In order to ensure that each page follows a similar style, please read and conform to the following editing rules.
These are the cheats that appear at the top of every game page.
Easy Cheats should be formatted in the following way:
0123 - 0F - Cheat Description
Each number uses leading zeroes to ensure they're all the same length, 4 digits for the memory address and two digits for the value. The description should be treated like a title where all important words are upper case, while lesser important words like a, of, the, etc. are lower case.
Multiple Codes Per Cheat
When two cheat codes need to be tied together, add the cheat number to the description with the total number of cheats include. Here is an example:
B424 - 0B - High Jumps (1/5) B425 - 0B - High Jumps (2/5) B426 - 0B - High Jumps (3/5) B427 - 0B - High Jumps (4/5) B428 - 0B - High Jumps (5/5)
If you need to add a note in the description, put the note in parentheses and do not upper case it like a title. For example:
0071 - 63 - Infinite Hearts (Must turn off at the end of a stage)
Group similar codes together and given them a name. For example:
Lives 010A - 09 - Start With 9 Lives and 9 Continues 010A - 63 - Start With 99 Lives and 99 Continues 02BE - 09 - Infinite Lives Both Players Hit Points C5D0 - 0F - Start With More Hit Points (1/2) C889 - 0F - Start With More Hit Points (2/2) 02AB - 0B - Infinite Hit Points Power Ups 02A2 - 01 - Always Have Knife 02A2 - 02 - Always Have Nunchucks
Unless the game has a specific name for a value, use the following standard names in the cheat code description.
- Lives - For the number of retries a player gets. Don't used Guys, 1-Ups, etc.
- Hit Points - For when the player can take multiple hits. Don't use HP, Life, Hits, etc.
- Level - Try to match the game's terminology (Stage, Area, etc.), but use Level as the default when no specific name is listed.
- Invincible - When the player cannot take damage. Don't use invulnerable unless you need to describe a second type of invincibility.
When distinguishing between Player 1 and Player 2, always use P1, P2 at the beginning of the code. All P1 codes should be grouped together, then all P2 codes. Here is an example:
0432 - 0A - P1 Infinite Lives 041E - 7F - P1 Hit Points 03CC - FE - P1 Always Invincible 0433 - 0A - P2 Infinite Lives 041F - 7F - P2 Hit Points 03CD - FE - P2 Always Invincible
For those few games that allow 4 players, use P3 and P4.
Don't duplicate an existing code unless there is a valid reason. The first code below gives the player 9 oil, the second code gives them 99 oil, but since they both yield infinite oil, they do the same thing.
00A4 - 09 - Infinite Oil 00A4 - 99 - Infinite Oil
However, in this example, the codes have a different purpose. One starts the player with a lot of oil, the other provides infinite oil. In this case, both codes are valid.
00A4 - 99 - Infinite Oil D86C - 2F - Start With 99 Oil
Memory addresses include the values found in bytes 0000-07FF. You can also include any memory beyond this section provided it's not code. For example, if there is a data table in the ROM, or the area where the game stores battery memory.
Many games handle a series of numbers like score, hit points, lives, etc. Displaying these numbers need to be standardized in order to remain intuitive. If the numbers are stored across multiple memory locations, write them out as follows:
07DE - P1 Score: 9xxxx 07DF - P1 Score: x9xxx 07E0 - P1 Score: xx9xx 07E1 - P1 Score: xxx9x 07E2 - P1 Score: xxxx9
Note that the 9 is the position that is being altered, and the x shows the full size of the number. Sometimes a game will display a digit that isn't part of actual number. For example, the score may read "125500," but the 00 at the end is not stored in memory. When this occurs, add the unused values to the score to show where they are. For example:
0200 - P1 Score: 9xxx00 0201 - P1 Score: x9xx00 0202 - P1 Score: xx9x00 0203 - P1 Score: xxx900
Sometimes two digits are stored in a single byte. In cases like this, simply display 99 per section and xx in the place holders, like so:
0424 - Score: 99xxxx 0425 - Score: xx99xx 0426 - Score: xxxx99
Many games store numbers by multiplying one byte with a second byte, and sometimes a third byte. When this occurs, use the following notation:
00BC - Gold: x1 00BD - Gold: x255 00BE - Gold: x65535
When the game has a normal operating range for a variable, include the normal low and high values.
00C6 - Magic Points (00-63)
If a byte stores multiple values, each with a different description, try to include each description. For example:
0756 - Powerup Flag (00 - Mario, 01 - Super Mario, 02 - Fire Mario)
Characters should be listed with a two-digit hexadecimal look up, an equal sign, and then the character value. Do not put spaces before or after the equal sign. The text table should be sorted in order of the hexadecimal number NOT the character. Here is an example:
10=A 11=B 12=C 13=D
Try to use the same indentation for comments as existing games.