New method could help high-score chasers trying to avoid game-ending crashes.
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After this article I’ve started binge watching this whole channel. Extreme in depth analysis and code walking of NES games in assembly is so interesting. Really makes you appreciate how small and simple the platform was. “Optimizing” a game really feels like a noticeable difference. I also learned how Gameshark codes work, they’re just editing addresses and OP codes directly.

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The coolest GameShark was the N64 GS, where you could make your own codes. Like, it allowed you to go into a game, take a snapshot of the code, shoot a bullet, then analyze the addresses that changed between your snapshot and when you’ve shot the bullet. Then, you can edit the changed value, and boom! Infinite ammo!

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Zsnes had/has some tools similar to that. Can’t remember if there was a diff (I might not have realized the usefulness of that at the time and skipped over it), but I do remember using a search function to see if I could find values from the UI.

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Oh yeah!

I just found it wild to be able to do it on the fly, on a console, in the 90s! What a time!

TheHarpyEagle
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Not quite the same, but if you’re into this stuff, I highly recommend the channels pannenkoek2012 and Retro Game Mechanics Explained. Both very in depth channels about Nintendo jank,

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pannenkoek2012, the legendary half an A press guy! I watch a fair bit of retro game speedrunners so he’s practically required viewing in that space.

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