Guilty Gear X: US

RegionSerialVersionPCSX2 CRCCodes
North America (NTSC-U)SLUS-202872.00861BFB2F2 2/2
Release hashes
ELFSLUS_202.87
ELF SHA-2567e8000d17ba3c74c4793147d5a5dae57c4b1911439b0f9a91a9f8e79461eefc9
ImageBIN 751,894,416, bbeab9f2, 0aa7078bc0449c0a9d23eec13f4ecf2b6fcc3373

Results

  • GameHacking.org game 103879: "Guilty Gear Mode and Extra Characters" by InterAct, an encrypted Action Replay / GameShark v1 code (4D4ABE28 1456089C), plus gameplay codes. Not decrypted or tested here.
  • The community documents a title-screen button code (Down, Right, Right, Up, then Start) for Dizzy and Testament, plus Survival milestones (Testament at 20, Dizzy at 30, GG mode at 100) as user submissions.
  • Gold and Shadow in the original X are documented as colour swaps only (guiltygear.wiki.gg, X Plus; Wikipedia, Guilty Gear X).
  • The X engine predates X2's TotalTime_SetFlag. "TOTALTIME" only appears as a record-table label, so the save-data map has to come from RAM diffs.
  • Lab results (2026-10-13, our PCSX2 build, cold boots from the read-only image):
    • The title-screen code works when entered while PRESS START BUTTON is showing, with 20-frame presses 60 frames apart (an earlier attempt at the fade-in did not register).
    • With the code, Dizzy and Testament appear at the bottom of the select grid.
    • The byte 0x56DDCC = 2, written alone by a test code, gives a pixel-identical select screen (S2). It was found by diffing RAM against two code-free boots.
    • 0x539A12 (0 -> 2) changes with it and also shows the portraits when written. It is probably the select screen's runtime copy.
    • Writing 0xFF to 0x56DDCC adds no GG-mode option to GAME OPTIONS, so GG mode is stored elsewhere.
    • Not yet checked: whether 0x56DDCC is saved to the memory card, and the GG-mode and Survival flags.