happy about this.  But, unfortunately, their document and utility sections have
    not yet managed to match the former glory of dot com.  I'm not sure they ever
    will, either.  So, you have to use the wayback machine to get the following two
         These are the two definitive documents on code hacking.  Each url is two
    lines long.  Make sure to enter the entire url into your address bar.  For the
    life of me, I can't understand why gscentral.org haven't made getting these
    documents back online their #1 priority, but they definitely haven't.  Be
    prepared to use IE's "Find" command.
         If you can't find something at gscentral.org, try here.  The focus is
    slightly different, but they've got A LOT of stuff!
         Here's an AWESOME place to start if you want to get into emulation.
    IV.iii. Version History
    Fixed typo -- Sora can maximize up to two stats, not just one.
    Sorry for such a minor update.
    Fixed minor typographical and spelling errors.
    Added "Version History."
    Original Release.
    IV.iv. Credits
    Special thanks to Labmaster for unwittingly sparking my interest in hacking,
    and inadvertently teaching me pretty much everything I know about the subject.
    Thanks to Codejunkies.com for writing the few working codes I've found.
    And, of course, thanks to GameFAQS.com and neoseeker.com for hosting this
    \  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  
     \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/

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