GameShark: Difference between revisions

Changed numbers to make it clearer how it works
(Gamesharks can also delete pokémon)
(Changed numbers to make it clearer how it works)
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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 commonly represented as 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, 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 88 is represented by 58, or 58<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 010100C0 would tell the GameShark that the code type is 1, and that the value 01 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 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.


==Consequences==
==Consequences==
100

edits