Action Replay Codes [US]

Sword of Vermilion - Action Replay Codes [US]

The following are known Action Replay Codes for Sword of Vermilion on SEGA Genesis / Mega Drive (Genesis).

The codes should work with the region specified but may work for other regions as well.

Device Compatibility: Action Replay

  1. Infinite MP
    00B5BA:E475
  2. Invincible
    01A242:4A78
    01A20E:4A78
  3. Once Cast, Inaudios Spell Is Infinite (No Enemies Appear On Roads!)
    FFC68F:001E
  4. Lots Of, And Infinite, Money
    FFC622:FFFF
  5. Max Dex
    FFC63A:0FFF
  6. Max Intel
    FFC638:0FFF
  7. Max Strength
    FFC634:0FFF
  8. Max MP
    FFC630:OFFF
  9. Max Luck
    FFC63C:0FFF
  10. Quantity (1-Cool) 1
    FFC443:XX
  11. Have Item Listed
    FFC445:XX
  12. 9999 HP
    FFC62C:270F
  13. Max HP
    FFC62E:270F
  14. 9999 MP
    FFC632:270F
  15. Max MP
    FFC630:270F
  16. 9999 STR
    FFC634:270F
  17. 9999 AC
    FFC636:270F
  18. 9999 INT
    FFC638:270F
  19. 9999 DEX
    FFC63A:270F
  20. 9999 LUCK 2
    FFC63E:270F
  21. Max EXP 3
    FFC625:FF
  22. Permanent Candle ’till Cave Exited
    FFC562:08
  23. Have Inaudios Spell
    FFC463:01
    FFC465:10
  24. Have Luminos Spell
    FFC463:02
    FFC467:11
  25. Have Extrios Spell
    FFC463:03
    FFC469:0F
  26. Have Aries Spell
    FFC463:04
    FFC46B:0E
  27. Have Aerios Spell 4
    FFC463:05
    FFC46D:01
  28. Always Have Terrafisi As Your Equipped Combat Spell 5
    FFC4D8:FF
    FFC4D7:0D
  29. Inaudios, Once Cast, Lasts ’till You Exit A Cave Or Enter A Town
    FFC68F:1E
  30. All Cave Maps (All Levels)
    FFC8C9:FF
  31. All Overworld Maps 6
    FFC55F:FF
  32. Infinite, Unlimited Kim
    FFC621:FF
  33. First Spell Slot
    FFC463:01
    FFC465:XX
  34. Second Spell Slot 7
    FFC463:02
    FFC467:XX
  35. Item Slot Enabling Code 8
    FFC443:XX
  36. Slot 1 – Items 9
    FFC445:XX
  37. Slot 2 – Items 10
    FFC447:XX
  38. Number of Spell Slots Used For Having Spells With Codes 11
    FFC463:XX
  39. Enable Slot 1 Spell To Be Readied And Used In Battle 12
    FFC464:02
  40. Spells Slot 1 13
    FFC465:XX
  41. Enable Slot 2 Spell To Be “Readied”, Used In Battle 14
    FFC466:02
  42. Spells Slot 2 15
    FCC467:XX

Footnotes

  1. 00 – Herbs
    01 – Candle
    02 – Lantern
    03 – Poison Balm
    1B – Medicine
    1D – Griffin Wing
    1F – Gnome Stone
    20 – Topez Jewel
  2. These codes will make your hero as strong as possible. Every attack will destroy all ordinary enemies with one hit and make him invincible! Level up first before using.
  3. Hero levels to LV 31 soon as you enter Overworld map. Turn code off when level-up is complete.
  4. You need to have at least one spell you can use in combat. You’ll see why in the codes that follow these “Have Aerios” codes.
  5. Ready any spell that can be used in combat. When you step into the Overworld map, you’ll see it’s been replaced with Terrafisi. If you want to change your combat spell, simply DC the codes.
  6. When you first exit a town or enter a cave, using the ‘cave maps’ code, you may find yourself in the little spotlight, same as if you didn’t have a map. Simply move and your map will work!
  7. You see that the actual slot # is governed by the “FFC463” addres. DO NOT SKIP AHEAD IN VALUE, such as :01, :03, or all kinds of bad stuff will happen. I arbitrarily selected the spells in the codes above; feel free to experiment by changing the values in the actual spells codes.
  8. You had to indicate the # of slots you are using to obtain each other class of objects such as swords or spells, and it is the same with items. Make the value of this code same as the number of slots you’re going to fill with codes.
  9. Turn codes off once you have the items.
  10. 00 – Herbs
    01 – Candle
    02 – Lantern
    03 – Poison Balm
    04 – Alarm Clock
    05 – Vase
    06 – Joke Book
    07 – Small Bomb
    08 – Old Woman’s Sketch
    09 – Old Man’s Sketch
    0A – Pass To Cartahena
    0B – Truffles
    0C – Digot Plant
    0D – Treasure of Troy
    0E – White Crystal
    0F – Red Crystal
    10 – Blue Crystal
    11 – White Key
    12 – Red Key
    13 – Blue Key
    14 – Crown
    15 – 16 Rings
    16 – Bronze Key
    17 – Silver Key
    18 – Gold Key
    19 – Thule Key
    1A – Secret Key
    1B – Medicine
    1C – Agate Jewel
    1D – Griffin Winf
    1E – Titania’s Mirror
    1F – Gnome Stone
    20 – Topaz Jewel
    21 – Banshee Powder
    22 – Rafael’s Stick
    23 – Atlas Mirror
    24 – Ruby Brooch
    25 – Dungeon Key
    26 – Kulm Vase
    27 – Kasan’s Chisel
    28 – Book of Kiel
    29 – Danegeld Water
    2A – Mineral Bar
    2B – Mega Blast
  11. This code is similat to the Equipment Slots code. Determine how many spells to have by codes, & enter that number as the value. If you decide to add to or subtract from that number, be sure to change the value of this code accordingly. You enter this code only once, regardless of how many spells you choose to have, up to eight.
  12. If you “ready” a non-battle spell such as Lumina for use in battle, nothing happens when you cast it in battle.
  13. 00 – Aero
    01 – Aerios
    02 – Volti
    03 – Voltio
    04 – Voltios
    05 – Ferros
    06 – Copperos
    07 – Mercurios
    08 – Argentos
    09 – Hydro
    0A – Hydrios
    0B – Chrono
    0C – Chronos
    0D – Terrafissi
    0E – Aries
    0F – Extrios
    10 – Inaudios
    11 – Luminos
    12 – Sangua
    13 – Sanguia
    14 – Sanguio
    15 – Toxios
    16 – Sanguios
  14. It’s one digit less than the corresponding Slot code.
  15. The actual slots codes increase by increments of 2, as do the codes for enabling that spell to be “readied” for battle use. There are 8 spell slots available. Turn off ALL spell codes when you have your spells!

Equipment/Items Codes

  1. # 0f Equipment Slots Used 1
    FFC484:XX
  2. Equipment Class, Slot 2 2
    FFC486:XX
  3. Equipment Item Slots, Slot 1 3
    FFC485:XX
  4. Equipment Item Slots, Slot 2 4
    FFC487:XX

Footnotes

  1. If you intend to get a given number of equipment items with codes, up to 8 items total, make the value whatever number you’re gonna get. For example, if you get one sword, one shield, and one suit of armor with codes, make the value 03. Once you have your equipment, DC the codes. You can still pick up additional equipment once the codes are off. You do NOT repeat this code for each item!
  2. Class Values for Above Codes
    04 – Sword
    08 – Shield
    16 – Armor
  3. Sword Item Digits
    00 – Bronze Swd
    01 – Iron
    02 – Sharp
    03 – Long
    04 – Silver
    05 – Prime
    06 – Golden
    07 – Mirage
    08 – Platinum
    09 – Diamond
    0A – Graphite
    0B – Royal
    0C – Ultimate
    0D – Vermilion
    0E – Dark
    0F – Death
    10 – Barbarian
    11 – Critical

    Shield Digits
    14 – Leather
    15 – Small
    16 – Large
    17 – Silver
    18 – Gold
    19 – Platinum
    1A – Gem
    1B – Sapphire
    1C – Diamond
    1D – Dragon
    1E – Magic
    1F – Phantom
    20 – Grizzly
    21 – Carmine
    22 – Royal
    23 – Poison
    24 – Knight
    25 – Carmine

    Armor Digits
    28 – Leather
    29 – Bronze
    2A – Metal
    2B – Scale
    2C – Plate
    2D – Silver
    2E – Gold
    2F – Crystal
    30 – Emerald
    31 – Diamond
    32 – Knight
    33 – Ultimate
    34 – Odin
    35 – Secret
    36 – Skeleton
    37 – Crimson
    38 – Old Nick

  4. Here’s an example. Say the only equipment you wished to obtain by code was the Critical Sword. Your codes would be FFC483:01, FFC484:04, FFC485:11. If you wished to also obtain the Carmine shield, your additional codes would be FFC486:08 [class code] and FFC487:25 [item code], with the value of FFC483 [number of slots used] being 02. If you wished to also have the Ultimate armor, along with the sword and shield, you’d make the value of FFC483 to 03, and use FFC488:16 & FFC489:33. See the pattern? The class codes and the item slot codes increase by increments of 2 as you add the codes for the items you want. Use FFC483:XX only ONCE, and turn it and all other equipment codes off when you have the desired items, which should be immediately after activating them.
These codes have been collected from around the web and all credit goes to the original poster of the code. Notes associated with any code may be written by the original code creator. Some notes have been added or modified from their original source.

Do you know any additional codes for this game? Is there an error listed above? Let us know about it and we’ll update the list.

Code Indexes for SEGA Genesis / Mega Drive Want an Action Replay for SEGA Genesis? Click here to find it on Amazon!

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