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Slots 15 and 16.

Posted: 26th May 2005 01:12

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Does anyone know how to enable slots 15 and 16 on the character select screen using Gameshark codes? This would make it easy to use the Imperial Trooper, General Leo, Banon, ??????, or potentially Kefka, without having to overwrite an existing character slot. I'll admit I haven't done a large amount of research on this topic...
Post #84415
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Posted: 26th May 2005 01:23

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Cetra
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Those slots ARE enabled at all times. You can verify this by moving a character around in the party selection menu and placing him/her in that slot.

Wether the character in that slot is active or not is another matter. 7E:1EDC - 7E:1EDD is the offset in RAM which stores the active party. Every bit is a position; 0 means the character at that position is inactive and 1 means the character is active. You can easily enable every slot by setting these two addresses to 0xFF. What this translates to in terms of game shark codes is beyond me though.

Character slots 15 and 16 used to hold extra characters (such as, indeed, Leo, Banon, the two ghosts, etc..). However, they are altered via scenario data, and merely activating the 15th and 16th characters by turning the slot they are current placed in won't necessarily give you access to, say, Leo.

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Post #84418
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Posted: 26th May 2005 01:26

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Quote (Silverlance @ 25th May 2005 20:23)
Character slots 15 and 16 used to hold extra characters (such as, indeed, Leo, Banon, the two ghosts, etc..). However, they are altered via scenario data, and merely activating the 15th and 16th characters by turning the slot they are current placed in won't necessarily give you access to, say, Leo.

I should have been more specific. I meant enable the 15th and 16th character on the party select screen, which I then have the means to modify using Gameshark codes.
Post #84419
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