I've been working on reverse engineering the game's code.
In doing that, I've also been making some Game Genie codes for the game. Some are meant to make the game easier, others just outright destroy the difficulty, while others are just for mere fun and toying around with the game's program code.

I will also post links to codes other people have made over the years, as they are not really that common to find.

By the game, if you wanna toy around with Game Genie codes, I'd recommend checking out emuWork's encoder/decoder. It's very useful.

SUNSGUSO

Players take no damage

Address: $D3FC

Compare: 9D

Value: BD

Prevents the player from taking damage (most of the time, seems like the game executes a different piece of code when the enemy's attack does more damage than your current HP value).

It modifies the sub-routine located at address $D3EE. The routine basically loads the current HP of the target player character (for the first byte, addresses $604A to $6050, and for the second byte, $6051 to $6057, with the register indicating which player character is the target, loaded from memory address $603C) and substracts from it the current damage to be dealt by the enemy (address $060C).

This game genie code works by replacing the instruction to store the modified lower byte of the player's health back, to one that simply loads it again.

ATKSVNST

Always successfully run away

Address: $DF4E

Compare: ED

Value: 60

This cheat modifies the sub-routine located at address $DF11, which is used to calculate whether or not we successfully run away from a battle (note that the call to this sub-routine is completely skipped when we're in a scripted battle.

In this sub, the average level of the enemies we're facing is calculated, and then the difference between the character that's running away's level and the average enemy level is calculated.
Said difference is capped at 10, and this is used to calculate our random chance of escaping (meaning that no stats are checked in this code whatsoever, aside from level).

The code replaces the substraction at address $DF4E with a RTS, which exists the sub-routine with the carry bit set, which is what the game checks to know if we've successfully run away or not.

POUSNVLA

Allow running from scripted battles

Address: $DEBF

Compare: 0B

Value: 11

This is a rather fun cheat. At address $DEBE, the game jumps to the sub-routine located at address $DF0B, which checks whether or not we're in a scripted battle (by loading the value located at memory address $007B, which is set to 00 if we're in a scripted battle, or any other number if we aren't) to determine whether we should jump to the sub-routine located at $DF11, which calculates our chance of running away.
The cheat replaces the jump so we directly go to the sub-routine that calculates our chance of running away, meaning that any battle can be run away from, even if it's supposed to be a forced battle.

The game will then continue as if we had beaten the enemy or enemies.

NYPIIK

Get max health if you die

Address: $D415

Compare:

Value: FF

Whenever our currently targeted character dies by an attack that deals more damage than however much HP he currently has, the game jumps to a piece of code that sets both bytes of the character's health to zero, as they will have overflowed.

This code basically replaces that zero with 255, which is stored on both bytes, essentially giving us 65535 HP.

It will not work, however, if the damage that was dealt to the player happened to be exactly the same as however much HP he currently had.
In that case, he will still die.

This page is currently under construction!
Please, be patient!