you can;t even IMAGINE what it is


cathoderaydude
@cathoderaydude

cheat41_desc = "Some Enemies Don't Exist"
cheat41_code = "7E14DCFF"
cheat41_enable = false

cheat42_desc = "Some Enemies Don't Exist (Alternate Code)"
cheat42_code = "7E14DDFF"
cheat42_enable = false

cheat43_desc = "Baby Yoshi Never Stops Eating"
cheat43_code = "7E157705"
cheat43_enable = false

cheat44_desc = "It Takes 1 Eating To Grow A Small Yoshi Up"
cheat44_code = "7E157704"
cheat44_enable = false

cheat45_desc = "Put Something In Your Yoshi's Mouth And Your Coin Count Will Skyrocket! (Will Never Let Go Of What's In The Mouth Though)"
cheat45_code = "7E18AC01"
cheat45_enable = false


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in reply to @cathoderaydude's post:

depending on the system, the cheat devices worked differently. I think pro action replay (PAR) really did modify the RAM, so the code-makers could just watch some RAM values, find interesting ones, and tweak them.

on the other hand, the NES GG only intercepted reads from ROM, meaning they were literally rewriting single bytes of instructions. so that'd require a lot more sophisticated reverse engineering. you couldn't just "set lives to 9," you'd have to find the piece of code that checks how many lives you have and make it BELIEVE you have 9