The following are known Game Genie Codes for Live A Live on Super Nintendo (SNES).
Attribution: All of the codes on this page to fix issues are created by Ugetab.
- Don’t Add Japanese Characters To Names
Note: This makes it so when you name the Ninja or the Monk, they don’t get an extra, unwanted japanese character at the end of their name, and the space the japanese character used up becomes available for replacement for the Ninja. The Monk’s name is limited to 2 characters, because that’s all that’s ever shown of what’s entered. Only works when you initially name the character.
- Enable English Characters For Monk Name
Note: The current version of the patch has this error where you only have japanese characters to choose from for his name. This allows you to bypass that by making all the naming systems the same for every character in the game.
- Show Ninja’s Full Default Name
Note: The docs on the Patch show that the Ninja’s default name was supposed to be ‘Oboro’ not ‘Obo’, so this extends the default naming to include the missing characters in his name.
- Reduce/Eliminate Battle Text Errors
Note: Fixes a STZ $70 Init Bug. There was an STA #$00 that got replaced, but I haven’t seen any errors caused by it. I could go into detail explaining this error, but sufficive to say, it was a re-initialization error. Feel free to add a Jump into some code, so you can do both an STA #$00, and an STZ $70 in the jump, then return. I honestly don’t want to do that with a set of Game Genie codes.
- Monk’s Name Ends With ‘Sage’ In Battle
Note: Just a fairly easy fix to code in. Makes the system stay faithful to the patch, without making things look wrong. Without these codes in place, your 2-letter name ends with 2 japanese characters in battle.
- Any Item You Pickup Sets That Item to 90 In Inventory
Note: This won’t let you get above 90 of an item, but 90 should be enough when you get that for every item you get.
- Fix Some More Battle Text Bugs
Note: Another menu system with the same type of re-init error as before. I had to build an entire routine, custom to the code that was replaced. The memory address being re-inited is 7FFFF0. These are the lines that execute the replaced code:
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 Super Nintendo (SNES)