Guilty Gear X: US
| Region | Serial | Version | PCSX2 CRC | Codes |
|---|---|---|---|---|
| North America (NTSC-U) | SLUS-20287 | 2.00 | 861BFB2F | 2 2/2 |
Release hashes
| ELF | SLUS_202.87 |
|---|---|
| ELF SHA-256 | 7e8000d17ba3c74c4793147d5a5dae57c4b1911439b0f9a91a9f8e79461eefc9 |
| Image | BIN 751,894,416, bbeab9f2, 0aa7078bc0449c0a9d23eec13f4ecf2b6fcc3373 |
Title-screen code
- 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.