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Save Game Hacking Guide by 90Kirsdarke
Version: 1.71 | Updated: 10/24/06
-------------------------------- GOLDEN SUN SAVE GAME HACK GUIDE -------------------------------- Written by 9°Kirsdarke Always remember: Back up your data! ------------------ Table of Contents ------------------ A.0 Version History A.1 About This Guide A.2 The Save File A.3 Hacking A.4 A Few More Notes 1.0 Libraries 1.1 CheckSum 1.2 Character Stats 1.21 Issac 1.22 Garet 1.23 Ivan 1.24 Mia 1.3 Psyenergy 1.31 Character Psyenergy Addresses 1.32 The Moves 1.4 Item Hacking 1.41 Item Addresses 1.42 Weapons 1.43 Armor 1.44 Key Items 1.45 Psyenergy Items 1.46 Minor Items 1.5 Djinn Hacking 1.51 Djinn Hacking Addresses 1.52 Djinn Values 1.53 One more time 1.6 Class Hacking 1.61 Class Addresses 1.62 The Classes 1.7 Gil Hacking 1.8 Theoretical Hacking 1.81 Characters in Party 1.82 Storyline Data 1.83 **Location!** 1.84 Treasure Chests/Character Status 1.85 Helpful Hints for Hopeful Hackers 1.86 A Good Place to Start A.5 Frequently Asked Questions A.6 Legal Stuff A.7 Contact Info A.8 Credits A.9 Coming Soon -------------------- A.0 Version History -------------------- 10/24/06 Version 1.71 Fixed something in Libraries. Added my favorite section, my Theoretical Hacking section. If you have felt the urge to do some hacking of your own, now's your chance! 10/23/06 Version 1.70 Added a few people to credits, fixed a typo, added a new item and added the Gil Hacking section. 9/17/06 Version 1.66 Wow, either I'm a horrible typer or a horrible speller. I just fixed a billion and a half typos. Also I added the section explaining the different types of save states. 7/8/06 Version 1.65 I just had to add a very important piece of information concerning the CheckSum. Also added items + 01. 7/6/06 Version 1.6 I've been working my butt off and have a massively huge update for you. I've added a bunch of notes I've discovered about hacking. Also added a table of contents, psyenergy 01 + 02 modifiers, Djinn hacking :), item hacking, class hacking, fixed a bunch of typos and put a bunch of things into columns so you can save some paper. There should be two or three more entries in here, but they haven't accepted my guide yet :) 7/4/06 Version .5 Finished Ivan and Mia's addresses. 7/3/06 Version Number .25 Here's my explanation of save game hacking as well as the addresses for Issac and Garet's stats + all the 00 psyenergies. --------------------- A.1 About this guide --------------------- Welcome to my first guide :) Since you are reading this guide I can assume we both have a huge respect for Camelot's Golden Sun. The first time I ever played this game I fell in love with it, as many others have before and after me. The story of Golden Sun is split into two parts; Golden Sun which is played with Issac, Garet, Ivan, and Mia is part one; Golden Sun 2: The Lost Age played with Felix, Jenna, Sheba and Piers is part 2. This guide covers ONLY Golden Sun, not Golden Sun 2. Use any of the addresses listed here in Golden Sun 2 and you will have unpleasant consequences. ------------------ A.2 The Save File ------------------ In terms of getting/playing your game on your computer, there are three main types of game saves: battery saves, emulator save states and imported game saves. The batterysave is a mimicry of what the GBA cart does. Whenever your playing a GBA game and you save it, it saves the game as a battery save. The emulator save states are what you get if you use your emulator to save your game. Imported saves are what you get when you use a special device to copy the game onto your pc. All of the hacking done in this guide can only be done on a battery save with the extension .sav. I use Visual Boy Advanced to play my games and if you do the same then any battery save will automatically be a .sav file and ready to be hacked. It cannot be done with either a save state or an imported file. However... If however you transfered your data directly to your pc, there might be a chance. I've never transfered my data from my games directly before. All I have to go on is speculation and what others have told me. I can't guarantee that this method described will work. From what I've read imported game saves are saved as a .sps file. If your's isn't a .sps or .sav file, sorry you're outta luck. On Visual Boy Advanced it is possible to both import and export these saves. The only other thing you need is a ROM for the game you want. ROMs arent' that hard to find, just Google them. However it's worth noting that downloading ROMs is %100 illegal even if you own a copy of the game. So once you've got your ROM, use Visual Boy Advanced to open it. As soon as it opens go to File-> Import-> Gameshark Snapshot. This will automatically take a .sps file and covert it into the .sav file you need play the game and hack it. If you want to try this out, you can download save games from Gamefaqs.com that are all .sps files. So once you've got your game save hacked, we run into another problem. How do you get the save back onto your game pack. Well in VBA to File-> Export-> Gameshark Snapshot. This will convert your game back into a .sps file to be transfered back to your game pack. But again, I DO NOT KNOW if this works. For all I know, exporting a .sps file to your pack will render it corrupted and totally usless. Although I'm fairly certain it should work, I CANNOT make any guarentees. Try at your own risk. If you don't transfer any data and just use a ROM to play the game, then you should not have any difficutly in hacking it. I should also point out that those who would rather transfer their game save, you also need a ROM to get it into the right file type. ------------ A.3 Hacking ------------ So now that you are past my intro, you may be asking yourself "I've never heard of save game hacking. It must be difficult." Fear not! Hacking a save can be incredibly simple. All you have to do is understand the basics. On your game, there is the game itself saved, and some RAM that holds all of your game saves. Save game hacking deals directly with the hacking of those save files. Unlike a Gameshark which bypasses code, hacking your save physically (or electronically) alters your data permanently. So how does one go about hacking a save game file? Well in order to do it you need a Hex Editor, preferably (almost mandatory) one that can calculate Hash/Checksums. I personally like using WinHex the best (saves you a lot of clicking and dragging) These programs are free software and are available at www.download.com. They're not that big. Just search for them. So anyway fire up that editor and open up your Golden Sun .sav file. You will be greeted with what appears to be a long matrix of numbers; a long string of numbers at the top and a long list of numbers at the side. First off, let me explain the numbers. Golden Sun uses what's called a hexadecimal system. Every computer in the world is built off a system of on and off switches. They can either be on or off, which leads to a two number binary system. As humans we count everything as a decimal system, which uses ten numbers. So these two numbers are very difficult to convert from one to another. But fear not. Enter the hexadecimal system. It uses sixteen digits, 0-9 and A-F. Since sixteen is a power of 2, hex and binary numbers can be easily swapped. That's the job of the hex editor. Notice how the hex numbers are grouped into pairs? Each group of two is one byte of data. It is important you realize this because all of the information is saved on one byte, even if it is only a single digit number. Of course it would be immensely difficult to just spew all the data out into one continuous line. Enter the address: also known as the offset. On your left, you have a long column of hex numbers like this: 00000000 00000010 00000020 00000030 and continues on... 00003AD0 00003AE0 00003AF0 00003B00 And so on, all the way to the end of your data. If your left column doesn't contain any letters, click on it until it does. All the addresses in this guide are written in hex form, and it would be difficult (if not impossible) to find them otherwise. Now each row contains the all of the possible locations for you data in that address. They are written like: 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F Since hex is a base of sixteen, the next number after 0F (which is 15 in decimal) is 10. (which is 16 in decimal) Each of those addresses has a value stored there, which are all of the numbers you see in front of you. So reading a address is quite simple. You read it exactly like you do a grid on a map. 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 0000A060 ** 0000A070 0000A080 0000A090 If the address you are looking for is A067, then you would go down to A060, and over to A067, which is indicated by the stars. So when you wish to change a value for something, all you do is travel to the correct address, and then the correct byte. Now if all you had to do to hack was load up your game, change some numbers and load up your game, then life would be great. Unfortunately for you Golden Sun includes two ways to stop the game save hacker: Libraries and Checksums. The comprehension of Libraries is crucial to be able to hack. Golden Sun contains a multitude of different libraries where your data could be located. Now you may ask "But aren't there only three save slots?" To which I will reply "Why, yes, I guess you're right." While its true there only three save files, the game includes some "backup" libraries. Whenever you save on your game, the data is automatically saved into two of these files. Why two? Just in case your power goes off while saving, or any other sort of saving nightmare. The reason Libraries are so important becomes obvious very quickly if you ignore them. Your game is saved in one of these many files. Now when I say one, that's exactly what I mean. If you edit the wrong library, nothing will happen. You must find the right library if you ever wish to successfully hack your game save. Failure to do so will result in hours of wasted time and tons of effort and frustration on your part. Thankfully, Golden Sun is very easily divided into its libraries. The start of each one is signified by the word CAMELOT in the right column, and continues all the way to just above the next CAMELOT. So how can one be sure they are editing the correct library? Well its actually very simple. 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 1000 43 41 4D 45 4C 4F 54 10 ** ** | CAMELOT 1010 Issac There are a few easy signs. One if it actually contains your data. If you can scroll down and see your characters names then the data is good. If all you see is a jumble of random symbols, you're in a backup. Next each block is started with the line "CAMELOT" with your characters name below it. If you MUST have more than one save slot, make SURE you use a different name for Issac or you will have a lot of searching to do. Last but not least are the Checksum (explained below) , or ** ** bytes. If there is no data here then you can keep on scrolling. Golden Sun also uses another security method called the Checksum. The checksum is the sum of all the values of each byte of data in a block of code. Basically whenever you load up your game, the file adds up all of the bytes in your save and checks it against the checksum. If they are the same, then you data loads up no problem. But if they are not equal, the game does not recognize it as valid and you will meet an empty save slot. That may sound horrible to you but actually it is a great help. In Golden Sun, the Checksum is always located in the exact same spot for each library. Just scroll through checking all of your libraries until you find the one with a Checksum. If you have two save different save files, however, you will probably have to manually search character stats to find the correct one. But rest assured if a file does not have a checksum it is not one that you should be hacking. The Checksum will always be written as two bytes of data. So when even if you add it and you get a checksum of 03, you still use two bytes. And for all you WinHex users, I have good news. First, right click anywhere on the matrix and go to edit block. Then set the block to *010 to *FFF. The * is for whichever library you are in at the time, whether its 0010 or 3010. Then go up to tools and click on Compute Hash/Checksum or something like that, set it to 16 Checksum and viola, you have your Checksum. -------------------------------------------------------------------------------- READ THIS!!! -------------------------------------------------------------------------------- When storing the Checksum, the game automatically uses the "reverse-byte" method of storage. Basically, if you get a checksum of 03A6, you would break it into two bytes 03 and A6, and reverse them. The Checksum would then be written as A6 03. If for any reason you get a Checksum larger than 2 bytes, then just take the last four numbers and reverse them to get your Checksum. This reverse-byte method applies to many multiple byte things so make sure to read whether you need to reverse byte or not! Well that's basically everything you need to know (and I know) about hacking!:) --------------------- A.4 A Few More Notes --------------------- Here's a few factoids I have had to find out the hard way. 1) At the beginning of the game, do NOT hack Issac's agility. The reason being is shortly after you leave Vale, you encounter your first Djinn. During the tutorial, the game automatically takes over the controls. If you have are quick enough to get two moves in a row, the game enters an endless loop. If you know of any other time the game automatically takes over a battle, again please let me know. 2) All stats have limits. Don't be disappointed when if find out you can only hack Garet's agility up to 700. The game has limits so that even uber powerful, your characters still have noticeable strengths and weaknesses. The only way that I know to get stats even higher is through Djinn or through certain items. 3) Elemental Stats are weird. At this point in time, every time I hack Issac's elemental stats, they automatically revert to 200. I'm pretty sure that Djinn increase your stats, but I haven't tested it yet. 4) Hacking Felix, Jenna's or Sheba's stats does not carry over to Golden Sun 2. As far as I know only Jenna is the only character you can hack, but I haven't tried it so I'm not sure. All you truly need to do is hack Issac and Garet in the beginning: don't waste your time trying Jenna. 5) Make sure when you save it, you do so using the start - save method. If you save it any other way it won't be a .sav file and thusly impossible to hack. 6) When you wish to back up your game, don't use the hex editor backup method. Just open the folder where your game is saved and make a copy of it. That way if something goes wrong, just delete the bad file and it automatically loads the good one. Just make sure you rename it. 7) Many times when you are hacking the "Your write time has changed. Would you like to reload" message will appear on your screen. If you click yes, the data is reloaded and you have to find the correct library again. The only time it is truly necessary is if you have done something in the game and saved it. Otherwise it is just a waste of time to keep doing it. 8) Base stats are the stats to hack. You don't even have to hack any of the others for the stat to take effect. The only thing to remember is that in order to see the change, you have to equip or un-equip one of your items. Then the stat becomes permanent. 9) Make SURE to hack in items as unequipped. The problem is if you hack a stat, say attack to 300, and then hack in an item with a power of 200, the game assumes that what you're really have is an attack of 100 + the 200 from the stat. The only way to avoid this confusion is to hack items as unequipped. A) HERE IS THE MOST IMPORTANT TIP I HAVE FOR YOU! I will start off with a story. I started a new file, hacked in my stats/Djinn and life was good. Then I decided to hack in all of the item/class psyenergies (like Halt and Carry) in for Issac. After completing Vault I thought "Why not go rescue Hamlet now in Lunpa?" So off I went to Lunpa. I broke in and rescued Hamlet. All was good until... After trying to leave out of the western cave, I was stopped by another character who was greeted as a friend of Hamlet. I fast forwarded through the text until they asked if I would accompany them to Kaylay. "What the heck", I thought, "I'll go." So I arrive at Kaylay. Since I had just rescued Hamlet, I thought saving would be a good idea. WRONG!!!! I still had not gotten Ivan/Mia in my party! I frantically checked the bridge and it was still gone! I tried to backtrack through the forest and no luck at all. I was trapped in Kaylay with only half a party. So why not continue forward? Well as soon as you go into the Colesium and startthe battle with Issac, the game enters an infinite loop with where Ivan is the combatant and you can't do anything with him. So forewarned is forearmed. DO NOT make this mistake or you will very sorely regret it! -------------- 1.0 Libraries -------------- Each block of code is *010 to *fff. I only use the last 3 digits of each due to the fact the libraries change. ------------- 1.1 CheckSum ------------- The Checksum is always located in the same spot at the very top of your current library. If for some reason the CheckSum is 00 00, then you're in the wrong library. That's the one nice thing about CheckSum: it let's you know where the correct library is. Checksum - *008 - *009 When you calculate the CheckSum, make sure you use 16 bit. Anything else simply will not work. -------------------- 1.2 Character Stats -------------------- Quick explanation of the stats. Note that the actual stats are reverse byte. Name, level, experience: quite self explanatory. Note that if you are at level 99 experience is not required. Max (name) This stat is bogus. Your stats only change in the status menu and are not effective in combat. After a battle all stats are reverted back to their base value. Base (name) This is the stat to hack. Base is whatever any bonus is added to, like the stat bonuses of Dijinn. Hacking this one is permanent as far as I can tell. Only thing to remember is that by hacking base values is not shown in your status but in battle. Current (HP/PP) The amount of HP/PP out of your total your character has at the time ** Make sure when you edit your data you are using hex values for instead of decimal numbers. Otherwise when you enter 99 you are really changing it to 159 (63 is more appropriate). ----------- 1.21 Isaac ----------- Name: 510 - 51E Level: 51F Experience: 634 - 636 Current HP: 548 - 549 Max HP: 544 - 545 Base HP: 520 - 521 Current PP: 54A - 54B Max PP: 546 - 547 Base PP: 522 - 523 Max Attack: 54C - 54D Base Attack: 528 - 529 Max Defense: 54E - 54F Base Defense: 52A - 52B Max Agility: 550 - 551 Base Agility: 52C - 52D Max Luck: 552 Base Luck: 52E Elemental Stats Max Earth Power: 558 - 559 Earth Resistance: 55A - 55B Fire Power: 55C - 55D Fire Resistance: 55E - 55F Wind Power: 560 - 561 Wind Resistance: 562 - 563 Water Power: 564 - 565 Water Resistance: 566 - 567 Base Earth Power: 534 - 535 Earth Resistance: 536 - 537 Fire Power: 538 - 539 Fire Resistance: 53A - 53B Wind Power: 53C - 53D Wind Resistance: 53E - 53F Water Power: 540 - 541 Water Resistance: 542 - 543 ----------- 1.22 Garet ----------- Name: 65C - 66A Level: 66B Experience: 77E - 781 Current HP: 694 - 695 Max HP: 690 - 691 Base HP: 66C - 66D Current PP: 696 - 697 Max PP: 692 - 693 Base PP: 66E - 66F Max Attack: 698 - 699 Base Attack: 674 - 675 Max Defense: 69A - 69B Base Defense: 676 - 677 Max Agility: 678 - 679 Base Agility: 69C - 69D Max Luck: 69E Base Luck: 67A Elemental Stats Max Earth Power: 6A4 - 6A5 Earth Resistance: 6A6 - 6A7 Fire Power: 6A8 - 6A9 Fire Resistance: 6AA - 6AB Wind Power: 6AC - 6AD Wind Resistance: 6AE - 6AF Water Power: 6B0 - 6B1 Water Resistance: 6B2 - 6B3 Base Earth Power: 680 - 681 Earth Resistance: 682 - 683 Fire Power: 684 - 685 Fire Resistance: 686 - 687 Wind Power: 688 - 689 Wind Resistance: 68A - 68B Water Power: 68C - 68D Water Resistance: 68E - 68F ---------- 1.23 Ivan ---------- Name: 7A8 - 7B6 Level: 7B7 Experience: 8CC - 8CE Current HP: 7E0 - 7E1 Max HP: 7DC - 7DD Base HP: 7B8 - 7B9 Current PP: 7E2 - 7E3 Max PP: 7DE - 7DF Base PP: 7BA - 7BC Max Attack: 7E4 - 7E5 Base Attack: 7C0 - 7C1 Max Defense: 7E6 - 7E7 Base Defense: 7C2 - 7C3 Max Agility: 7E8 - 7E9 Base Agility: 7C4 - 7C5 Max Luck: 7EA Base Luck: 7C6 Elemental Stats Max Earth Power: 740 - 741 Earth Resistance: 742 - 743 Fire Power: 744 - 745 Fire Resistance: 746 - 747 Wind Power: 748 - 749 Wind Resistance: 74A - 74B Water Power: 74C - 74D Water Resistance: 74E - 74F Base Earth Power: 7CC - 7CD Earth Resistance: 7CE - 7CF Fire Power: 7D0 - 7D1 Fire Resistance: 7D2 - 7D3 Wind Power: 7D4 - 7D5 Wind Resistance: 7D6 - 7D7 Water Power: 7D8 - 7D9 Water Resistance: 7DA - 7DB --------- 1.24 Mia --------- Name: 8F4 - 292 Level: 903 Experience: A18 - A1A Current HP: 92C - 92D Max HP: 928 - 929 Base HP: 904 - 905 Current PP: 92E - 92F Max PP: 92A - 92B Base PP: 906 - 907 Max Attack: 930 - 931 Base Attack: 90C - 90D Max Defense: 932 - 933 Base Defense: 90E - 90F Max Agility: 934 - 935 Base Agility: 910 - 911 Max Luck: 936 Base Luck: 912 Elemental Stats Max Earth Power: 93C - 93D Earth Resistance: 93E - 93F Fire Power: 940 - 941 Fire Resistance: 942 - 943 Wind Power: 944 - 945 Wind Resistance: 946 - 947 Water Power: 948 - 949 Water Resistance: 94A - 94B Base Earth Power: 918 - 919 Earth Resistance: 91A - 91B Fire Power: 91C - 91D Fire Resistance: 91E - 91F Wind Power: 920 - 921 Wind Resistance: 922 - 923 Water Power: 924 - 925 Water Resistance: 926 - 927 ------------------- 1.3 Psyenergy List ------------------- Quick break down of psyenergy. Psyenergy hacking can be very confusing if you don't understand it properly. First of all each spell is stored over a four bytes: That's four sets of two numbers. The first byte is which spell it is. The second is the "type" of psyenergy. There are three types: 80 means the psyenergy is bounded by a class; if you change classes you lose the psyenergy. 40 are psyenergies bound by an item, like Frost, Douse, Catch, ect. 00 is universal; make all your psyenergies this if you wish to keep them. Here is an example of a psyenergy spell: Offset | 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 001560 | 03 80 00 00 04 80 00 00 05 80 00 00 06 80 00 00 Isaac's Earthquake ^^ ^^ psy type The 04 is the spell number. 80 is the type, bound by Issac's class. **The two sets of 00's are MANDATORY! Put them in or face the consequences! But wait there's more. If instead of 00 you use 01 or any other modifier I can find you gain access to a whole other set of psyenergy. Just substitute 01 in for 00 and viola. You can have a total of 32 psyenergies without the game getting all messed up on you. ** Please note that some of the moves listed will appear as "not able to be used in battle." I'm not sure why they do that but contrary to what they say they can be used in battle. ----------------------------------- 1.31 Character Psyenergy Addresses ----------------------------------- Isaac: 568 - 5E7 Garet: 6B4 - 733 Ivan: 800 - 87F Mia: 94C - 9CB --------------- 1.32 The moves --------------- ------------------------ psyenergy + 00 modifier ------------------------ 00 - Blank 18 - Frost 2D - Flare 01 - Attack 19 - Tundra 2E - Flare Wall 02 - Defend 1A - Glacier 2F - Flare Storm 03 - Quake 1B - Ice 30 - Fire 04 - Earthquake 1C - Ice Horn 31 - Fire Ball 05 - Quake Sphere 1D - Ice Missile 32 - Inferno 06 - Spire 1E - Prism 33 - Volcano 07 - Clay Spire 1F - Hail Prism 34 - Eruption 08 - Stone Spire 20 - Freeze Prism 35 - Proclasm 09 - Gaia 21 - Douse 36 - Blast 0A - Mother Gaia 22 - Drench 37 - Mad Blast 0B - Grand Gaia 23 - Deluge 38 - Fiery Blast 0C - Growth 24 - Froth 39 - Blast(2) 0D - Mad Growth 25 - Froth Sphere 3A - Nova 0E - Wild Growth 26 - Froth Spiral 3B - Supernova 0F - Thorn 10 - Briar 11 - Nettle 42 - Bolt 5A - Cure 69 - Blunt 43 - Flash Bolt 5B - Cure Well 6A - Guard 44 - Blue Bolt 5C - Potent Cure 6B - Protect 45 - Ray 5D - Ply 6C - Impair 46 - Storm Ray 5E - Ply Well 6D - Debilitate 47 - Destruct Ray 5F - Pure Ply 6E - Ward 48 - Plasma 60 - Wish 6F - Resist 49 - Shine Plasma 61 - Wish Well 70 - Weaken 4A - Spark Plasma 62 - Pure Wish 71 - Enfeeble 4B - Slash 63 - Cure Poison 72 - Taint 4C - Wind Slash 64 - Restore 73 - Poison 4D - Sonic Slash 65 - Revive 74 - Delude 4E - Whirlwind 66 - Impact 75 - Confuse 4F - Tornado 67 - High Impact 76 - Charm 50 - Tempest 68 - Dull 77 - Paralyze 78 - Sleep 8C - Move A0 - Dragon Cloud 79 - Bind 8D - Mind Read A1 - Demon Night 7A - Haunt 8E - Force A2 - Helm Splitter 7B - Curse 8F - Lift A3 - Quick Strike 7C - Condem 90 - Reveal A4 - Rockfall 7D - Drain 91 - Halt A5 - Rockslide 7E - Psy Drain 92 - Cloak A6 - Avalanche 7F - Break 93 - Carry A7 - Lava Shower 80 - Regenerate 94 - Catch A8 - Molten Bath 81 - Reflect 95 - Retreat A9 - Magama Storm 96 - Avoid AA - Demon Spear AB - Angel Spear B4 - Punji Trap BD - Thunderbolt AC - Guardian B5 - Punji Strike BE - Thunderstorm AD - Protector B6 - Fire Bomb BF - Mist AE - Magic Shell B7 - Cluster Bomb C0 - Ragnarok AF - Magic Shield B8 - Carpet Bomb C1 - Cutting Edge B0 - Death Plunge B9 - Gale C2 - Heat Wave B1 - Shuriken BA - Typhoon C3 - Astral Blast B2 - Annihilation BB - Hurricane C4 - Planet Diver B3 - Punji BC - Thunderclap Weapon Unleashes Minor Items D2 - Terra Strike E1 - Barrage FA - Herb D3 - Posion Cloud E2 - Demon Fire FB - Nut D4 - Deadly Posion E3 - Acid Bath FC - Vial D5 - Mortal Danger E4 - Vorpal Splash FD - Potion D6 - Bad Omen E5 - Stun Voltage FE - Soothing Water D7 - Life Nourish E6 - Blinding Smog FF - Psy Crystal D8 - Aqua Sock E7 - Murk D9 - Blizzard E8 - Cyclone Splash DA - Frost Bite E9 - Psyphon Seal DB - Drown EA - Rapid Smash DC - Life Leech EB - Sonic Smash DD - Psy Leech EC - Asura DE - Broil ED - Titan Blade DF - Meltdown EE - Shining Star E0 - Heat Mirage ------------------------ Psyenergy + 01 modifier ------------------------ Minor Items(cont) 00 - Antidote 06 - Apple 0B - Smoke Bomb 01 - Elixir 07 - Hard Nut 0C - Sleep Bomb 02 - Water of Life 08 - Mint 0D - Adept Ring 04 - Power Bread 09 - Lucky Pepper 0E - Corn 05 - Cookie Djinn Unleashes 2C - Flint 40 - Fizz 54 - Forge 68 - Gust 2D - Granite 41 - Sleet 55 - Fever 69 - Breeze 2E - Quartz 42 - Mist 56 - Corona 6A - Zephyr 2F - Vine 43 - Spritz 57 - Scorch 6B - Smog 30 - Sap 44 - Hail 58 - Ember 6C - Kite 31 - Ground 45 - Tonic 59 - Flash 6D - Squall 32 - Bane 46 - Dew 5A - Torch 6E - Luff Summons 7C - Venus 82 - Mercury 88 - Mars 8E - Jupiter 7D - Ramses 83 - Nereid 89 - Kirin 8F - Atlanta 7E - Cybele 84 - Neptune 8A - Tiamat 90 - Procne 7F - Judgement 85 - Boreas 8B - Meteor 91 - Thor Enemy Moves A4 - Fire Blessing B0 - Acid Blessing BC - Wing Stroke A5 - Fire Blessing B1 - Storm Blessing BD - Evil Blessing A6 - Fire Blessing B2 - Storm Blessing BE - Deadly Gas A7 - Water Blessing B3 - Sonic Wave C2 - Rumble A8 - Water Blessing B4 - Sonic Wave C3 - Bone Chiller A9 - Water Blessing B5 - Shriek C4 - Slice AA - Ice Blessing B6 - Banshee Howl C5 - Bone Charge AB - Ice Blessing B7 - Crazy Voice C6 - Mystic Flame AC - Ice Blessing B8 - War Cry C7 - Numbing Sting AD - Dark Blessing B9 - Wicked Howl C8 - Brute Force AE - Dark Blessing BA - Wing Beat C9 - Sticky Goo AF - Dark Blessing BB - Wing Flutter CA - Cannibal Fang CB - Bear Claw D5 - Vampiric Fang DF - Acid Bite CC - Posionous Bite D6 - Bacteria Rush E0 - Dynamite CD - Flying Attack D7 - Swift Strike E1 - Headbutt CE - Undead Sword D8 - Rotten Blood E2 - Poison Ink CF - Ransak D9 - Forcible Arm E3 - Truncheon Fist D0 - Sticky Poison DA - Double Fang E4 - Counterstrike D1 - Poison Fang DB - Mortal Blow E5 - Mad Dash D2 - Electric Bite DC - Freebite Rush E6 - Soothing Star D3 - Poison Tail DD - Twin Beaks E7 - Spider Web D4 - Onslaught DE - Rabid Fang E8 - Heartrender E9 - Mad Spatter F1 - Recovery F9 - Sidestep EA - Spasm F2 - Flee FA - Total Defense EB - Sleep Star F3 - Contain FB - Stand Ready EC - Decompose F4 - Threaten FC - Search For Help ED - Haunting F5 - Tremble FD - Can't Use EE - Worms F6 - Fortify FE - Posion Beat EF - Beserk F7 - Speed Surge FF - Spinning Beat F0 - Lucid Prophecy F8 - Ally Search ------------------------ Psyenergy + 02 modifier ------------------------ Enemy Moves(cont) 00 - Heat Flash 01 - Death Size 02 - Outer Space 03 - Dragon Driver 04 - Drain Fang 05 - Severe Blow 06 - Thrash ----------------- 1.4 Item Hacking ----------------- Hacking items is a lot like hacking psyenergy. 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 3580 0B 02 3590 Item ^^ ^^ Equipped/Quantity 35A0 35B0 Item: Simply change the byte and get the item. Equipped/Quantity: The second part follows the same mentality as pysenergy. It's best to hack all weapons and armor as 00 so you don't accidentally have a conflict of interest 00 = Unequipped 48 = 10 98 = 20 E8 = 30 02 = Equipped 50 = 11 A0 = 21 08 = 2 58 = 12 A8 = 22 10 = 3 60 = 13 B0 = 23 18 = 4 68 = 14 B8 = 24 20 = 5 70 = 15 C0 = 25 28 = 6 78 = 16 C8 = 26 30 = 7 80 = 17 D0 = 27 38 = 8 88 = 18 D8 = 28 40 = 9 90 = 19 E0 = 29 Like psyenergy, items also have a second group. The second group is the 01 modefier group and instead of using 00 as unequipped, it instead uses a 01. 01 Modifier 01 = Unequipped 03 = Equipped Again it's best to hack these as 01 so you don't have a conflict of interest. -------------------- 1.41 Item Addresses -------------------- Issac: 5E8 - 604 Garet: 734 - 751 Ivan: 880 - 89D Mia: 9D0 - 9ED ----------- Items + 00 ----------- ------------- 1.42 Weapons ------------- 01 - Long Sword 0F - Machete 1A - Kusanagi 02 - Broad Sword 10 - Short Sword 1B - Bandit's Sword 03 - Claymore 11 - Hunter's Sword 04 - Great Sword 12 - Battle Rapier 1F - Battle Axe 05 - Shamshir 13 - Master Rapier 20 - Broad Axe 06 - Silver Blade 14 - Ninja Blade 21 - Great Axe 07 - Masamune 15 - Swift Sword 22 - Dragon Axe 08 - Arctic Blade 16 - Elven Rapier 23 - Giant Axe 09 - Gaia Blade 17 - Assassin Blade 24 - Vulcan Axe 0A - Sol Blade 18 - Mystery Blade 25 - Burning Axe 0B - Muramasa 19 - Kikuichimonji 26 - Demon Axe 2B - Mace 37 - Wooden Stick 3F - Crystal Rod 2C - Heavy Mace 38 - Magic Rod 40 - Zodiac Wand 2D - Battle Mace 39 - Witch's Wand 41 - Shaman's Wand 2E - War Mace 3A - Blessed Ankh 2F - Righteous Mace 3B - Psyenergy Rod 30 - Grevious Mace 3C - Frost Wand 31 - Blessed Mace 3D - Angelic Ankh 32 - Wicked Mace 3E - Demonic Staff ----------- 1.43 Armor ----------- 4B - Leather Armor 59 - Cotton Shirt 67 - One-Piece Dress 4C - Psyenergy Armor 5A - Travel Vest 68 - Travel Robe 4D - Chain Mail 5B - Fur Coat 69 - Silk Robe 4E - Armored Shell 5C - Adept's Clothes 6A - China Dress 4F - Plate Mail 5D - Elven Shirt 6B - Jerkin 50 - Steel Armor 5E - Silver Vest 6C - Cocktail Dress 51 - Spirit Armor 5F - Water Jacket 6D - Blessed Robe 52 - Dragon Scales 60 - Storm Gear 6E - Magical Cassok 53 - Demon Mail 61 - Kimono 6F - Mysterious Robe 54 - Asura's Armor 62 - Ninja Garb 70 - Feathered Robe 55 - Spiked Armor 71 - Oracle's Robe 76 - Wooden Shield 7F - Padded Gloves 89 - Armlet 77 - Bronze Shield 80 - Leather Gloves 8A - Heavy Armlet 78 - Iron Shield 81 - Gauntlets 8B - Silver Armlet 79 - Knight's Shield 82 - Vambrace 8C - Spirit Armlet 7A - Mirrored Shield 83 - War Gloves 8D - Virtuous Armlet 7B - Dragon Shield 84 - Spirit Gloves 8E - Guardian Armlet 7C - Earth Shield 85 - Battle Gloves 86 - Aura Gloves 91 - Open Helm 9C - Leather Cap A6 - Circlet 92 - Bronze Helm 9D - Wooden Cap A7 - Silver Circlet 93 - Iron Helm 9E - Mail Cap A8 - Guardian Circlet 94 - Steel Helm 9F - Jeweled Crown A9 - Platnium Circlet 95 - Silver Helm A0 - Ninja Hood AA - Mythril Circlet 96 - Knight's Helm A1 - Lucky Cap AB - Glittering Tiara 97 - Warrior's Helm A2 - Thunder Crown 98 - Adept's Helm A3 - Lure Cap FA - Mythril Shirt FB - Silk Shirt FC - Running Shirt --------------- --------------------- 1.44 Key Items 1.45 Psyenergy Items --------------- --------------------- DC - Venus Star C8 - Orb of Force DD - Mercury Star C9 - Douse Drop DE - Mars Star CA - Frost Jewel DF - Jupiter Star CB - Lifting Gem E0 - Mythril Bag CC - Halt Gem E1 - Small Jewel CD - Cloak Ball E6 - Dragon's Eye CE - Carry Stone E7 - Bone CF - Catch Beads E8 - Anchor Charm EA - Cell Key EB - Boat Ticket ED - Mystic Draught F2 - Black Orb F3 - Red Key F4 - Blue Key ----------------- 1.46 Minor Items ----------------- B4 - Herb BF - Power Bread B5 - Nut C0 - Cookie B6 - Vial C1 - Apple B7 - Potion C2 - Hard Nut B8 - Hermes' Water C3 - Mint B9 - Empty Bottle C4 - Lucky Pepper BA - Psy Crystal E2 - Smoke Bomb BB - Antidote E3 - Sleep Bomb BC - Elixir E4 - Game Ticket BD - Water of Life E5 - Lucky Medal E9 - Corn EC - Sacred Feather EE - Oil Drop EF - Weasel's Claw F0 - Bramble Seed F1 - Crystal Powder ----------- Items + 01 ----------- 00 - Hyper Boots 06 - Adept Ring 01 - Quick Boots 07 - War Ring 02 - Fur Boots 08 - Sleep Ring 03 - Turtle Boots 09 - Healing Ring 0A - Unicorn Ring 0B - Fairy Ring 0C - Cleric's Ring ------------------ 1.50 Djinn Hacking ------------------ Let me start off by saying this: Djinn hacking is incredibly tricky. You have to do everything perfectly or you will be greeted with useless and unresponsive Djinn. Up to this point, everything you've hacked has been controlled by multiple bytes, aka items and psyenergy. Every different psyenergy and item has had it's own byte that controls it. Djinn hacking is far more complex. It is controlled by more than one byte, which change depending on the status of your Djinn,(standby, set, recovery) which elements you have and how many of each you have. Issac's Djinn 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 600 01 610 01 620 01 01 630 640 All of those numbers control one Djinn. Unfortunately at this point I only understand which numbers to add; not really what they do. The byte at 608 controls which Djinn you have. Unlike items and psyenergy, where each item/psyenergy is accounted for in its own byte, which Djinn you have is not controlled by separate bytes. They are controlled by only two. The game uses a binary system of counting to keep track of your Djinn. 01 - Flint 02 - Granite 04 - Quartz 08 - Vine 16 - Sap 32 - Ground 64 - Bane So then what the game does is it adds up the value for each individual djinn and its total is what ends up at 608. So for example if you have Flint, Granite and Quartz, the game adds up the values (1 + 2 + 4) and you get seven, which goes at 608. Here's where my understanding of Djinn fails. For some unknown reason you must put the same value you got above (in my example its 7) and put it in the byte directly below in this case 618. If you don't again bad things will happen. Also like the Checksum if the value for your Djinn is over 2 digits, you must use the "reverse byte" method. So if you get a value 0f 1FF, you must enter it as FF 01. Status bytes The last two bytes are determined by the status of Djinn you have. A value of 1 means that the Djinn are all in standby. Make sure to ALWAYS use a 1. That way you can use my method of merely counting the number of Djinn you have and thusly determining which value belongs to that byte. Referring to my example, if I use 1 for each Djinn I get a value of three, which is what I would then put in both status byte locations. Now as I previously stated, the location also determines which Djinn you have. For Issac, the bytes listed above all control Venus Djinn. If you were to take the 01's and move them to 610 and 620, the element of the Djinn changes. So instead of getting Flint, Granite and Quartz you instead get Fever, Forge and Corona even though they have the same value. Confused yet? Just read the addresses and values and maybe you'll get it. **PLEASE note that if you hack the Djinn the way I do for this guide what you must hack only one element at a time. If you try to hack multiple elements of Djinn at once the addresses change and I am not going to list all of the possibilities at this point. That also includes trying to hack when your character has two or more Djinn of different elements. Your best off hacking in all of the Djinn and then arranging them in game. That way the game will take care of the messy points for you. ------------------------------ 1.51 Djinn Hacking Addresses ------------------------------ Okay so maybe the explanation was kinda tricky but I think once you see what I'm talking about you'll be able to successfully hack your Djinn and only have to do it once. Legend Vs - Venus Ms - Mars Jr - Jupiter Mc - Mercury ------ Issac ------ I think this time a picture is much more appropriate to illustrate the Djinn hacking address. Just remember that you must put the same value in for both the Djinn addresses and the same number in for both the status. 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 600 Vs Mc 610 Ms Jr Vs Mc 620 Ms Jr 630 Status Vs - 628 + 62C Ms - 62A + 62E Jr - 62B + 62F Mc - 629 + 62D ------ Garet ------ 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 750 Jr Vs Mc Ms 760 Jr Vs Mc Ms 770 780 Status Vs - 774 + 778 Ms - 776 + 77A Jr - 777 + 77B Mc - 775 + 779 ----- Ivan ----- 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 8A0 Vs Mc Ms Jr 8B0 Vs Mc Ms Jr 8C0 8D0 Vs - 8C0 + 8C4 Ms - 8C2 + 8C6 Jr - 8C3 + 8C7 Mc - 8C1 + 8C5 ---- Mia ---- 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 9E0 Vs 9F0 Mc Ms Jr Vs A00 Mc Ms Jr A10 Vs - A0C + A10 Ms - A0E + A12 Jr - A0F + A13 Mc - A0D + A11 ------------------ 1.52 Djinn Values ------------------ The formula for figuring out which Djinn you have is simple: simply add up the values assigned to each Djinn. Then use the hex converter to obtain the correct hex value. Since there are over a hundred possible combinations per element, I will only list the values assigned to each Djinn. Venus Djinn Mars Djinn Jupiter Djinn Mercury Djinn 01 Flint Forge Gust Fizz 02 Granite Fever Breeze Sleet 04 Quartz Corona Zephyr Mist 08 Vine Scorch Smog Spritz 16 Sap Ember Kite Hail 32 Ground Flash Squall Tonic 64 Bane Torch Luff Dew Just so you know, 7F will get you all Djinn of one element. ** Note that these values are NOT hex values. You must use the hex converter to get the correct value. ------------------- 1.53 One more time ------------------- With any luck by now most of you have at least a basic understanding of hacking Djinn. For those who don't, here's a real life example that I hope will bring about your understanding of Djinn hacking. Issac 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 600 07 610 01 07 620 01 03 01 03 01 The 07 is code for three Djinn, the 1, 2, and 4 value Djinn. The address of 608 for Issac means that the Djinn are all of Venus element. The 03 in both 628 and 62C both are status bytes and MUST be there and have the correct value, in this case three because I have three Djinn. Now if we switch to the 1 at 610, that's coding for the 1 Djinn for Mars element. Because there's only one, we place a 1 at 0A and at 0E. Again please note that these are two separate examples: one for Venus and one for Mars. If you were to hack them at the same time, the addresses would change and you would be left with useless Djinn. ------------------ 1.6 Class Hacking ------------------ Class hacking appears to be another very easy hack. It appears to only be controlled by one byte, but I'm not entirely sure. 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 0160 01 02 Class ^^ All you have to do is input the appropriate value in the correct address. The 02s are only there for consistency. --------------------- 1.61 Class Addresses --------------------- Issac - 639 Garet - 785 Ivan - 8D1 Mia - A1D ----------------- 1.62 The Classes ----------------- 01 - Squire 0A - Guard 14 - Wind Seer 1E - Water Seer 02 - Knight 0B - Soldier 15 - Magician 1F - Scribe 03 - Gallant 0C - Warrior 16 - Mage 20 - Cleric 04 - Lord 0D - Champion 17 - Magister 21 - Paragon 05 - Slayer 0E - Hero 18 - Sorcerer 22 - Angel 28 - Swordsman 32 - Swordsman 3D - Dragoon 46 - Apprentice 29 - Defender 33 - Defender 3E - Templar 47 - Illusionist 2A - Cavalier 34 - Cavalier 3F - Paladin 48 - Enchanter 2B - Guardian 35 - Luminer 49 - Conjurer 2C - Protector 36 - Radiant 4A - War Adept 50 - Page 5A - Ninja 64 - Seer 6E - Seer 51 - Illusionist 5B - Disciple 65 - Diviner 6F - Diviner 52 - Enchanter 5C - Master 66 - Shaman 70 - Shaman 53 - Conjurer 67 - Druid 71 - Druid 54 - War Adept 68 - Oracle 72 - Oracle 78 - Medium 82 - Pilgrim 8C - Pilgrim 96 - Ranger 79 - Dark Mage 83 - Wanderer 8D - Wanderer 97 - Bard 7A - Death Mage 84 - Ascetic 8E - Ascetic 98 - Warlock 85 - Water Monk 8F - Fire Monk 86 - Guru 90 - Guru A0 - Brute AA - Samuri B4 - Hermit B9 - Wizard A1 - Ruffian AB - Ronin B5 - Elder A2 - Savage B6 - Scholar CA - Flame User A3 - Barbarian B7 - Savant A4 - Beserker B8 - Sage Glitch Classes CB - Enemy D0 - Issac Appeared! CC - Waiting for opponents input D1 - Issac's party attacks first CD - Mystery Man D2 - Issac's party was caught by surprise CE - Mystery Woman D3 - Issac attacks CF - Issac Appeared! D4 - NPC D5 - Issac is defending DA - Issac's item has already been used D6 - Issac uses a ??? DB - Your ??? broke! D7 - Issac raises the ??? DC - Issac recovers 0 HP D8 - Issac's ??? lets out a howl DD - Issac recovers 0 PP D9 - Nothing! DE - Issac returns to battle Yes there are more but I really don't feel like wasting any more room. ---------------- 1.7 Gil Hacking ---------------- So I guess this is getting it's own section since there's really no where else to put it. Basically gil is controlled by two sets of bytes: one that controlls how much gil your party has on the select file screen and another that is your actual in game gil. Addresses: Select Screen -> 024 - 026 In Game -> 260 - 262 Hacking these values over the normal max of 999,999 might produce some weird results. But really can't you be happy with 999,999? ------------------------ 1.8 Theoretical Hacking ------------------------ So here's the section dedicated to my hacking research. Even though it may seem I have given up on this guide, there is a fair chance I am frantically researching it. The problem is that in many areas I have found certain bytes that change major things, but I don't understand how they work. This section is dedicated to providing information so others can possibly crack what I cannot. Currently there are a few major areas that I have tried to hack but have had little/no success. They include Characters in party Storyline Data **Location!** Tresure Chests Character Status Below are listed my theories concerning these hacks. Below that is help if you are intrested in starting some reseach of your own! ------------------------- 1.81 Characters in party ------------------------- This hack has been driving me absolutely crazy! It appears that hacking the characters is dependent on more than one thing, most likely the story. Basically the values that I have changed seem to be completely random and are not even remotely consistent. Known Character Bytes: 050 Suspected Bytes: 054 In the beginning of the game, right after Garet joins your party, this value (050) is set to 03. Simple enough. But this byte does not seem to follow any sort of pattern. A value of 04 will reduce your party to just Issac and 30 will get you both Issac and Garet. Some will actually even give you more Issacs! (I got to 6) Also these values are not consistant accross game saves. I tried to copy exactly the whole line of bytes to see whether that would change my party, but even this wouldn't work. Unfortunately this only strenghtens my theory of the party size being story related. So this leads into my next section... -------------------- 1.82 Storyline Data -------------------- Ah, the storyline. The Holy Grail of hacking. If I'm correct, whoever can crack how to hack the story will have the Keys to the Kingdom, because the story data affects the whole game. Who would have thought? The problem with hacking the story is what events classify as a story event? Also there is the problem with optional story line data. If you're up for a serious challenge and think you can beat me to having it cracked, get to it! ------------------- 1.83 **Location!** ------------------- Talk about keys to the Kingdom! If you can get either location OR story hacked you will go down in history as the greatest hacker of all time. Fortunately for you, I actually have some experience with hacking the location (a lot of good it's gonna do you!) This one is very easily the hardest hack in the entire game! As far as I can tell, at least 6 (yes, SIX!) bytes control just the camera alone! I haven't even found the byte that controls your actual physical location! That byte is so secret I think it even has it's own Checksum! OMG! -------------------------------------- 1.84 Treasure Chests/Character Status -------------------------------------- Again, honestly I haven't put alot of effort into these ones yet. I think someone could very quickly/easily hack this one. You just gotta beat me to it! --------------------------------------- 1.85 Helpful Hints for Hopeful Hackers --------------------------------------- So now that I (sorta) explained some of the things I know about things yet to be hacked, one might ask themself "Gee, this might be so easy for you Mr. Incredibly Intellegent, but how are us Average Joes supposed to hack something even you can't?!" Well again fear not! I am ready to profess my knowledge and techniques to help you crack things on your own! First you have to understand how to approach this the right way. For me, the easiest and most effective way through comparison. With WinHex, simply rename your old file as a .sav1 or something like that and start a new one. When you're done, change the old save back to a .sav file and viola. If you don't want to or can't use a new file, make SURE to copy your good one. So open up your save in WinHex and click on the box in the corner (NOT Winhex, the save file) Next, Open up your game and do something related to what you are researching. For example if you are trying to figure out what bytes control chests, open the chest and save it. Then bring up WinHex again and open your new save file. So now you should have 2 save files opened up in WinHex, with the only difference being what you just did (aka open a chest) Now here's the fun part: you have to make both the windows small enough to take up about 1/2 the screen each. Next you scroll down in each window until you get to your current library. Make SURE that the line with CAMELOT is the top one on both screens. Following me? Well here's the awesome part. After getting both screens set up, go up to view and click the box "sychronize + compare". What this does is set both screens to move at the same time and same speed. Also (the best part) is it highlights in black all of the DIFFERENCES between game save 1 and 2. How does this help? Well if you only did 1 thing, there should only be a few differences. Now I take a quick break to explain the way the data is arranged in Golden Sun. A B C Part A is from the 010 to just before Issac. Part A I believe contains all of the story information, like Location, Party, Chests ect. Part B contains all of your character data. Part C is mostly a mystery to me. If you are researching anything I haven't hacked, chances are very high you will find it in Part A. So back to the differneces. The reason I mentioned the sections is because there will be more than one difference when you sync + compare. Loction, time and possibly a few other things change as well. This is the part where you have to use your own intellence to narrow down the possible changes and isolate the one you are searching for. After you think you've found the bytes that control something, you then have to desipher what values do what and which to use. Truly you can only get this through trial and error. Try changing bytes around it, or chaning the byte that changed. Just remember: Everything follows a pattern. Whether it is clear or not, there has to be a pattern. Nothing can be completely random. I hope this helps those who want to try to crack something on their own. If you have a theory or believe you have cracked something, please feel free to e-mail me. I will give you all the credit you deserve! --------------------------- 1.86 A Good Place to Start --------------------------- If you are intrested in beginning research, here is a good start. I started a new file, stepped outside and saved it. Then I opened it again, moved a little, and saved it again. Below are all of the bytes that changed: 008 009 00A 020 021 03C 03D 03E 03F 254 255 42C 42D 42E 42F(Not really sure if it changes, but it should...) 434 435 436 439 This info is a great start if you're intrested in hacking location, time or possibly even party. The rest is up to you! ------------------------------ A.5 Frequently Asked Questions ------------------------------- Q: How do I get my game onto the computer? A: There are two ways that you can get your save on the computer. The first is to buy a special flash reader that connects to your pc and allows you to transfer your data, much the same way a gameshark works. The second is to obtain a "ROM" of the game from the internet. Q: So this works with my GBA, right? A: I'm pretty sure that it is. If you can get your GBA save file on the computer, this is the method to use to hack it. Q: Where can I find a ROM for Golden Sun? A: I honestly don't know. Just Google it and best of luck to you. Q: What should I use to play my ROM? A: Visual Boy Advanced is top dog when it comes to GBA emulators, and it's a free download. Q: Is this even legal? A: After reviewing a certain section of gamefaqs.com, I have realized that the only legal way to have a copy of the game on your computer is to make one personal copy. It is illegal to download the game from the internet or any other method. Sorry but if you decide to try this out using illegal methods it's not my fault. Q: So what was the name of the hex editor again? A: You really need to pay attention. I strongly recommend WinHex because it allows you to highlight large chunks of code effortlessly. Q: Why is it my Djinn hacking is not working? A: Did you even read the explanation? You can only hack one element per character. This is the last time I'm saying so and if I have to answer to a email where you are trying to hack more than one element per character, I will not be pleasant. :) ---------------- A.6 Legal Stuff ---------------- This guide is to only be posted on Gamefaqs.com and Neoseeker.com. If you wish to put this guide on your site contact and I'll let you know. This guide is not to be reproduced for profit; only personal use. But you wouldn't even think of doing something like that, would you. :) Copyright Cody Trombley 2006 ----------------- A.7 Contact Info ----------------- If you have any questions, comments, typos, maybe some help please feel free to email me at keyblade_master_02(at)yahoo.com or AIM me at skye0052. Unfortunately I do not check my email often enough and if I take a while to get back to you I apologize in advance. If you are truly desperate to contact me, I am almost always on Xfire as skye0053 whenever I'm online so if you request to be added to my friends list please just make sure to say for hacking help or I will most likely ignore you. ------------ A.8 Credits ------------ Ahh, so much credit to give. First I have to give credit to Camelot for making undoubtedly the greatest RPG for GBA and one of my favorites of all time. Second a huge amount of credit goes to Kaitia who wrote the GS2 game save hack and is responsible for getting me started in hacking and in helping me explain the hacking process. And for my friend for originally giving me the game. Also those wrote to me with improvments: Liq - Pointed out a typo and that 00 01 is actually an item. Big Stu - Who also pointed out the same item at the same time I checked my e-mail so they both get credit. Thanks to everyone who helps! If you want to get your name here, just contact me with an improvement or anything and I'll be sure you get here. ---------------- A.9 Coming Soon ---------------- So everyone, it's up to us to finish hacking Golden Sun! You honestly don't expect me to do it all, do you :) Now get to work!