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Character Modification Guide by JuanAtari

Version: 2.1 | Updated: 01/26/2006

Final Fantasy IV Advance Character Modification Guide
(USA Version)

Copyright 2006 by JuanAtari
               a.k.a John Robert Douglas II

Version 1.0 - Initial Version

Version 2.0 - Major overhaul of many sections
1/26/06     - Added Dark Knight Cecil and Young Rydia section
            - Added Introduction
            - Spelling mistakes corrected
            - Credits updated
            - Frequently Asked Questions section added
            - Fixed dropped item codes, they were screwed up
            - Fixed item codes, more easily understandable now
            - Table of Contents spruced up

Version 2.1 - Minor update
1/27/06     - More spelling mistakes corrected (bad spealler I am :-P)
            - Some bad grammar found and fixed
            - Introduction altered

Welcome to my guide, this is my first guide that I've submitted to Gamefaqs, or
anywhere for that matter, so I hope you enjoy it.  I tried to hack as much info
as possible so you have complete control over your characters.  I love Final
Fantasy II/IV/Easytype/Hardtype/Advance, whatever you want to call it, and have
been playing it on and off for 14 years starting with the SNES version.  Now
that Square added some new features I thought it was a good time to start 
playing again, and to write this guide as well.  These were all made using the
Visual Boy Advance cheat search, lots of trial and error, and some frustration.
But it has all come together to be one pretty complete character altering guide.
Anyways thank you in "advance" for glancing here (bad pun), and lets get started
shall we?

Table of Contents
|I.----- Character Swapping Method ----------------|
|II.---- Sprite Modification Method ---------------|
|III.--- Dark Knight Cecil & Young Rydia ----------|
|IV.---- Stat Addresses for all Characters --------|
|V.----- Other Miscellaneous Codes ----------------|
|VI.---- Frequently Asked Questions ---------------|
|VII.--- What's to come? --------------------------|
|VIII.-- Credits ----------------------------------|

I. Character Swapping Method

This method was discovered by "TheMatrixMaster" and was posted on the Gamefaqs 
Messageboard for this game.  How it works is the character is actually replaced
by the one you want instead.  This Method is good because:

A. Its the "Real" Character, including everything that comes with them, 
   including level growth, equips, and the like.
B. The character you are hacking in is completely glitch free and are at the
   level that you got them to and such (Except the "glitchy" dark knight, and
   Golbez that are mentioned later on).
C. They don't "replace" your character, they are just replacing them in the 
   menu, within the game, you still have the character that was in the slot 
   before hacking i.e. they should be waiting for you to switch them back into
   the party at Mysidia.
D. Going along with the above, you can switch characters anywhere you want, you
   aren't limited to just having to switch them in the Tower of Prayers.
E. The best way to revive Tellah and FuSoYa back into the party is to use this,
   as they aren't deleted after they leave, all their stats are retained.
F. The best way to do a "Single Character Challenge" is to use these codes to
   delete all characters except the one you want of course.  Beware if Cecil is
   deleted from a slot and then a story scene is entered, it may crash the game.
   So it might be better to leave him in the party and just KOed.

Now for the Codes:
(all 8-bit)

Slot 1 Modifier


Slot 2 Modifier


Slot 3 Modifier


Slot 4 Modifier


Slot 5 Modifier


To make any character you want appear in the above slots use these digits:

00 - Cecil (Paladin), (Dark Knight) before class change at Mt. Ordeals
01 - Kain
02 - Rosa
03 - Rydia (Adult), (Child) before she first leaves party after Fabul
04 - Cid
05 - Tellah
06 - Edward
07 - Yang
08 - Palom
09 - Porom
0A - Edge
0B - FuSoYa
0C - Golbez (very Glitchy, don't remove what he has equipped unless
             you want the game to eventually crash, don't use him in
             battle as the game will crash as well.)
1E - Semi Glitched DK Cecil - (will not retain stat information)
FF - Erases character from slot
(any digits not listed are not worth mentioning)

-----------Important Note--------------

(Unfortunately the "Glitchy" Dark Knight Cecil will NOT retain his level
 and stat information, leaving the guy basically useless......if you really
 want him still, then use this code as a base point to alter his stats:
 02007268:??, that being his current HP. Then use the rest of the bytes
 from section IV to change the other stats, but beware as soon as the codes
 are off, he will forget every stat you hacked and will go back down to 0 in 
 every attribute when there is a "loading" screen [like going into a town].)

-----------End Important Note-----------

II. Sprite Modification Method

This is a method I've discovered myself while playing around with character 
codes. The difference is this method utilizes an existing character and
actually changes his/her sprite.  Good Points about this method include:

A. Characters like Young Rydia and Dark Knight Cecil are completely glitch free
   and come with their battle/out of battle menus and all sprites.
B. You could actually change a member permanently, a.k.a. don't like Edward at 
   all? change him into Tellah for the duration of the game.
C. Assuming the way this code works, the character can keep what equips they
   had on beforehand.  Meaning you can give DK Cecil some decent stuff for once.
D. This character will act as though they were the character they were supposed
   to be, a.k.a., in story scenes they will say what they were originally meant
   to say.
E. Both a good and bad point, they will have the stats of the character they 
   were supposed to be, from HP, MP and on, but as I said before they will have 
   the menus of the new "modded" character. Also on level up, they will level
   from then on like how that sprite you modded in is supposed to while
   retaining the HP and MP of who they were before.
F. Utilizing this code you can have up to 5 of the same character in battle. 
   Five Rydias, Five Meteors, you get the picture, heh heh.

So far the only really "bad" point is that they will not learn magic correctly.
For example, if you turned Cecil into Rosa, if she didn't know all of her magic
at that point, when this new modded character levels up they will most likely
not get any new spells, only spells that the "real" version of the character
knows.  But this can easily be solved with magic modifier codes.  Also for some
reason although Golbez has a sprite using this method, his battle sprite is
missing..........but his walking sprite and portrait are perfect, along with
his menus.......damnit! :-P

Without further annoying chatter, here are the addresses:
(all 8-bit)

























To make any character sprite you want appear in place of the above, make the 
value any of the following:

00 - Dark Knight Cecil (Dark can only be used if a Dark sword is 
01 - Dragoon Kain
02 - W. Mage Rosa
03 - Summoner Young Rydia
04 - Engineer Cid
05 - Sage Tellah
06 - Prince Edward
07 - High Monk Yang
08 - B. Mage Palom
09 - W. Mage Porom
0A - Ninja Edge
0B - Lunarian FuSoYa
0C - Paladin Cecil
0D - Summoner Adult Rydia
0E - Golbez (with a job of "None" ;-P) (In battle he will be minied and

(any digits not listed are not worth mentioning)

III. Dark Knight Cecil & Young Rydia

- Many character related questions seem to revolve around these two so I have
  devoted a seperate section explaining how to get them back and what that will
  do to your game as a whole.

Young Rydia

- Well this has been extensively tested and when bringing Young Rydia back with
  the sprite method it does absolutely.........nothing to the game.  The game
  still thinks Rydia is Rydia.  Her sprite doesn't even change during story
  scenes, unlike DK Cecil.  And her stat growth and spell growth is even
  unaffected, so use her all you want, she will not learn any new white mage
  spells though, unless you hack them yourself. So if you want those 3 white
  mage spells and to see her young face again on the menu and while she is 
  talking you just enter this,  02006A92:03 , simple enough right?

Dark Knight Cecil

- This one is a lot more limited in its use compared to the afformentioned Young
  Rydia.  Basically you'll loose use of White magic, and the "Cover" ability
  which actually is a pretty nice ability to have.  You gain back the "Dark"
  ability, but only if one of the three Dark Swords avaliable are currently
  equipped on him, all others will make the "Dark" ability blanked out on the
  battlefield.  In order to aquire him nearly glitch free, you'll have to use
  the sprite method just like Young Rydia, the code being, 02006A02:00 , which
  will revert Cecil back into Dark Knight form.  During story scenes, it is
  natural to see his sprite turn back into that of a Paladin, but his face in
  the spoken dialouge will still be that of a Dark Knight.  Otherwise during
  all other sections Cecil will look like a Dark Knight for battle and when
  walking around.  Cecil will gain stats as if he were a Dark Knight, so he
  will have more strength, but as for his equipment, he will be stuck with 
  the Demon equipment along with the Deathbringer sword for the duration of
  the game. So in order to keep him in tune with the others that gain new
  equipment, you should turn him into a Paladin each time you acquire new
  equipment, upgrade him, then change him back into a Dark Knight again
  form before his next level up, as this is the fastest way to re-equip him.
  The other way to use is Equipment modifiers, but there are five of those
  and only one code for changing sprite needed.  Stats are recalculated every
  time you equip or unequip weapons and armor, so keep this in mind.  Also 
  in this way you can't use "Dark" which kind of make it monotonous since its
  his only ability other then to just pick fight every round.

IV. Stat Addresses for all Characters

|How to use this chart                                                       |
| Find the Current Hit Point Hex address of the character you want to        |
| modify, then add how many bytes to that address to get to anything on this |
| chart. Each character's data is 71 bytes long and are lumped together,     |
| starting with Cecil and ending with FuSoYa. To go from one character to    |
| the other, add 72 (48 in hex) or subtract 72 to go back and forth          |
| ultilizing the current HP address as the base point.                       |
|Character Starting Adresses (Current HP Byte)                               |
|  Cecil  - 020069F8 (DK or Paladin)                                         |
|  Kain   - 02006A40                                                         |
|  Rosa   - 02006A88                                                         |
|  Rydia  - 02006AD0 (Young or Adult)                                        |
|  Cid    - 02006B18                                                         |
|  Tellah - 02006B60                                                         |
|  Edward - 02006BA8                                                         |
|  Yang   - 02006BF0                                                         |
|  Palom  - 02006C38                                                         |
|  Porom  - 02006C80                                                         |
|  Edge   - 02006CC8                                                         |
|  FuSoYa - 02006D10                                                         |
|Character Information Storage Bytes                                         |
|Byte | Description                                                          |
|1    | Current Hit Points                                                   |
|2    | (16-bit) (0000-270F)                                                 |
|3    | Maximum Hit Points                                                   |
|4    | (16-bit) (0000-270F)                                                 |
|5    | Current Magic Points                                                 |
|6    | (16-bit) (0000-270F)                                                 |
|7    | Maximum Magic Points                                                 |
|8    | (16-bit) (0000-270F)                                                 |
|9    | Current Status (Frog, Silence,                                       |
|10   | (16-bit)        Poison, etc.) (0000-FFFF)                            |
|11   | Current Sprites, Battle Menu, Inate Equips (8-bit) (00-0E)           |
|12   | Current Level (8-bit) (00-63)                                        |
|13   | Strength (In Battle) (8-bit) (00-FF)                                 |
|14   | Agility (In Battle) (8-bit) (00-FF)                                  |
|15   | Stamina (In Battle) (8-bit) (00-FF)                                  |
|16   | Intellect (In Battle) (8-bit) (00-FF)                                |
|17   | Spirit (In Battle) (8-bit) (00-FF)                                   |
|18   |                                                                      |
|19   | UnKnown Still (24 bits)                                              |
|20   |                                                                      |
|21   | Strength (Status Menu) (8-bit) (00-FF)                               |
|22   | Agility (Status Menu) (8-bit) (00-FF)                                |
|23   | Stamina (Status Menu) (8-bit) (00-FF)                                |
|24   | Intellect (Status Menu) (8-bit) (00-FF)                              |
|25   | Spirit (Status Menu) (8-bit) (00-FF)                                 |
|26   | Attack Multiplier (8-bit) (00-FF)                                    |
|27   | Attack (8-bit) (00-FF)                                               |
|28   | Precision (8-bit) (00-FF)                                            |
|29   | Defense Multiplier (8-bit) (00-FF)                                   |
|30   | Defense (8-bit) (00-FF)                                              |
|31   | Evasion (8-bit) (00-FF)                                              |
|32   | Magic Defense Multiplier (8-bit) (00-FF)                             |
|33   | Magic Defense (8-bit) (00-FF)                                        |
|34   | Magic Evasion (8-bit) (00-FF)                                        |
|35   | Good Hand (00 = Right, 01 = Left, 02 = Both)                         |
|36   | Right Hand Equipment (Use Equipment Bytes)                           |
|37   | (16-bit)                                                             |
|38   | Number of Arrows Left (if equipped in right hand) (8-bit) (00-FF)    |
|39   | Unknown Still (8 bits)                                               |
|40   | Left Hand Equipment (Use Equipment Bytes)                            |
|41   | (16-bit)                                                             |
|42   | Number of Arrows Left (if equipped in left hand) (8-bit) (00-FF)     |
|43   | Unknown Still (8 bits)                                                |
|44   | Head Equipment (Use Equipment Bytes)                                 |
|45   | (16-bit)                                                             |
|46   | Body Equipment (Use Equipment Bytes)                                 |
|47   | (16-bit)                                                             |
|48   | Arm Equipment (Use Equipment Bytes)                                  |
|49   | (16-bit)                                                             |
|50   | Whether or not weapon absorbs HP (FF = Yes) (8-bit)                  |
|51   | Elemental Attack Modifier (FF = All) (8-bit)                         |
|52   | Unknown Still (8 bits)                                               |
|53   | Status Attack Modifier (FF = All) (8-bit)                            |
|54   | Element Absorption (possibly Element Def.) (FF = Absorb All) (8-bit) |
|55   |                                                                      |
|56   |                                                                      |
|57   |                                                                      |
|58   |                                                                      |
|59   | Unknown Still                                                        |
|60   | (72 bits)                                                            |
|61   |                                                                      |
|62   |                                                                      |
|63   |                                                                      |
|64   |                                                                      |
|65   | Experience (00000000-FFFFFFFF)                                       |
|66   | (32-bit)                                                             |
|67   |                                                                      |
|68   |                                                                      |
|69   | Unknown Still                                                        |
|70   | (32 bits)                                                            |
|71   |                                                                      |
|Notes on Specific Bytes                                                     |
| Bytes 9 and 10 - Not sure how they work, but if set to FFFF you are        |
| inflicted with everything. The reverse is true if set to 0000.             |
| Byte 11 - Modifies the Sprite, what they can equip and what battle menus   |
| they possess. They will level up like the sprite they appear as from then  |
| on, although in story scenes the game won't crash.                         |
| Bytes 13-17, 21-34 - If changed, whenever you equip or unequip weapons and |
| armor your stats get recalcuated according to your 5 main attributes. So   |
| if for example, you always want that 30 x Defense multiplier, then leave   |
| the code on always while playing, otherwise it will revert upon armor and  |
| weapon change.                                                             |
| Byte 35 - If changed, effects take place immediately, for example Rydia    |
| can have two whips equipped if set to "both".                              |
| Bytes 36, 40, 44, 46, 48- Use equipment bytes for these.  If set to a      |
| nulled out weapon/armor lots of garbage will appear, steer clear of        |
| doing this. Can have anything in any slot otherwise, including items.      |
| Bytes 50, 51, 53, 54- Not extensively tested, only FF has been used, which |
| makes all elements, statuses, etc. occur.  If all statuses are inflicted   |
| on a monster at once game may crash, beware.                               |
| Byte 64- Experience can be modified, but experience remaining for the      |
| next level cannot be.  Whatever experience is set to, experience remaining |
| will change according to level.  If experience is set to something higher  |
| then what it should be for that particular level, experience remaining     |
| will show a bunch of garbage, so steer clear of this as its unknown how    |
| this affects the numbers overall.                                          |

Equipment Digits

0001- Fire claw
0002- Ice claw
0003- Thunder claw
0004- Fairy claw
0005- Hell claw
0006- Cat claw
0007- Rod
0008- Ice rod
0009- Flame rod
000a- Thunder rod
000b- Rod of change
000c- Fairy rod
000d- Stardust rod
000e- Rod of Lilith
000f- Staff
0010- Helaing staff
0011- Mythril staff
0012- Power staff
0013- Kinesis staff
0014- Sage's staff
0015- Rune staff
0016- Dark sword
0017- Shadow blade
0018- Deathbringer
0019- Sword of Legend
001a- Light sword
001b- Excalibur
001c- Flame sword
001d- Ice brand
001e- Defender
001f- Blood sword
0020- Ancient sword
0021- Sleep blade
0022- Gorgon blade
0023- Spear
0024- Wind spear
0025- Fire lance
0026- Ice lance
0027- Wyvern Lance
0028- Holy Lance
0029- Blood lance
002a- Gungnir
002b- Kunai
002c- Ahura
002d- Kotetsu
002e- Kikuichimonji
002f- Murasame
0030- Masamune
0031- Assassin dagger
0032- Mage masher
0033- Whip
0034- Chain whip
0035- Blitz whip
0036- Fire whip
0037- Dragon's Whisker
0038- Hand axe
0039- Dwarf axe
003a- Ogre killer
003b- Mythril knife
003c- Dancing dagger
003d- Mythril sword
003e- Knife (aka spoon)
003f- Ragnarok
0040- Shuriken
0041- Fuma shuriken
0042- Boomerang
0043- Full moon
0044- Dreamer's harp
0045- Lamia harp
0047- Poison axe
0048- Rune axe
0049- Mythril hammer
004a- Gaia hammer
004b- Wooden hammer
004c- Avenger
004d- Bow
004e- Crossbow
004f- Great bow
0050- Killer bow
0051- Elven bow
0052- Yoichi's bow
0053- Artemi's bow
0054- Iron arrow
0055- Holy arrow
0056- Fire arrow
0057- Ice arrow
0058- Thunder arrow
0059- Dark arrow
005a- Poison arrow
005b- Mute arrow
005c- Angel arrow
005d- Youchi arrow
005e- Medusa arrow
005f- Artemi's arrow
0061- Iron sheild
0062- Dark sheild
0063- Demon sheild
0064- Light sheild
0065- Mythril sheild
0066- Fire sheild
0067- Ice sheild
0068- Diamond sheild
0069- Aegis sheild
006a- Genji sheild
006b- Dragon sheild
006c- Crystal sheild
006d- Iron helm
006e- Dark helm
006f- Hades helm
0070- Demon helm
0071- Light helm
0072- Mythril helm
0073- Diamond helm
0074- Genji Helm
0075- Dragon helm
0076- Crystal helm
0077- Leather cap
0078- Feathered cap
0079- Wizard's hat
007a- Sage's miter
007b- Gold hairpin
007c- Ribbon
007d- Twist headband
007e- Green beret
007f- Black cowl
0080- Glass mask
0081- Iron armor
0082- Dark armor
0083- Hades armor
0084- Demon armor
0085- Knights armor
0086- Mythril armor
0087- Flame mail
0088- Ice armor
0089- Diamond armor
008a- Genji armor
008b- Dragon mail
008c- Crystal mail
008d- Clothes
008e- Leather garb
008f- Gaia gear
0090- Sage's surplice
0091- Black robe
0092- Light robe
0093- White robe
0094- Power sash
0095- Minerva's plate
0096- Prisoner's wear
0097- Bard's tunic
0098- Kenpogi
0099- Black belt
009a- Adamant armor
009b- Black garb
009c- Iron gloves
009d- Dark gloves
009e- Hades gloves
009f- Demon gloves
00a0- Gauntlets
00a1- Mythril gloves
00a2- Diamond gloves
00a3- Giant's gloves
00a4- Genji gloves
00a5- Dragon gloves
00a6- Crystal gloves
00a7- Iron ring
00a8- Ruby ring
00a9- Silver armlet
00aa- Power armlet
00ab- Rune armlet
00ac- Crystal ring
00ad- Diamond armlet
00ae- Protect ring
00af- Cursed ring
00b0- Bomb fragment
00b1- Bomb arm
00b2- Antartic wind
00b3- Arctic wind
00b4- Rage of Zues
00b5- Rage of the Gods
00b6- Stardust
00b7- Kiss of Lilith
00b8- Vampire fang
00b9- Bacchus's cider
00ba- Herme's shoes
00bb- Hourglass
00bc- Sliver hourglass
00bd- Gold hourglass
00be- Spider's silk
00bf- Decoy
00c0- Red fang
00c1- White fang
00c2- Blue fang
00c3- Light curtain
00c4- Bomb core
00c5- Lunar curtain
00c6- Bell of silence
00c7- Gaia drum
00c8- Crystal
00c9- Coeurl's Whicker
00ca- Grimiore
00cb- Bestiary
00cc- Alarm clock
00ce- Unicorn horn
00cf- Hi-potion
00d0- X-potion
00d1- Ether
00d2- Dry ether
00d3- Elixer
00d4- Pheonix down
00d5- Gold needle
00d6- Maiden's kiss
00d7- Mallet
00d8- Diet food
00d9- Echo herbs
00da- Eye drops
00db- Antidote
00dc- Cross
00dd- Remedy
00de- Siren
00df- Gold apple 
00e1- Soma drop
00e2- Tent
00e3- Cottage
00e4- Magazine
00e5- Emergency exit
00e6- Dwarven bread
00e7- Goblin
00e8- Bomb
00e9- Cockatrice
00ea- Mind flayer
00eb- Gysahl greens
00ec- Membership pass
00ed- Gysahl whistle
00ee- Bomb ring
00ef- Baron key
00f1- Earth crystal
00f2- Magma rock
00f3- Luca's Necklace
00f4- Twin harp
00f5- Dark crystal
00f6- Rat tail
00f7- Adamantite
00f8- Frying pan
00f9- Pink tail
00fa- Dr. Lugae's key
00fb- Dark matter
00fc- Hand of the gods
00fd- Apollo's harp
00fe- Triton's dagger
00ff- Seraphim's mace
0100- Thor's hammer
0101- Lightbringer
0102- Flandango
0103- Caliburn
0104- Able's lance
0105- Fiery hammer
0106- Dragoon gloves
0107- Hanzo gloves
0108- Discipline armlet
0109- White ring
010a- Mist ring
010b- Harmonious ring
010c- Twin stars
010d- Grimiore LO
010e- Grimiore LL
010f- Griniore LA
0110- Grimiore LS
0111- Grimiore LI
0112- Grimiore LR
0113- Grimiore LT
0114- Grimiore LB
0115- Grimiore LD
0116- Courageous suit
0117- Red jacket
0118- Sage's robe
0119- Lord's robe
011a- Grand armor
011b- Funny mask
011c- Red cap
011d- Coronet
011e- Cat hood
011f- Grand helm
0120- Nirvana
0121- Asura's rod
0122- Sasuke's katana
0123- Mitsunokami
0124- Mist whip
0125- Perseus's bow
0126- Perseus arrow
0127- Tiger fang
0128- Dragon claw
0129- Loki's lute
012a- Rising sun
012b- Assassin dagger
012c- Gigant axe
012d- Piggy stick
012e- Hero's sheild
012f- Rainbow robe
0130- White dress
0131- Chocobo suit
0132- Tabby suit
0133- Maximilian
0134- Ceaser's plate
0135- Dragoon plate
0136- Assassin vest
0137- Battle gear
0138- Vishnu vest
0139- Scrap metal
013a- Clear water
013b- Muddy water
013c- Honey
013d- Firewood
013e- Torch
013f- Doll
0140- Raggedy Doll
0141- Key
0142- Megalixer
0143- Bld-Skd Lance
0144- Requiem Harp

V. Other Miscellaneous Codes

Item Modifier

- Status Menu-

Slot 1 = 02006EE4:???? (Type) (16-bit)
         02006EE6:???? (Quantity) (16-bit)


Slot 48 = 02006FA0:???? (Type) (16-bit)
          02006FA2:???? (Quantity) (16-bit)

- Fat Chocobo-

Slot 1 = 02006FA4:???? (Type) (16-bit)
         02006FA6:???? (Quantity) (16-bit)


Slot 126 = 02007198:???? (Type) (16-bit)
           0200719A:???? (Quantity) (16-bit)

-All codes are 16 bit so add 4 to go to the next slot (in hex).  If there
 wasn't something in the slot to begin with the quantity will be messed up.
 Use quantity modifier to correct this.  Use equipment digits from the above
 section to fill these in.

Enemy Dropped Item Codes

0200E098:???? - 1st Item Drop Type (16-bit)
0200E09A:???? - Quantity (16-bit)

0200E09C:???? - 2nd Item Drop Type (16-bit)
0200E09E:???? - Quantity (16-bit)

0200E0A0:???? - 3rd Item Drop Type (16-bit)
0200E0A2:???? - Quantity (16-bit)

0200E0A4:???? - 4th Item Drop Type (16-bit)
0200E0A6:???? - Quantity (16-bit)

0200E0A8:???? - 5th Item Drop Type (16-bit)
0200E0AA:???? - Quantity (16-bit)

0200E0AC:???? - 6th Item Drop Type (16-bit)
0200E0AE:???? - Quantity (16-bit)

0200E0B0:???? - 7th Item Drop Type (16-bit)
0200E0B2:???? - Quantity (16-bit)

0200E0B4:???? - 8th Item Drop Type (16-bit)
0200E0B6:???? - Quantity (16-bit)

-As always, use the equipment digits with these, and the enemies will ALWAYS
 drop the specified item after every battle with the codes on.

Monster To Fight Modifier

0200E06C:???? (16-bit)

-So far all I know is a few, like 0000 is 3 Goblins, 00B6 is with a Sorcerer
 that will summon a Green Dragon after his cohorts are dead, and 027F will give
 you 8 Flan Princesses to fight.  Experiment, its kind of fun. :-)

Battle Command Modifier

First Command 02027D0C:??
Second Command 02027D0D:??
Third Command 02027D0E:??
Fourth Command 02027D0F:??
Fifth Command 02027D10:??

00 Attack
01 Dark 
02 Items
03 Jump 
04 W Magic
05 Pray
06 Aim
07 B Magic
08 Summon
09 Recall
0a Power
0b Kick
0c Gird
0d Sing
0e Heal
0f Hide
10 Bluff
11 Twin
12 Cry
13 Study
14 Throw
15 Steal
16 Ninjutsu
17 Regen
18 Cover

- These codes are kind of limited in their use, as every party member in the
  battle will receive the command you pick for that slot. So far the only one
  I can think of that could be good for every character would be something like
  Throw, or Aim for arrows so they don't suck as much on average.

Enemies die in one hit

02024E10:0000 (all 16-bit)

- Pretty self-explanatory....

Debug Room

7200e002 000c
8200E04E 015D
7200e002 000c
8200e3c4 0078
7200e002 000c
8200e3c8 0068

- I don't know the validity of this code, but as to how it works, it should put
  you in the Debug Room after you load a saved game, this is NOT a Debug room
  guide and I don't plan on making one since most of the options just seem to
  do what my other codes do in the first place, (switch characters, etc.) By the
  way this one is in Codebreaker format instead of the usual RAW.

Gain 50,000 Exp. After Battle

7200E000 0008
82024994 c350
7200E000 0008
82024BAC c350

- Codebreaker Format

Gain 50,000 Gil After Battle

7200E000 0008
82024bb0 c350
7200E000 0008
82024998 c350

- Codebreaker Format

Infinite HP Version 1

7200E000 0008
82024ca0 270f
7200E000 0008
82024cc4 270f
7200E000 0008
82024d58 27of
7200E000 0008
82024db4 270f
7200E000 0008
82024cfc 270f

- These codes ONLY work when starting a new game. Codebreaker Format.

Infinite HP Version 2

7200E000 0008
82024a88 270f
7200E000 0008
82024b40 270f
7200E000 0008
82024a2c 270f
7200E000 0008
82024b9c 270f
7200E000 0008
82024ae4 270f

- These codes ONLY work when loading a saved game(or a quick save).
  Codebreaker Format.

Money (Gil) Modifier

020072BC:???????? (32-bit)

-98967F = 9999999 Gil

Magic modifer Codes 
(all 8-bit)

- Rydia's White Magic (Young Only)-

Slot 1 = 02006DF4:??


Slot 24 = 02006E0B:??

- Rydia's Black Magic (Young and Old)-

Slot 1 = 02006E54:??


Slot 24 = 02006E6B:??

- Rydia's Summons (Young and Old)-

Slot 1 = 02006EB4:??


Slot 24 = 02006ECB:??

- Tellah's White Magic -

Slot 1 = 02006E0C:??


Slot 24 = 02006E23:??

- Tellah's Black Magic -

Slot 1 = 02006E6C:??


Slot 24 = 02006E83:??

- FuSoYa's White Magic -

Slot 1 = 02006E3C:??


Slot 24 = 02006E53:??

- FuSoYa's Black Magic -

Slot 1 = 02006E9C:??


Slot 24 = 02006EB3:??

- Cecil's White Magic (Paladin Only)-

Slot 1 = 02006DC0:??


Slot 24 = 02006DDB:??

- Rosa's White Magic -

Slot 1 = 02006DDC:??


Slot 24 = 02006dF3:??

- Porom's White Magic -

Slot 1 = 02006E24:??


Slot 24 = 02006E3B:??

- Palom's Black Magic -

Slot 1 = 02006E84:??


Slot 24 = 02006E9B:??

- Edge's Ninja Magic -

Slot 1 = 02006ECC:??


Slot 24 = 02006EE3:??

- Magic Digits -

00 = Nothing (delete)

White Magic

01 = Hold
02 = Silence
03 = Confuse
04 = Blink
05 = Protect
06 = Shell
07 = Slow
08 = Haste
09 = Berserk
0A = Reflect
0B = Holy
0C = Dispel
0D = Scan
0E = Cure
0F = Cura
10 = Curaga
11 = Curaja
12 = Esuna
13 = Life
14 = Full-Life
15 = Mini
16 = Teleport
17 = Sight
18 = Float

Black Magic

19 = Toad
1A = Pig
1B = Warp
1C = Poison
1D = Fire
1E = Fira
1F = Firaga
20 = Blizzard
21 = Blizzara
22 = Blizzaga
23 = Thunder
24 = Thundara
25 = Thundaga
26 = Bio
27 = Tornado
28 = Quake
29 = Sleep
2A = Break
2B = Death
2C = Stop
2D = Drain
2E = Osmose
2F = Meteor
30 = Flare

Summon Magic

31 = Goblin
32 = Bomb
33 = Cockatrice
34 = Mind Flayer
35 = Chocobo
36 = Shiva
37 = Ramuh
38 = Ifrit
39 = Titan
3A = Dragon
3B = Sylph
3C = Odin
3D = Leviathan
3E = Asura
3F = Bahamut

Twin Magic

40 = Comet
41 = Pyro

Ninja Magic

42 = Flame
43 = Flood
44 = Blitz
45 = Smoke
46 = Pin
47 = Image

Enemy Abilities

48-AC, They cannot be used though, doh!

-Rydia is the only one that can use summons.  Enemy abilities don't work at
 all unlike the SNES version.  White and Black magic can be swapped, meaning
 Black can be in a White magic menu and vice versa.  Same thing goes with
 Twin and Ninja Magic (Now the casting time for "Twin" magic doesn't have to be
 so attrocious, just hack it into their menu and the casting time will be a lot

VI. Frequently Asked Questions

- There are not any yet, as this is a relatively new guide. I just entered
  this section in case some roll in as time goes by.

VII. What's to come?

- Figuring out what the few unknown bytes are in the character information
  will be coming soon, but every stat is covered, so anything left that is
  undiscovered is probably not very important for the most part.

- I would really appreciate having someone help me convert these into 
  Codebreaker/PARv2/ARv3/GamesharkSP codes for people who would like to use 
  the codes with their respective cheat device.

VIII. Credits

- Although he might not even know it yet, a big thank you to TheMatrixMaster 
  for giving me a reason to dig further and find out more about modding because
  of his Dark Knight Cecil code.

- Thank you to Katie N., who puts up with my game playing as much as she can,
  while hating video games in general. The only exception to this is Ms.
  Pac-Man (she is also a feminist...... so go figure :-P).

- Thanks to all of the people that showed a little interest on the Gamefaqs
  FF IV Advance Message board in relation to my codes.

- Well, other then the above this has been all my own work thus far, except for
  some of the codes that appear in the Miscellaneous code section, those are
  from various members on the FF IV Messageboards and if they would like to be 
  credited fully by all means E-mail me and I will include your Name/Username as
  it was a lot of work to put all of the codes together, and it was hard to keep
  track of who made what code. Anyone who contributes to help make this guide
  all inclusive, maybe even to the point of the Final Fantasy Tactics Character
  Mod FAQ (that is maybe just wishful thinking, haha) will most certainly be
  credited highly in the next version of my FAQ!

Well till next time........I'll be on the messageboards of FF IV (PuppyLoveDog)
if anyone has suggestions and also for code contributions or tips. For more info
on using these codes you can email me at juanatari@hotmail.com, but please no
hate mail, if you hate cheating, you shouldn't be reading this guide in the 
first place, right?

Final Fantasy IV Advance is copyrighted by Square/Enix

This guide is copyrighted by JuanAtari and so far I only want it on 
Gamefaqs.com, if you see it elsewhere, please email me.

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