GameShark: Difference between revisions

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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 to change what will be received. All values are in [[wp:Hexadecimal|hexadecimal]], instead of decimal (for example, 31 in decimal is represented by 1F in hexadecimal). The third and final part is the address in memory, represented in [[wp:endianness|little-endian]] notation. For example, if the data at 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 written to the address C056.
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 to change what will be received. All values are in [[wp:Hexadecimal|hexadecimal]], instead of decimal (for example, 31 in decimal is represented by 1F in hexadecimal). The third and final part is the address in memory, represented in [[wp:endianness|little-endian]] notation. For example, if the data at 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 written to the address C056.


==Unintended side-effects==
==Unintended side-effects==