These are codes that modify the game in various ways. You can add them to games by right clicking on the game in Dolphin and going to properties. Go to Gecko Codes and you can add them here by either going to Edit Config or hitting the Add button (Add button only exists in latest Dolphin versions).
Most of the codes you'll find here were written by Ralf from GC-FOREVER.
- General
- Experimental
- Player 1 Codes
- Player 2 Codes
- Player 3 Codes
- Player 4 Codes
- Global Character Modifiers
- Character Replacers
- DOL Injection Codes
0400CB14 60000000
0400CB28 60000000
0400CB3C 60000000
0408b310 3860000a
0408b1b8 38000000
0408a2e0 3860000a
0408b20c 38000000
0408a238 38600000
040374B8 60000000
The original version of this code was written by Ralf, and has been modified to remove unlock notices when this code is used with no save data.
02223258 0017FFFF
042232E8 0001FF03
042232F0 00FFFFFF
022232FC 0021FFFF
C2042C40 00000007
54A007BD 41820008
64A50008 54A007FF
41820008 64A50004
54A0077B 41820008
64A50002 54A00739
41820008 64A50001
80030154 00000000
0416E15C C3A2A024
04279CC4 3FE38E39
0400B520 38600003
022233A8 00000002
04222FB8 8004CB64
Change the background for the main menu, where each background is a month and each month is a value:
- January = 0
- February = 1
- March = 2
- April = 3
- May = 4
- June = 5
- July = 6
- August = 7
- September = 8
- October = 9
- November = A
- December = B
Please replace the X in the below code with the value of the month you wish to use.
C200B33C 00000002
3900000X 911F01B4
39000000 00000000
c20d687c 00000002
38000002 b0030000
38000000 00000000
When you first start up the game, Battle Mode will be selected by default. This is the menu option with 1v1 and 4p mode. To change it to use a different mode instead, replace the 00000002
with a different number.
c2045328 00000005
9003001c 3ca08022
800561ec 28000007
40820010 3ca08005
38a5cb64 90a40008
60000000 00000000
c2045328 00000006
9003001c 3ca08022
800561ec 28000007
40820010 38000006
900561ec 48000010
3ca08005 38a5cb64
90a40008 00000000
0400b2fc b07f0192
0400b304 b09f0196
002231F7 00000000
04044d28 3860ffff
0404712c 3860ffff
040477fc 3860ffff
The above code is actually comprised of three codes. The first plays audio when you pause in training mode.
The second plays audio when you pause in mission mode. The third plays audio when you pause in other modes.
The volume can be modified by changing the ffff
to a different value. 0000
is mute, which is the default.
If you want the audio somewhat softer, the value 0fff
is recommended. However, using a value other than ffff
will result in the audio playing while paused even if audio is disabled through the in-game options.
START = Debug Menu On/Off & Go Into Sub-Menu
Stick Up/Down = Select Sub-Menu & Debug Option
Stick Left/Right = Change Value
Z + START = Abort (Return to Title Screen)
Z = Skip One Frame & Reset Camera
R/L = Zoom In/Out
DPad = Strafe
C-Stick Up/Down = Look Up/Down
C-Stick Left/Right = Rotate Left/Right
02223228 0017FFFF
0403C95C 60000000
0403A7E4 60000000
By default, 2P Action is set to Stand in training mode. This changes the default to 2P Control.
Note: This new default will only take affect after pausing unless you modify files/game/game00.seq
by changing 11 to 13 at offset 0x11277.
c2045350 00000002
38000002 b003002c
60000000 00000000
0402e718 3bc00012
0402e728 3bc00012
By default, Guard is set to OFF in training mode. This changes the default to ON.
Note: This new default will only take affect after pausing unless you modify files/game/game00.seq
by changing 01 to 00 at offset 0x11287
04045360 B0A30030
By default, Show Inputs is set to ON in training mode. This changes the default to OFF.
04045364 B0A30032
C204CF8C 00000004
3FE08022 3BFF61D8
83FF221C 64000080
901F0000 80010024
60000000 00000000
By default, Chakra Recovery is set to ON in training mode. This changes the default to OFF.
Note: This new default will only take affect after pausing unless you modify files/game/game00.seq
by changing C0 to 00 at offset 0x11286
04045380 B0A30040
Gecko code to cycle between different CSS songs. This code currently randomly chooses between m001 (original), m014, m016, m019, m020.
C20CEF0C 0000000B
38600005 3C80801C
6084CE50 7C8903A6
4E800421 2C030000
40820008 38A29D40
2C030001 40820008
38A29D50 2C030002
40820008 38A29D68
2C030003 40820008
38A29D70 2C030004
40820008 38A29CD8
60000000 00000000
Gecko code to cycle between different CSS songs. This code currently randomly chooses between m001 (original), m014, m016, m019, m020, and m010.
C20CEF0C 0000000C
38600006 3C80801C
6084CE50 7C8903A6
4E800421 2C030000
40820008 38A29D40
2C030001 40820008
38A29D50 2C030002
40820008 38A29D68
2C030003 40820008
38A29D70 2C030004
40820008 38A29CD8
2C030005 40820008
38A29D20 00000000
In non-training battle modes, requires that the start button is held for 20 frames to trigger the pause menu. This is useful for tournament play, since it will help prevent accidental pauses. To read more about how this code was written please see Hold Start to Pause.
To change the amount of frames to hold start to pause, change the 0x14 at the end of 2C040014
to the number you wish to use.
C20477B0 0000000B
801D0024 540004E7
4182003C 3C608027
80836B8C 2C040014
4081001C 38000000
90036B8C 38001000
3C608022 90032ED8
48000024 38040001
90036B8C 38000000
48000014 38800000
3C608027 90836B8C
38000000 00000000
04047824 800400e4
04047848 800300a4
04047864 80030064
04047880 80030024
When pausing, it will display the player who paused at the top of the pause menu.
042182f0 20504155
042182f4 53454420
042182f8 42592050
C204765C 00000002
3D008022 390882F0
60000000 00000000
C2047838 00000003
38003420 3C608022
B00382FC 38000003
60000000 00000000
C2047854 00000003
38003320 3C608022
B00382FC 38000002
60000000 00000000
C2047870 00000003
38003220 3C608022
B00382FC 38000001
60000000 00000000
C204788C 00000003
38003120 3C608022
B00382FC 38000000
60000000 00000000
This code fixes the empty transparent pixels at the far right end of the P1 health bar.
0415e580 3a800061
0415e5ac 3a800061
48000000 80226358
DE000000 80008180
12000294 000006E0
E0000000 80008000
48000000 802283FC
DE000000 80008180
12000294 000006E0
E0000000 80008000
These codes are experimental and may cause unintended side effects, even crashes in some cases.
In GNT4, throw breaking is affected by port priority. Higher port priority in this case is whoever is P4 or closest to P4. Then a player throws another player, the throw break window is:
- 3 if the attacker has lower port priority than the defender
- 2 if the attacker has higher port priority than the defender
For example, P4 has higher port priority than all other players. Therefore when thrown, P4 always will have a 3 frame throw break window. When P4 throws other players, they will always have a 2 frame throw break window. The opposite is true for P1, as they will always have a 2 frame throw break window when defending and give other players a 3 frame throw break window.
C20632C0 00000006
80790004 80C50004
7C033000 40810014
2C000200 4082000C
38600201 906502F8
2C000000 38C00000
60000000 00000000
When your character runs at another character, your character will stop when they touch the other character's body. This code prevents that so that you can continue running. An example can be seen in this video.
This is accomplished by removing the PF flag BODY when players touch, which may have side effects. This does not affect when you run against the wall of a stage, which instead applies the PF flag M_KABE.
0403985c 60000000
04039868 60000000
If you enable the above code, it lets Tsunade decide whether to reverse buttons or reverse movement based on what direction you're holding the control stick in the moment the confusion attack hits.
Left is always reverse buttons, right is always reverse movement. Doesn't matter which way your character is facing. Doesn't matter if Tsunade confusion currently has your own movement swapped. If you are holding neither movement, it continues to use the old RNG value it used to use for confusion.
One side effect is that it retrieves the controller inputs of the player id that does it. So if a CPU does the Tsunade confusion attack, it will read inputs from that player controller (e.g. controller 2 for 1v1 matches). That really should never come into play, but I suppose if someone was holding left or right on P2 they could always force Tsunade CPU to do one or the other.
C203BAD4 00000008
901102A4 80100004
1C000040 3C608022
38632EB0 7C630214
80030024 5403035B
4182000C 38600001
907102A0 54030319
4182000C 38600000
907102A0 00000000
It will play sound effect 53
from sound effect group 02
. Group 02
is where "general" sound effects like attacks go. Sound effect 53
is a sort of fanfare noise that isn't normally used in combat. Group 00
is battle sounds. Group 01
is announcer sounds. Groups over 02
are character sounds.
You can test other sound effects by replacing the 53
in 38800253
from the above code. The 02
before the 53
is the sound group.
c203a378 00000008
2c150080 41820030
7c771b78 38600300
38800253 38a07f00
38c00000 38e00000
3c00800c 6000e4a8
7c0903a6 4e800421
7ee3bb78 3a700166
60000000 00000000
0403e8dc 3803ff01
0403e8dc 38030000
0403e8dc 3803ffe0
0403F0A8 60000000
When you don't have full chakra, you can mash X for easy throw breaks. This code disables X as a throw break button completely to disable that.
When you press X+Y on the same frame your character does not do anything. X+Y is also capable of throw breaking, so you can set X+Y to a macro for easier throw breaks. This code disables X+Y as a throw break button completely to disable that.
040632f0 70000230
C20632EC 00000004
A00503C0 70002200
2C002200 4082000C
38000000 48000008
A00503C0 00000000
Same code as above but just X+Y.
A00503C0 70002200
2C002200 4082000C
38000000 48000008
A00503C0 00000000
Same code as above but just X.
040632f0 70000230
Normally, ZTK takes 1.5x damage on all attacks. You can modify this value using the below code. The 3f800000
is the multiplier as a float. The code below has it set to 1.0, thus makes it so that ZTK takes the same damage as all other characters.
04278890 3f800000
Normally, Ukon takes 1.2x damage on all attacks. You can modify this value using the below code. The 3f800000
is the multiplier as a float. The code below has it set to 1.0, thus makes it so that Ukon takes the same damage as all other characters.
04278894 3f800000
0403ea14 38030000
0403ea5c 38030000
0403e9cc 38030000
0422627c 000000xx
Change the last byte to the number of rounds you wish to win.
04278894 3FA00000
0403E2C0 2C000004
0403E2D0 5400077B
C203E2B0 00000007
8003001C 28000008
41820028 28000003
41820020 28000004
4082001C 80030854
5400077B 4182000C
38000004 48000008
38000022 00000000
This is in contrast to normal circumstances, where Ukon takes 1.2x damage and ZTK takes 1.5x damage.
04278890 3fa00000
c203e2b0 00000003
8003001c 28000003
40820008 38000008
60000000 00000000
This is in contrast to normal circumstances, where Ukon takes 1.2x damage and ZTK takes 1.5x damage.
This code is a proof of concept that other characters can be modified to work like Kabuto, such that some red health is left after attacks that heal every 18 frames.
0403ea3c 2c000018
0403ea4c 801c025c
0403ea50 807c0260
0403ea54 7c001800
0403ea5c 3803ffff
C203EC7C 00000003
801C001C 28000008
40820008 38000027
2C000027 00000000
C215E63C 00000003
8006001C 28000008
40820008 38000027
60000000 00000000
C215E688 00000003
8006001C 28000008
40820008 38000027
60000000 00000000
0401703C 60000000
48000000 802a4324
de000000 80008180
140142b0 00000000
140142f8 00000000
140142b4 00000000
14014318 00000000
140142b8 00000000
14014338 00000000
140142bc 00000000
14014358 00000000
e0000000 80008000
04014868 60000000
c2014884 00000006
3c808022 608461ec
80840000 2c040006
41800014 2c040007
4181000c 38600000
b0650000 3c608022
60000000 00000000
The grab break window is set at the beginning of victim states for all throws. This sets the DF flag "TEscape" for three frames which allows you to break a grab by inputting a face button. This gecko code makes a player unable to break this grab if the victim is grabbed during a time when the AF flag DEF is active. Therefore, during a 4A counter, a 2X super counter, or a 4B move when the guard frames are active, you would not be able to break the grab.
See GNTool Issue #43 for more info.
C20B5140 00000003
801F0128 540000C7
4082000C 5480402E
901F02F8 00000000
040b5144 60000000
This replaces Akamaru with random select. Akamaru is also moved to the top of the Character Select Screen, replacing Awakened Hinata. Awakened Hinata is move to where Akamaru was, below Normal Hinanta. Random Select will not select Akamaru, Karasu, Oboro, or Tayayu's Doki Demon. If you'd prefer this code without the characters being moved, remove the last two lines of the code.
c215b9e8 00000003
2c000011 40820008
38006dad 7c04412e
60000000 00000000
C2092154 00000010
7CA6282E 2C056DAD
40820074 2C000098
4182000C 38A00011
48000064 9421FFF0
90610004 90010008
9081000C 38600029
3CA0801C 60A5CE50
7CA903A6 4E800421
2C030000 4081FFE8
2C03000F 4182FFE0
2C030011 4182FFD8
2C030014 4182FFD0
2C030029 4080FFC8
7C651B78 8081000C
80010008 80610004
38210010 00000000
04213fb4 00000026
04214014 00000011
Similar to the above random select, but with a slightly different CSS character order. Akamaru is added back and Awakened Hinata is now removed and replaced with Random. For more info see NicholasMoser/GNTool#68
c215b9e8 00000003
2c000028 40820008
38006dad 7c04412e
60000000 00000000
C2092154 00000011
7CA6282E 2C056DAD
4082007C 2C000098
4182000C 38A00028
4800006C 9421FFF0
90610004 90010008
9081000C 38600029
3CA0801C 60A5CE50
7CA903A6 4E800421
2C030000 4081FFE8
2C03000F 4182FFE0
2C030011 4182FFD8
2C030014 4182FFD0
2C030028 4080FFC8
2C030029 4080FFC0
7C651B78 8081000C
80010008 80610004
38210010 00000000
04213F80 00000024
04213F84 00000001
04213F88 00000023
04213F8C 00000002
04213F90 00000003
04213F94 0000000A
04213F98 00000007
04213F9C 00000012
04213FA0 0000000B
04213FA4 0000000D
04213FA8 00000014
04213FAC 0000000C
04213FB0 00000013
04213FB4 0000000E
04213FB8 0000000F
04213FBC 00000011
04213FC0 00000009
04213FC4 00000015
04213FC8 00000008
04213FCC 0000001A
04213FD0 00000006
04213FD4 00000005
04213FD8 00000004
04213FDC 0000001B
04213FE0 0000001C
04213FE4 00000018
04213FE8 00000016
04213FEC 00000017
04213FF0 00000010
04213FF4 00000025
04213FF8 00000020
04213FFC 00000021
04214000 0000001E
04214004 0000001F
04214008 0000001D
0421400C 00000019
04214010 00000022
04214014 00000026
So in the below info, Main system RAM is how much memory the GameCube has available, Main heap is the main heap for loading stuff, and there are a few other heaps below it used for other system stuff.
Main system RAM is 24 MB (0x01800000 bytes)
Main heap uses ~15 MB (0x00e4b000 bytes)
Graphics use ~0.52 MB (0x00080000 bytes)
HSD FXB uses ~0.61 MB (0x00096000 bytes)
HSD FIFO uses ~0.52 MB (0x00080000 bytes)
There are very likely other heaps as well that I couldn't find. I was able to bump the main heap to ~18.8 MB (0x011fb000 bytes) before it would crash on boot.
You can bump the main heap by about 4 MB with the below Gecko code. Be warned that it has a high likelihood of breaking stuff. If you try and bump the main heap any higher than 18.8 MB, it will fail to allocate memory for the other stuff like graphics and the game will crash on boot
0400c99c 3c600120
0400c9a0 3863b000
48000000 80226358
DE000000 80008180
12000262 00000000
E0000000 80008000
48000000 80226358
DE000000 80008180
1200028E 00003C00
E0000000 80008000
48000000 80226358
DE000000 80008180
120002BE 000000FF
E0000000 80008000
06004000 0000001C
3C608022 80636358
7C1F1840 807F0130
40820008 480143DC
480143D0 00000000
040183E4 4BFEBC1C
48000000 80226358
DE000000 80008180
320001E0 00000000
140001E0 BCF5C28F
E0000000 80008000
C203C958 00000004
3C808022 80046358
7C00C800 40820008
38600001 2C030000
60000000 00000000
C203A7E0 00000004
3C608022 80036358
7C008800 40820008
3B600000 281B0000
60000000 00000000
C203A7E0 00000004
3C608022 80036358
7C008800 40820008
3B600001 281B0000
60000000 00000000
48000000 80226614
DE000000 80008180
12000262 00000000
E0000000 80008000
48000000 80226614
DE000000 80008180
1200028E 00003C00
E0000000 80008000
48000000 80226614
DE000000 80008180
120002BE 000000FF
E0000000 80008000
06004020 00000020
3C608022 80636614
7C1F1840 807F0130
40820008 480143BC
54600739 480143B0
040183E8 4BFEBC38
48000000 80226614
DE000000 80008180
320001E0 00000000
140001E0 BCF5C28F
E0000000 80008000
0600391C 00000024
3C808022 80046614
7C00C800 40820008
38600001 2C030000
40820008 480390C4
48039024 00000000
0403C95C 4BFC6FC0
0600381C 00000024
3C608022 80036614
7C008800 40820008
3B600000 281B0000
40820008 48036FB0
480382A0 00000000
0403A7E4 4BFC9038
0600381C 00000024
3C608022 80036614
7C008800 40820008
3B600001 281B0000
40820008 48036FB0
480382A0 00000000
0403A7E4 4BFC9038
48000000 802268D0
DE000000 80008180
12000262 00000000
E0000000 80008000
48000000 802268D0
DE000000 80008180
1200028E 00003C00
E0000000 80008000
48000000 802268D0
DE000000 80008180
120002BE 000000FF
E0000000 80008000
48000000 802268D0
DE000000 80008180
320001E0 00000000
140001E0 BCF5C28F
E0000000 80008000
48000000 80226B8C
DE000000 80008180
12000262 00000000
E0000000 80008000
48000000 80226B8C
DE000000 80008180
1200028E 00003C00
E0000000 80008000
48000000 80226B8C
DE000000 80008180
120002BE 000000FF
E0000000 80008000
48000000 80226B8C
DE000000 80008180
320001E0 00000000
140001E0 BCF5C28F
E0000000 80008000
These are customizable codes where you can replace it yourself. For example, to replace Oboro with Tayuya you can use the following code created from the below sections:
04208850 80278954
These changes are global and therefore affect story mode, so you could replace Naruto with Orochimaru with the following code:
04208820 80278914
xxx = Character ID
8CC - Sasuke
8D0 - Haku
8D4 - Kakashi
8D8 - Rock Lee
8DC - Iruka
8E0 - Zabuza
8E4 - Sakura
8E8 - Naruto
8EC - Ino
8F0 - Shikamaru
8F4 - Neji
8F8 - Hinata
8FC - Might Guy
900 - Kankuro
904 - Karasu
908 - Kiba
90C - Akamaru
910 - Gaara
914 - Orochimaru
918 - Oboro
91C - Mizuki
920 - Anko
924 - Jiraiya
928 - Choji
92C - Tenten
930 - Temari
934 - Shino
938 - Itachi
93C - Tsunade
940 - Hiruzen
944 - Kimimaro
948 - Jirobo
94C - Kidomaru
950 - Sakon
954 - Tayuya
958 - Kisame
95C - Sasuke CS2
960 - Naruto Kyuubi
964 - Kabuto
968 - Awakened Hinata
96C - Tayuya's Doki Demon
04208804 80278xxx
04208808 80278xxx
0420880C 80278xxx
04208810 80278xxx
04208814 80278xxx
04208818 80278xxx
0420881C 80278xxx
04208820 80278xxx
04208824 80278xxx
04208828 80278xxx
0420882C 80278xxx
04208830 80278xxx
04208834 80278xxx
04208838 80278xxx
0420883C 80278xxx
04208840 80278xxx
04208844 80278xxx
04208848 80278xxx
0420884C 80278xxx
04208850 80278xxx
04208854 80278xxx
04208858 80278xxx
0420885C 80278xxx
04208860 80278xxx
04208864 80278xxx
04208868 80278xxx
0420886C 80278xxx
04208870 80278xxx
04208874 80278xxx
04208878 80278xxx
0420887C 80278xxx
04208880 80278xxx
04208884 80278xxx
04208888 80278xxx
0420888C 80278xxx
04208890 80278xxx
04208894 80278xxx
04208898 80278xxx
0420889C 80278xxx
042088A0 80278xxx
042088A4 80278xxx
06004B54 00000014
2C0500xx 40820008
38A000yy 3C808020
4E800020 00000000
040400A8 4BFC4AAD
0404032C 4BFC4829
xx/yy = Character IDs
Replaces Character xx with Character yy.
06004B54 00000024
2C0500vv 4082000C
38A000ww 48000010
2C0500xx 40820008
38A000yy 3C808020
4E800020 00000000
040400A8 4BFC4AAD
0404032C 4BFC4829
vv/ww = Character 1 IDs
xx/yy = Character 2 IDs
Replaces Character vv with Character ww and Character xx with Character yy.
06004B54 00000034
2C0500tt 4082000C
38A000uu 48000020
2C0500vv 4082000C
38A000ww 48000010
2C0500xx 40820008
38A000yy 3C808020
4E800020 00000000
040400A8 4BFC4AAD
0404032C 4BFC4829
tt/uu = Character 1 IDs
vv/ww = Character 2 IDs
xx/yy = Character 3 IDs
Replaces Character tt with Character uu, Character vv with Character ww and Character xx with Character yy.
01 - Sasuke
02 - Haku
03 - Kakashi
04 - Rock Lee
05 - Iruka
06 - Zabuza
07 - Sakura
08 - Naruto
09 - Ino
0A - Shikamaru
0B - Neji
0C - Hinata
0D - Might Guy
0E - Kankuro
0F - Karasu
10 - Kiba
11 - Akamaru
12 - Gaara
13 - Orochimaru
14 - Oboro
15 - Mizuki
16 - Anko
17 - Jiraiya
18 - Choji
19 - Tenten
1A - Temari
1B - Shino
1C - Itachi
1D - Tsunade
1E - Hiruzen
1F - Kimimaro
20 - Jirobo
21 - Kidomaru
22 - Sakon
23 - Tayuya
24 - Kisame
25 - Sasuke CS2
26 - Naruto Kyuubi
27 - Kabuto
28 - Awakened Hinata
29 - Tayuya's Doki Demon
06004B00 00000020
2C0500xx 40820014
38A00014 2C060001
40820008 38C00000
7C7A1B78 4E800020
040400AC 4BFC4A55
04040330 4BFC47D1
xx = Character ID
06004B20 00000034
2C0500xx 40820014
38A00029 2C060001
40820008 38C00000
7C9B2378 4E800020
2C030000 38000000
41820008 80030030
480A3B8C 00000000
040400A4 4BFC4A7D
04040328 4BFC47F9
040A86D8 4BF5C468
xx = Character ID
06004B54 00000014
2C050011 40820008
38A0000F 3C808020
4E800020 00000000
040400A8 4BFC4AAD
0404032C 4BFC4829
06004B54 00000034
2C050008 4082000C
38A0000C 48000020
2C050001 4082000C
38A0000C 48000010
2C050007 40820008
38A0000C 3C808020
4E800020 00000000
040400A8 4BFC4AAD
0404032C 4BFC4829
06004B00 00000020
2C050007 40820014
38A00014 2C060001
40820008 38C00000
7C7A1B78 4E800020
040400AC 4BFC4A55
04040330 4BFC47D1
06004B20 00000034
2C050009 40820014
38A00029 2C060001
40820008 38C00000
7C9B2378 4E800020
2C030000 38000000
41820008 80030030
480A3B8C 00000000
040400A4 4BFC4A7D
04040328 4BFC47F9
040A86D8 4BF5C468
When modding the game, you may want to distribute an ISO that has codes built-in. Certain codes cannot be built into an ISO since they either directly manipulate RAM or inject more code than can fit in a section of the dol. Therefore, this section contains modified forms of the above codes that can be injected into the dol.
For more information on the specifics of this code, see GNTool/issues/32.
c200ca80 00000012
3860ffff 3fc08022
907e3258 907e325c
907e3260 907e3264
907e3268 907e326c
907e3270 907e3274
907e3278 907e327c
907e3280 907e3284
907e32fc 907e3300
907e3304 907e3308
907e330c 907e3310
907e3314 907e3318
907e331c 907e3320
907e3324 907e3328
907e332c 907e3330
907e3334 907e3338
907e333c 3fe00002
387fff03 907e32e8
38600000 00000000
The Gecko codes for low gravity can easily be modified to use different gravity values. This is accomplished by adjusting the value following 0x140001E0. For example, the default set for the codes listed on this page is 0xBCF5C28F. That number is the hexadecimal representation of the float -0.03. The default gravity value of the game is 0xBDAA0000 (-0.083008). Gravity in this case represents the change in speed that occurs each frame of the game. Here are the results of using -0.03 for the gravity:
Here is an example of using 0xBE23D70A (-0.16):
As you can see, any float closer to zero than -0.083008 will be lower gravity and any float further from zero will be higher gravity.
These are codes only used in SCON4. They aren't generally applicable as they likely involve file modifications as well, making them crash or not work if used with a vanilla copy of the game.
C203BAD4 00000006
901102A4 80100138
540305AD 4182000C
38600001 907102A0
5403056B 4182000C
38600000 907102A0
60000000 00000000
C203BAD4 00000006
901102A4 80100138
540305AD 4182000C
38600000 907102A0
5403056B 4182000C
38600001 907102A0
60000000 00000000
c20b6dc4 00000007
90030128 2c000001
40820028 70000000
90030138 80640138
7c0400d0 7c002378
54000ffe 901d004c
901d0054 60000001
60000000 00000000