This explanation has been written by KROCKDROP. FULL credit for this explanation goes to KROCKDROP.
Ok, I will give you a FAKE line from the Memory Editor to help you out.
801234568: 12 34 56 78 9A BC DE F0
Recording Values
Ok, this goes in order. The address we are at is 801234568 (8Bit, Memory Editor). The next address would be 801234570, see how it works? Now, the next line would be 801234578 and etc. Now, the value at 801234568 would be 1234 because it is first and so is 1234. Ok, were done, right? Wrong. You for get there are the other three addresses. 80123456A, 80123456C, and 80123456E. What about those values? Thats why there are more than one value in a line. Now, the addresses not seen need values, too. So, 80123456A's value would be 5678, 80123456C's value would be 9ABC, and 80123456E's value would be DEF0. Get it? It's another thing you'll catch on to.
Address part
This one line in the memory editor is 8 eight bit codes in the gameshark. All the codes will have the same first seven digits as the ADDRESS says to the LEFT of the VALUES. Only the last digit in the ADDRESS will change.
IN GAMESHARK (ALL 8 BIT)
80234568 0012
80234569 0034
8023456A 0056
8023456B 0078
8023456C 009A
8023456D 009B
8023456E 00A1
8023456F 00A2
TIP:
With 8 bit codes (codes that start 80------) the GameShark only sees the last two digits for the values.
Address Part
So When u make codes u have to be able to read the addresses and the values
Here is how to convert the Memory Editor lines to a GameShark Kode
8 Bit(Memory Editor Line)
8023456B 0078
8023456D 009B
80234569 0034
8023456F 00A2
80234568 1234
8023456E 00A1
80234568 0012
8023456C 009A
8023456A 0056
Or you can make it 16Bit
16Bit(GameShak Kode)
81234568 1234
8123456E A1A2
81234568 1234
8123456C 9A9B
8123456A 5678
81234568 1234
8123456A 5678
8123456C 9A9B
8123456E A1A2
Tip: With 16Bit Kodes (Kodes that start 81------), you can combine two 8Bit Kodes into one 16Bit Kode. Here in the 16Bit Kodes, all four digits in the values count. Also, the last digit in the address should be 0,2,4,6,8,A,C,E
Notice the Kode type
The 80 became a 81 in the address and the values are now 4 digits long.
And ALLWAYS remember that if you take an 8Bit address from the Memory Editor and want to make a GameShark Kode, you have to make it 16Bit in order for it to work as a GameShark Kode.
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