
His first line of dialogue will have the Karagol ship captain portrait. His dialogue has been localised in every language the game is available. If you talk to him, you can pick a party setup by number, though you can't see what they are before choosing them. In Link Lobby, there is an NPC who is out of bounds. In battle, they all use the Vermin battle sprite and will be incapable of fighting even if given positive stats. During battle, PC07's portrait is visible in the Status menu: it's an otherwise unused Alex portrait. Only Felix and Sheba have a portrait in the Status menu PC07 will show the last portrait seen. Felix and PC07 have no small sprite, but Sheba does (although she's looking sideways). All of them have zeroed stats for everything and have "NPC" as their class. They can be put in a party by editing the savefile. There's also a dummied-out character position named "PC07". Target "feels the effects of Reflect" (does nothing).ĭummied-out character positions for Felix and Sheba are in the first game, though never playable. Inflicts ~60 damage on ally, then regenerates 60% of HP for 5 turns. May steal an enemy's heart (unused condition has no effect on enemies, but will disable action/turn input when used against player characters unfinished effect). May inflict confusion (unused condition has no effect on enemies, but will disable action/turn input when used against player characters unfinished effect).
#Golden sun rom series code#
You can access them with the code 82000558 0xxx (replace xxx with the Psynergy's hex number), which hacks them into the first slot of Isaac's moveset. Some of them are fully-coded status-inflicting moves that were never assigned to any class's moveset, while others indicate scrapped status effects that were never implemented. There are several unused Psynergy attacks left in the game. All of them became proper, fully-coded items in the second game. There are a few unused items in this game, obtainable only through GameShark codes or the debug rooms. While the top row is fully implemented, ability ranges 9 and 11 are not assigned to any abilities that appear in these menus so they also go unused.Įach indicator uses two tiles, with the second being mirrored horizontally. However, the game does not have any means of using the bottom row except in cases where abilities have a set range of "All" targets (for example, Break) the bottom right-most indicator is used in these cases. The top row is used for abilities with diminishing effectiveness ratios, while the bottom would likely be used for abilities without these ratios. These are ability range indicators, with columns representing ranges of 1, 3, 5, 7, 9, and 11 targets, which can be used in menus that show Psynergy abilities. The sequel has a different version of this menu that lists all the field psynergy in the game.

When this menu is accessed, some basic abilities are given to you, but note that the character must be in your party to see them in the list. All psynergies that your characters have are listed, not just the ones used on the field. The top one is for setting the Psynergy Shortcut of the L button. Most of these text strings don't make sense, but there are two options in this list that you can set. This menu cannot be accessed by the debug mode mentioned above, so you should replace the pause menu by doing 08015374:0801C49D. Holding Start makes the currently selected color flash, and pressing Select closes the menu. Use the D-Pad to select a value, A and B to increment/decrement it, and R and L to switch palettes. The menu displays the RGB values of the selected palette. Press L + Start to open the palette editing menu. Press Select + R to destroy your own team.Turn on flag 16D in the Flag menu, go in battle, and during the Attack Sequence (or during fleeing) you can do the following: In this menu, you can use the D-Pad to select a flag, press A to toggle it between 1 and 0, and R and L to move through the different "pages" of flags. Press B + Select to open the flag editing menu. The two debug rooms, " Increase item and level" (id 199) and " Menu test" (id 200) can be reached from this menu.
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Pressing A warps you to the currently-selected map and destination point, and B closes the menu. The menu displays the selected map's name, internal codename, and number. Press Up and Down on the D-Pad to switch between selecting the map or the destination point, and Left and Right to increment/decrement the currently-selected one. Press B + Start to open the warp menu, which allows you to warp instantly to any map in the game. Skipping dialogues until a yes/no choice.
