GameShark: Difference between revisions

No change in size ,  26 May 2009
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==Codes==
==Codes==
===In Generations {{gen|I}} and {{gen|II}}===
===In Generations {{gen|I}} and {{gen|II}}===
A GameShark code is made up of three parts. The first part is the code type, which is nearly always 01. The second is the quality digits, which are the digits that will go into that space in memory. This is usually represented by XX or ??, as these numbers can be modified at any time to change what will be received. All values are in [[wp:Hexadecimal|hexadecimal]] code, instead of decimal (for example, the number 31 is represented by 1F, or 1F<sub>16</sub> in mathematics). The third and final part is the address in memory, represented in [[wp:Little Endian|Little Endian]] notation. This means that if the address C000 is to be modified, the end of the code would need to be 00C0. The code 010300C0 would tell the GameShark that the code type is 1, and that the value 03 will be put into the address C000.
A GameShark code is made up of three parts. The first part is the code type, which is nearly always 01. The second is the quality digits, which are the digits that will go into that space in memory. This is usually represented by XX or ??, as these numbers can be modified at any time to change what will be received. All values are in [[wp:Hexadecimal|hexadecimal]] code, instead of decimal (for example, the number 31 is represented by 1F, or 1F<sub>16</sub> in mathematics). The third and final part is the address in memory, represented in [[wp:Little Endian|Little Endian]] notation. This means that if the address C056 is to be modified, the end of the code would need to be 56C0. The code 010356C0 would tell the GameShark that the code type is 1, and that the value 03 will be put into the address C056.


==Consequences==
==Consequences==
100

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