Quest 64 – GameShark Spell/Boss Codes
Nintendo 64
GameShark Spell/Boss Codes by Nje789
Updated: 03/20/2006
Quest 64 In-Depth Original Gameshark Codes FAQ version 1.0 by: Nje789 3/8/06 NJE789@aol.com -Intro- This is a FAQ of all the original gameshark codes I've made for this game. It not only includes the code descriptions, but also in-depth explanations for their use. These codes give Quest 64 a whole lot more replay value, even warranting additional playthroughs with better challenges or customized gameplay mechanics to suit your personal tastes. You can set how fast or slow each stat levels up, or use a code that restores HP after every fight so you don't have to do tedious healing sessions after close fights, for example. If you want a better challenge, or just to see something new, you can try out the sample boss modifier codes given, which alter their stats and give them new abilities. An explanation to create your own boss modifier codes is also given. Codes were tested on Nintendo 64 gameshark version 3.3 The version of the gameshark used is important for codes utilizing activators, in partcular the "d3", or "not equal to" activator codes that may not work with earlier versions of gameshark. Activator codes used are accredited to the CMGSCCC.com website.(goto this site for more info on activators) If codes don't work, try the "Disable Expansion Pak" code: EE000000 0000 Gamesharks are glitchy, so you may also try turning all codes off, then select the ones you want on if you still have problems. (Disable expansion code also from cmgsccc.com) -Spell Modification Codes- The basic spell replacement code: 8107bbd6 xxyy xx=the spell's element: 00=fire 01=earth 02=water 03=wind 04=boss spells yy=the spell's number, which is in the order you learn spells, from 00 to 0E. This code switches the selected code with a different one, meaning with just the basic code alone, Brian will always cast that spell. That will get old fast, though, so it's best to combine this with an activator code. (Again, goto cmgsccc.com for more info on activator codes if you're confused) A simple way to use an activator to help with this code is to make one of the code itself. Say you want to replace your large cutter spell with Beigis' Blade spell. To do that, make the activator the value of large cutter, and right below it put the code for Beigis' blade spell mod. It'll look like this: d107bbd6 0306 -when large cutter is selected.. 8107bbd6 040c -the activator will apply this code for Beigis' Blade. Now, when you select "Large cutter", you'll cast Beigis' Blade spell instead. You're free to use all your other spells, as this just replaces that one spell. You can use about 14 line's worth of code at a time, so seven of these. You can also try things like this instead- Hold B to switch any regular spell with different boss spells: d0092874 0040 8007bbd6 0004 This is a button activator that makes the element selected the boss spells. You select a spell from any element, then hold B after you confirm it until Brian casts it. The boss spell you use depends on the spell you selected. -Button Activators- d0092874 00xx xx: 01=right on d-pad, 02=left, 04=down, 8=up, 20=Z button, 40=B button Change the 4 to 5 in doo92874 to use these button activators: xx: 01=right on c-pad, 02=left, 04=down, 08=up, 20=L button, 10=R button A button's 80 on the '4 set, but, doesn't work for some reason. -back to spell mod codes- Here's the values for xx and yy for the basic spell mod 8107bbd6 xxyy: xx=00 Fire YY= 00 fire1 01 fire2 02 staff1 03 arrow1 04 steam1 05 fire3 06 compress 07 staff2 08 fire pillar 09 arrow 2 0a fire bomb 0b vampire 0c magma ball 0d extinction 0e steam2 xx=01 earth yy= 00 rock 01 rock2 02 armor1 03 roller1 04 weak1 05 rock3 06 magnet rock 07 armor2 08 avalanche 09 confusion 0a weak2 0b rock shower 0c barrier 0d roller2 0e weak all xx=02 water yy= 00 water 01 water2 02 heal1 03 soul1 04 water3 05 ice wall 06 ice knife 07 exit 08 escape 09 return 0a heal2 0b soul2 0c walking water 0d drain 0e invalidity xx=03 wind yy= 00 cutter1 01 cutter2 02 restrict1 03 evade1 04 silence1 05 cutter3 06 large cutter 07 restrict2 08 wind bomb 09 evade2 0a cyclone 0b slow 0c wind walk 0d silence2 0e ultimate wind xx=04 Boss spells yy= 00 sol fire* 01 sol earth* 02 zel spikes 03 zel burst 04 nep bubbles 05 nep globe* 06 far magmashot 07 far explosion 08 shi bolt* 09 shi barbs 0A gui punch* 0b gui claw* 0c bei blade 0d bei laser* 0e mam light* 0f mam flame 10 mam missiles (spells marked with * don't show full animation, but still work) All boss spells deal fire damage, and are powered by the fire element. -Spell graphic modifiers- 81086fyy xxxx yy: 4a=first graphic, 86=2nd, c2, f7.. there's more, but most spells just use the first graphic. Some xxxx values 1f78 fire 2170 power staff 2200 arrow 2248 fire bomb 2368 steam 21b8 fire pillar 2128 compression 2290 vampire 22d8 magma ball 2320 extinction 2e60 wind bomb 23b0 rock 2488 roller 24d0 weak 2440 armor 25f0 avalanche 2638 confusion 2908 water 2abb heal 26ca rock shower 2710 barrier 2758 roller2 2ef0 cyclone 2998 ice knife 2b48 walking water 2b90 drain 3010 ultimate wind 2ea4 evade 2f80 wind walk 2dd0 large cutter 3058 sol fire 30a0 sol earth 30e8 zel spike 3130 zel burst 31c0 nep spin 3178 nep bubble 3208 far magmashot 3250 far explosion 3298 shi bolt 32e0 shi barb 3370 gui claw 3328 gui punch 34d8 mam missile 3490 mam flame 3448 mam light 33b8 bei blade 3400 bei laser This is kinda lacking, and there's probably a few graphics missing because they're not 4a values, and are only shown with second/thrid/ect. effects. Again, this is best used with an activator, especially since some of these graphics will freeze when replacing the wrong spell graphic. An example would be trying to use fire pillar to replace a projectile graphic. It won't work. It'll probably freeze the game. Next, the texture/color mod. 810875f6 xxxx (ok, I only gave the first texture variable mod, but it gets the job done in most cases, as many spells only use a single main graphic) xxxx values f1b8 firebomb bda8 fireball 19c8 power staff e5b0 arrow d5a8 steam a028 compress c5a8 firepillar e9b8 vampire 72f8 magmaball fdb8 extinction 05c0 rock 29e0 armor 09c0 roller 2de0 weakness 01c0 confusion 6ef8 barrier 9820 water 25a8 icewall 9420 iceknife 76f8 drain 1dd0 invalidity 11c8 cutter 9c28 restriction 6ef8 evade a028 silence 15c8 cyclone 6af0 slow 62f0 wind walk 49e8 far magmashot 45e8 far explosion 66f0 mam flame 21d8 mam missile 8708 nep globe 7b00 nep bubble Also not a complete set of values for this variable. It should be noted textures are either 2-d or 3-d. They will not work well when a 2-d spell's texture is applied to a 3-d spell, and the opposite is true as well. fireballs, steam clouds, these are all 2-D effects. Fire pillars, rocks, these are 3-D effects. Oh, and if you're just dying to, you can find other values for these variables by simply checking them in the memory editor when the desired spell effect is on screen. They're 16-bit values, so that means an "f6" variable is going to include f6 and f7's 2-digit values listed in the memory editor. Now, the shape mod 810875ea xxxx xxxx values b590 missile cylinder b588 wall half-cylinder b4f8 flat (like the 2-d fireballs) b500 arrow b504 firepillar prism b568 globe b510 firebomb b544 firebomb second shape b598 vampire b514 mamma ball b51c extinction b50c spirit armor aura b4fc drain b518 roller b530 confusion b4e8 rock shower b52c water pillar b4e0 heal aura b524 ice knife crystals b520 cyclone That.. can't be everything.. I mean, I know there's a lot of 2-D flat shapes used in the game, but something's gotta be missing here. Oh well. Like I said, merely check the memory editor to find any others you may want. Very easy to do. You can also find additional effect variables by using walking water, then look for the water effect values.(walking water has about ten or so water pillar effects used) Spell effect size modifier 810875c4 xxxx width -------8 xxxx height -------c xxxx length 41ae's an example of a normal value to give these variables. There's also the rotation modifier I found- 810875e6 xxxx -the sideway rotation -Multi projectile spell mods- Some spells attack multible times, and the extra projectiles after the first one can be changed via this variable: 8108717a xxyy The values for this are the same as the basic spell mod's, and can be changed to any spell. You can use the multi-projectile mod for hybrid spells. An example would be using the homing arrow spell value as an activator to change the multi-projectile spell value to Fargo's magmashot: d108717a 0003 8108717a 0406 Now, whenever Brian or an enemy casts Homing Arrow lvl.1, the 2 extra arrows after the first will be magmashots, making this a high-powered spell that can do more damage than a fireball 3 spell to a single enemy, or deal moderate damage to an entire group for a great damage total. Just watch out for the goblins in the Dondoran flats if you use this.. They're deadly with this code.. as is every other arrow1 user. These values aren't limited to just other projectile attacks, you can change the extra attacks to barriers, heal spells, anything else. The amount of extra projectiles left variable is this: 80087171 00??. For example, try using this as an activator to give certain multi-hit spells more attacks: d0087171 0002 -When a spell has 2 extra hits left.. 80087171 0016 -it gets 22 more. d0087171 0010 -and when 16 are left.. 80087171 0000 -it loses the rest so the spell ends. With this, most spells that deal 3 or more hits get 4 extra hits, so cutter2 and arrow 1 have 7 attacks instead of 3. ..but watch out- this affects enemy spells, too. ***This variable should not be altered until a multi-hit spell has been cast during your current play, otherwise it will not respond to any activator code. Multi-projectile ownership code: 81087186 xxxx xxxx: c9bc=owner's enemy A, BAcc=owner's Brian THis code is needed for adding extra spells to an attack with the 87171 and 8717a variables. If these two variables are changed without designating an owner, the spell will come from whoever the last owner of a multi-projectile spell was. This only needs to be used when adding spells to unnaturally multi-hit spells. If it's already a multi-hit spell, this variable is obviously set to the right owner by default. ***and keep in mind when using these variables, a natural multi-hit spell must have already been used at some point since you started this play session, or the variables won't respond to forced changes. One little fun thing you can do with this variable is create a sort of "reflect" spell. The best way to do this is with a status effect variable as an activator. Here's an example code: "Confusion also adds 'reflect' effect when cast" code: d007bb38 0002 -when Brian has the 'confusion' status aid.. 81087186 BACC -he'll always be the 'owner' of extra hits, "reflecting" them. The activator used is one of Brian's status variables. 8107bb38 xxyy xx= 02 vampire, 04 attack status, 08 paralyzed, 10 movement status, 20 agility status, 40 silence. yy= 01 barrier, 02 confusion, 04 defense status xxyy=0000 invalidity Stat-altering statuses aren't specific here, so can't really be used for more than an activator, but barrier, paralyze, and silence can, since they're one-of-a-kind statuses for their values. Paralyze and silence won't end unless forced to cancel if unnaturally applied. I think barrier only lasts one round if unnaturally applied. -Animation mods- You know, it's fun and all using boss spells, multi-cast combos, and graphic altered spells, but what really gives it an extra kick, is watching Brian do weird stuff while he casts them! So, here's the code for changing brian's animation actions, along with an explanation and activators to make the most of this variable. Brian animation modifier: 8007bb1f 00xx xx values: 00 stand 01 walk 02 run 03 cast destruct spell 04 Dance w/staff(when the heck does Brian do this?!) 05 step 'n swing staff 06 getting hit.. or changing to fighting stance? 07 getting hit 08 getting hammered 09 got hit too much/dirt nap 0A standard staff attack 0b overhead staff smack 0c-0e more standing 0f skid 10 victory staff spin 'n jump 11 fighting stance 12 kick 13 staff swing 14 door open 15 other door open 16 Super Brian!(support magic cast) 17 weaker support magic cast 18 chest bop 19 gasping 1A knock high 1b look down 1c knock low 1d "hump"(..What was THIS about?!) -Ativator-only variable using same values as action mod- d004c273 00xx Use Example: replace offensive spell cast with victory action: d004c273 0003 8007bb1f 0010 Now Brian spins staff and jumps when casting offensive spells! However, some values don't work so well as activators here. The victory action value is one of them, so if you want to change what Brian does for his victory after battles, use the victory music code as an activator d008fcc1 002b -when the "victory" music theme plays.. 8007bb1f 0004 -Brian does a little dance with his staff! (check Misc. code section for complete music code value set) -Enemy action modifiers- Enemy A Animation mod: 8007caof 00xx xx values: 00=stand, 01=walk, 02=damaged, 03=cast/attack, 04=alternate cast Many enemies only use the first cast animation, but all have a second one.. ..and they're pretty weird sometimes. Enemy A command mod: 8007999 00yy yy values: 00=do nothing, 01=walk, 05=attack(it's 05 no matter which attack) These are not animation values, they're command ones, and if used with an activator at any time during a battle, they will force that enemy to do the action, but it can easily mess up the flow of battle, bringing it to a halt. ..though, you can correct that problem with the right activator and code. I just found this code and am more concerned with finishing this guide at the moment, though, so I don't know how to really take advantage of this code. -Enemy A's stat variables- HP: 8107c9a2 xxxx MP: 8107c9a4 xxxx Attack: 8107caac xxxx Defense: 8107cb0 xxxx Agility: 8107cae xxxx Mp can be 0, and they'll still cast spells. It's really just for making Brian's drain magic spell weaker as it decreases with use. Agility stat doesn't affect enemy's movement field radius. It's also split into differing accuracy and evasion stats with certain enemies like Judgements. -Activator-only "last spell used" variable for both Brian and enemies- spell element: 80086f19 00xx spell number: 80086f1b 00xx Since the variable addresses aren't side-by-side, these codes have to be 8-bit Only useful for activator, does not change spells used. For detecting specific spells used for an activator, just use a graphic variable, like the ones given earlier. I use them a lot for altering spells both Brian and enemies/bosses use. Here's a sample boss modification code, and below an explanation for how each code in it was used. A must-try sample enemy mod for Zelse: d108717a 0402 80087171 0018 d0087171 0018 8108717a 0403 d1088178 0000 81086f4a 2200 8007caae 0002 d207c999 0005 8007caof 0004 This code affects regular enemies, so try using the "no clipping" or "no random battles" codes to avoid them. (Those codes are included in the misc. code section at the bottom.) Below is an explanation to the codes used here, but I'd highly recommend trying out the altered Zelse fight before checking it. *Spoilers* The first 4 lines are multi-projectile mods, but you really shouldn't spoil this fight checking the specific values to it.. The fifth line of code is an activator of a graphic variable.. or something. I'm not sure, but it's value occurs when enemy A is casting a spell, so it works fine for an activator all the same. Same as using enemy command var. The code below that this 5th-line activator triggers is a simple graphic mod. The 7th line of code is an agility stat, the first of 2, since all stats can be up to 65,000+ points, which is 2 code variables' worth. Since this is the first, Zelse'a agility will be dramatically affected, as it raises it by multibles of 256. The 8th line of code is, obviously, an enemy action activator, and the code it triggers is an enemy animation code. This is a d2 activator, which works like the opposite of an 8-bit "d0" activator, activating when the value given of the activator variable does not occur. "d3" is the 16-bit version. All together, you have a hybrid spell added, graphic changes to all of Zelse' spells, a stat change, and an animation change for every action except casting spells. *Spoiler over* Here's one for Mammon, and it's a bit different, since it also adds attacks to a spell that isn't multi-hit. It's important to note adding multi-hit effects to spells that normally have a single attack, a multi-hit spell must have been cast earlier, or the code will not work at all. These codes only change a few variables for multi-attacks, and there's many others that need to be changed by a natural multi-hit spell. -Altered Mammon battle code- d107bbd6 010c 8108717a 010c d108717a 040f 8108717a 000d d108717a 0410 8108717a 0406 81087186 c9bc d1086f4a 3448 80087171 000b d0087171 000b 8108717a 040c This code shows how to use graphic variables for activators in hybrid spells, and even features a "trait" code that alters what Mamman does in response to a specific action Brian does. *Spoilers* Code lines 1 and 2 are the trait code. The first is Brian's spell mod used as as activator for the 2nd, which is the multi-hit mod. If Mammon uses a spell with multible attacks/castings, he'll use barriers instead. As long as Brian doesn't do a different spell, Mammon will keep doing this. Lines 3 and 4 use the multi-projectile spell mod. When flame wall is used, the multi-hit spell variable will change to a different spell, in this case mysteriously adding a *4th* spell attack to the 3 flame walls. Very strange. Line 5 and 6 is another activator/resulting effect code combo, pretty much the same as lines 3 and 4, only with different spells. Line 7 is the multi-hit ownership code, which must always be used when adding multi-attack effects to single-effect spells, except in this case it's used by itself without an activator, making every extra attack used by both Brian and Mammon owned by Mammon, which results in most of Brian's extra attacks being sent right back at him, like the "reflect" spell I gave earlier. Line 8 and 9 is a graphic activator that adds extra attacks/castings. This works in tandem with lines 10 and 11, which are an activator for that same amount of multi-hits line 9 has, which triggers a change in what the multi-hit spell used is. This Mammon packs a serious whallop and may even kill Brian in one round if he's not very experienced. *Spoilers end* If you figure out how to beat him, you may want to try a more *complex* Mammon fight. This altered Mammon fight code was designed with stradegy in mind, and it's sure to satisfy those looking for more than the simple power clashes most boss fights in Quest can be summed up as. You also can't win by any cheap stradegies. You'll also need the earth and water elements to be around maxed. -Tactical Mammon fight code- d1086f4a 3448 8107bb38 0008 d1086f4a 3490 8007bb38 0000 d1086f4a 3490 8108717a 0306 d1086f4a 3448 81086f4a 2320 d1086f4a 34d8 8108717a 020d 8007cab0 0007 8007caad 0060 8007caaf 0030 *Spoilers* This code features using spell graphics as activators to adding status effects to attacks, either cancelling barrier and other status aids, or cancelling and permanently paralyzing Brian at the same time! The thing is, the code that just cancels effects will still leave Brian paralyzed, meaning only the Invalidity spell can set him free. Other codes used are standard stat and spell graphic-activated multi-hit mods. Agility stat was actually lowered here to allow a chance to re-group from the unavoidable pounding Brian will take. Lines 1 through 4 are the status-effect codes, activated via graphic variables Simple codes, but add a ton of stradegy to the fight. Mammon's attacks: Earth and Wind: Wind blows away status guards, followed with an earth blast that damages and paralyzes Brian. Fire and Ice: The ice shards pierce through any defenses, trapping Brian so the slower fire waves can hit him if he doesn't get away in time. Ether Helix: A helix is shot from Mammons arms as he rapidly drains Brian's magic, but this can be stopped by a barrier spell. Brian must balance offense and defense, by getting close to Mammon to use avalanche, which is the only spell effective enough to really hurt Mammon, while backing away every now and then to recover HP and MP, which is harder to do up-close when it's impossible to avoid the fire spells. The problem is, confusion is unreliable here, and drain magic will weaken with each use, giving Brian a limited window of opportunity to defeat Mammon before he slowly drains Brian's magic completely. Each turn is a guessing game, and if Mammon second-guesses Brian too many times, he may weaken Brian to the point he never recovers. (Oh, and he'll do this. It's unbelievable how much he does it) Really adds tension to the fight. *Spoiler over* Next up, a code set for Nepty, featuring some really nice hybrid spells. -Nepty's Code- d008c593 0003 81087186 c9bc d007ca0f 0004 8108717a 0407 d007ca0f 0003 8108717a 020c d0077bd6 000a 80087171 0001 d108717a 0407 81086f86 2908 d007ca0f 0003 80087171 0001 8007caad 0030 (Phew, big one..) **This is another code that adds multi-casts to single-cast spells, so remember to either use a multi-hit on your first turn before Nepty, or find an enemy that uses a multi-hit spell before fighting Nepty. Avalanche, cutter3, and fireball3 are all examples of multi-hit spells. *Spoilers* This code upgrades Nepty's spells to Water Fountain, a spell featuring a combo of multible bubbles and multible walking water spells, but the graphic overload results in a sort of "fountain" effect where you have 5 or so water pillars popping up outwards from Nepty in perfect synchronization. The other spell has Nepty do her water spin attack, but right before it hits a giant geyser erupts from the ground. Very fun to watch. Line 1 and 2's an activator combo for Nepty's multi-hit ownership. Line 3 and 4's enemy animation variable as a multi-hit spell-type activator. Line 5 and 6's is just like 3 and 4, except with different values. Line 7 is a special variable used as an activator, which value occurs at one almost precise point during Nepty's water spin attack, and it's used to add the single multi-hit cast(line 8) for the geyser. Line 9 and 10's a multi-hit spell type activator that changes the second graphic effect(86 is effect 2, 4a's the first main graphic effect in a spell) Line 11 and 12's an enemy animation activator to add more multi-hit attacks. Line 13's a simple enemy A's Attack stat change. -Brian spell copying- You can use these boss mods as an example for hybrid spells you can make for Brian. Say you wany to try out that giant geyser spell Nepty uses here for yourself.. Looking at the codes used, you see it's actually Fargo's explosion spell with walking water's graphics, so to let Brian use it, you just use the spell mod for fargo's spell, then add a graphic mod via an activator. For example, here's the code to replace water pillar lv.1 with Geyser: d107bbd6 0200 -when water1's used.. 8107bbd6 0407 -spell mods to fargo's explosion.. d1086f4a 3250 -which activates via graphic mod variable.. 81086f4a 2b48 -to walking water's graphic values. This is just a sample, and this particular "geyser" spell actually deals mediocre damage, with a damage radius much smaller than it looks. *Spoiler over* -Misc. Codes- No clipping(aka, walk through walls/go anywhere) code: 8007baa0 0000 Stat growth exp. level codes: 8007babo 00xx -hp 8007bab1 00yy -mp 8007bab2 00zz -agility 8007bab3 00vv -defense Also can use 16-bit versions for all 4 stats: 8107b1b0 xxyy 8107b1b2 zzvv xx=hp yy=mp zz=agility vv=defense Values for xx/yy/zz/vv: 00=The fastest growth rate, ff=the slowest.. Actually, ff might be something wierd, but it's usually the higher the number, the slower the stat raises. No random battles code: 8108c574 0000 8108c576 0000 Out-of-battle activator: d107516c 0100 *Actually isn't true out-of-battle activator, and was triggered just once during a battle when Brian walked up a slope he shouldn't of been able to because he didn't have clipping on. ..but, never ever happened again. Useful for auto-healing with 8107ba84 xxxx "hp remaining" code after battles, but you have to change the hp value as you gain more throughout the game. -Music mod- 8008fcc1 00xx xx values 00 boss 01 mines 02 melrode 03 dondoran castle 04 melrode remix* 05 shamwood 06 pirate theme 07 indoors 08 limelin castle 09 sacred valley 0a cull hazard 0b epona theme 0c connor forest 0d battle 0e lake bottom 0f monastery 10 monastery remix* 11 monastery remix 2* 12 boil hole 13 limelin remix* 14 ending 15 fields 16 dries 17 blue cave 18 windward/glencoe forest 19 dondoran 1a lock kilder Isle 1b intro 1c lost melody* 1d another lost melody* 1e dirt nap 1f brannoch castle 20 mammon remix* 21 dark gaol 22 larapool 23 connor fortress 24 limelin 25 normoon 26 shannon's free 27 baragoon moor 28 ending remix* 29 mammon 2a credits remix* 2b victory (Values with * beside them are, obviously, not used in the normal game..) **This code only changes music when a music change is suppose to occur. One way to use this code is to replace any music used in the game by using it as an activator. For example, you can replace "indoors" theme with something that's never used in the normal game, like the monastery remix. d008fcc1 0007 -when Brian enters an area with this music theme.. 8008fcc1 0010 -this lost music will play instead! -Credits- Activator codes, "disable expansion" code,"no random battles" code and "Brian's HP" code from cmgsccc.com Music modifier code has also been found by someone else, but I found it on my own as well, including all the values I listed. I also don't know who it was. ..so, nah-nah. This guide must include credit to me and others accredited if copied on a site. Feel free to spread this info around all you want, but be sure to include proper explanations for codes that need them. -Contacting Info- If you have any questions, comments, or codes for Quest to add, you can contact me via e-mail. Make sure to atleast include the word "Quest" in the e-mail title, and send it to: NJE789@aol.com You can also contact me via pm at gamespot to the member name: Nje789
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