Cheat Code Reference
Detailed reference for all cheat code formats supported by the Cheat Code Converter.
Game Genie
NES Game Genie
| Format | Length | Fields |
|---|---|---|
AAAAAA | 6 chars | Address + Value |
AAAAAAAA | 8 chars | Address + Value + Compare |
The NES Game Genie uses a custom letter encoding: APZLGITYEOXUKSVN.
Decoding:
- 6-letter codes modify a single byte at a specific address.
- 8-letter codes include a compare value — the byte is only replaced if the current value matches.
SNES Game Genie
| Format | Length | Fields |
|---|---|---|
AAAA-AAAA | 8 chars + hyphen | Address + Value |
Uses a different letter set from NES. The address is scrambled with a bit-rotation algorithm.
Game Boy / GBC Game Genie
| Format | Length | Fields |
|---|---|---|
AAA-AAA | 6 chars | Address + Value |
AAA-AAA-AAA | 9 chars | Address + Value + Compare |
Genesis Game Genie
| Format | Length | Fields |
|---|---|---|
AAAA-AAAA | 8 chars + hyphen | Address + Value |
Game Gear Game Genie
| Format | Length | Fields |
|---|---|---|
AAA-AAA | 6 chars | Address + Value |
AAA-AAA-AAA | 9 chars (with compare) | Address + Value + Compare |
Pro Action Replay
Format
All Pro Action Replay codes use an AAAAAA:VVVV format (hex address and hex value), though the exact address width varies by system.
Supported Systems
| System | Address Width | Value Width |
|---|---|---|
| SNES | 24-bit | 8-bit |
| Genesis | 24-bit | 16-bit |
| Game Boy / GBC | 16-bit | 8-bit |
| Master System | 16-bit | 8-bit |
| Sega 32X | 24-bit | 16-bit |
| Sega CD | 24-bit | 16-bit |
N64 GameShark
Format
TTAAAAAA VVVV
TT— code typeAAAAAA— memory addressVVVV— value
Code Types
| Type | Description |
|---|---|
80 | Write 8-bit value to address |
81 | Write 16-bit value to address |
A0 | Write 8-bit value (uncached address space) |
A1 | Write 16-bit value (uncached address space) |
D0 | 8-bit equal conditional — next code only activates if [address] == value |
D1 | 16-bit equal conditional |
D2 | 8-bit not-equal conditional |
D3 | 16-bit not-equal conditional |
50 | Repeat/serial — applies the next code multiple times with incrementing addresses |
GBA GameShark / Action Replay
Format
TTAAAAAA VVVVVVVV
Supports 12 code types including:
- 8-bit and 16-bit constant writes
- Conditional codes (if equal, if not equal, if less than, if greater than)
- Multi-line patches
- Master code enable
- Slow-motion toggles
GBC GameShark
Format
AABBCCDD
8-character hex code encoding address and value for Game Boy Color GameShark devices.
PC Engine
Format
AAAA:VV
Raw address:value pairs in hexadecimal. The address is a direct memory location and the value is the byte to write.
Neo Geo Pocket GameShark
Format
AAAAAA:VV
24-bit address with 8-bit value in hexadecimal.
Nintendo DS Action Replay
Format
TTAAAAAA VVVVVVVV
TT— code type (first byte)AAAAAA— memory addressVVVVVVVV— value (32-bit)
Code Types
| Type | Description |
|---|---|
0 | 32-bit write |
1 | 16-bit write |
2 | 8-bit write |
3 | If less than (32-bit) |
4 | If greater than (32-bit) |
5 | If equal (32-bit) |
6 | If not equal (32-bit) |
7 | If less than (16-bit) |
8 | If greater than (16-bit) |
9 | If equal (16-bit) |
A | If not equal (16-bit) |
B | Load offset |
C | Loop |
D | Various sub-types (end if/loop, next offset, end code, etc.) |
E | Patch code (multi-byte write) |
F | Memory copy |
Supports 16 code types total. The D type contains several sub-type variations based on the address field.
Sega Saturn Action Replay
Format
TTAAAAAA VVVV
TT— code typeAAAAAA— 24-bit addressVVVV— 16-bit value
Code Types
| Type | Description |
|---|---|
16 | 16-bit write to address |
36 | 8-bit write to address |
The code type byte determines the write width. Address is in the Saturn’s memory map.
Sega Dreamcast CodeBreaker
Format
XXXXXXXX YYYYYYYY
16 hex characters split into two 32-bit words. The first word encodes the code type and address, the second contains the value.
Code Types
| Type | Description |
|---|---|
0 | 8-bit write |
1 | 16-bit write |
2 | 32-bit write |
3 | Serial / repeat write |
9 | Conditional codes |
Game Boy GameShark
Format
AABBCCDD
8-character hex code with scrambled address and value encoding, similar to the GBC GameShark format. Address bytes are reordered from the raw code.
Neo Geo Raw
Format
AAAAAAAA VVVV
AAAAAAAA— 32-bit memory addressVVVV— 16-bit value
Direct address:value writes for the Neo Geo’s 68000-based memory map. Values are 16-bit (word-sized) to match the platform’s word-aligned bus.
PlayStation GameShark
Format
TTAAAAAA VVVV
or
TTAAAAAA VVVVVVVV
TT— code typeAAAAAA— 24-bit addressVVVV/VVVVVVVV— 16-bit or 32-bit value
Code Types
| Type | Description |
|---|---|
30 | 8-bit constant write |
80 | 16-bit constant write |
10 | 16-bit increment |
11 | 16-bit decrement |
20 | 8-bit increment |
21 | 8-bit decrement |
D0 | 16-bit equal conditional |
D1 | 16-bit not-equal conditional |
D2 | 16-bit less-than conditional |
D3 | 16-bit greater-than conditional |
E0 | 8-bit equal conditional |
E1 | 8-bit not-equal conditional |
E2 | 8-bit less-than conditional |
E3 | 8-bit greater-than conditional |
50 | Repeat / serial code |
C0 | Delay activator |
C1 | Button activator |
C2 | Master code enable |
Supports 18 code types total. Conditional codes gate the execution of subsequent codes.