Some codes for FFX PAL version. The first 2 codes here are not created by me, but I believe all the others are (it's been a while). There are some pretty unique codes here that took me quite a while to get right and aren't available anywhere else, so I figured I should share. Many are commented out by default. Might be a bit confusing if you don't know how the codes work, but I think it's mostly pretty obvious. Also, many of the ones I made use the special "extended" syntax, I hope this stays consistent between versions and such but I can't guarantee it. If not, at least you have the memory locations.
Code:
gametitle=Final Fantasy X [SCES 50490] (E) [A39517AB]
comment=
//ZeroGS Patch - GAME_FFXHACK
zerogs=00000080
//
// Avoided 199 Lightning Strikes on Thunder Plains
// Replace 'C7' with '31' for 49 dodges, '63' for 99, or '95' for 149
// (04=4, 09=9 13=19, 31=49, 63=99, 95=149, C7=199)
//patch=1,EE,003198d0,byte,000000C7
//patch=1,EE,00b9e816,byte,000000C7
//
// Blitzball - Score is always 99-0
//patch=1,EE,0031AB0E,byte,00000063 // 99 points?
//patch=1,EE,0031AB71,byte,00000063 // 99 points?
//patch=1,EE,0031AB0F,byte,00000000 // 0 enemy points
//
// Blitzball - Hold L3+R3+L2+R2 to instantly end the half
//patch=1,EE,D078acca,extended,00000603 // if L3+R3+L2+R2 are held...
//patch=1,EE,1101ED14,extended,00000258 // end blitz half
//
// 99 items in Slot 1 - Whichever item is in slot 1 has 99 quantity.
// By default this will be a Potion, but you can manually move any
// item into slot 1 at any time to bump its quantity to 99.
patch=1,EE,2031D59C,byte,00000063
//patch=1,EE,2031D59D,byte,00000002
//
// Sphere Grid Movement costs 0 S.Lvls - Does not alter any S.Lvls of
// characters, but rather will prevent any levels being deducted when
// completing a grid movement.
//patch=1,EE,01E7E66C,byte,00000000
patch=1,EE,D078acca,extended,00000880 // if []+start are held...
patch=1,EE,01E7E66C,extended,00000000 // 0 s-move cost
//
//
// 99 of all items
patch=1,EE,4031D59C,extended,001C0001 // 99 quantity
patch=1,EE,63636363,extended,00000000
patch=1,EE,4031D39C,extended,00380001 // each item type
patch=1,EE,20012000,extended,00020002
//
//
// Controls whether or not a certain character "appeared"
// in battle, and "acted" in battle. A character must both appear
// and act in order to gain AP. Dangerously(?), this works for
// chacters who haven't joined the party yet.
patch=1,EE,0x0031fbf0,byte,00000001 // Tidus appeared
patch=1,EE,0x0031fc14,byte,00000001 // Tidus acted
patch=1,EE,0x0031fbf1,byte,00000001 // Yuna appeared
patch=1,EE,0x0031fc15,byte,00000001 // Yuna acted
patch=1,EE,0x0031fbf2,byte,00000001 // Auron appeared
patch=1,EE,0x0031fc16,byte,00000001 // Auron acted
patch=1,EE,0x0031fbf3,byte,00000001 // Khimari appeared
patch=1,EE,0x0031fc17,byte,00000001 // Khimari acted
patch=1,EE,0x0031fbf4,byte,00000001 // Wakka appeared
patch=1,EE,0x0031fc18,byte,00000001 // Wakka acted
patch=1,EE,0x0031fbf5,byte,00000001 // Lulu appeared
patch=1,EE,0x0031fc19,byte,00000001 // Lulu acted
patch=1,EE,0x0031fbf6,byte,00000001 // Rikku appeared
patch=1,EE,0x0031fc1a,byte,00000001 // Rikku acted
//
// High Rikku affection (319500 = yuna, 31950C = wakka, 319514 = rikku, ...)
patch=1,EE,00319514,word,0000FDE8 // = 65,000
//
// Max Yojimbo compatibility
patch=1,EE,0031d274,byte,000000FF