User:Andlabs/Patch code proposal

Problem:
 * We want to get rid of obfuscated GG codes
 * We want to settle differences in patch code formats among non-GG code formats

Issues:
 * ROM patching vs RAM/memory space patching
 * for ROM patching, NES ROMs
 * Size per patch code: number of codes/code editability

Potential Format: space addressdata where space is, , , etc. questions:
 * ,, etc.: should this be specified as offset from $0 (which bypasses the banking issue as we can patch RAM arbitrarily) or offset from logical start address of RAM? (more sensible)
 * 1) should data be one byte or one, two, or four bytes? this is editability vs conciseness/complexity of code conversion
 * if data is one byte only, hardware suffers due to limited code patching capability and articles are longer for more complex codes
 * if data is multiple bytes, conversion is significantly more complicated
 * 1) how will everything except work on the NES where there's banking and CHR RAM, among other things?
 * using will avoid the problem of PRG/CHR differences

Scope:
 * all cartridge based home systems (consoles/handhelds) except:
 * Neo-Geo (see arcade systems below)
 * DS? PS Vita? (depends on how they work)
 * arcade systems are more complicated and the current MAME debugger/cheat engine-based system works
 * disc-based systems cannot use this system due to how they work; gameshark/ocarina or file editing will work for those)
 * computers are a whole other story

Other Questions:
 * Should codes have something on the top [ how? ] that links to the conversion page?

reply below - Andlabs (talk) 15:28, 22 December 2013 (EST) --

I wonder if a new extension or template would be useful for this, to format codes like this: "Use patch code (Game Genie code ) to enable blah blah words" In theory, at least. idk, I don't want to get rid of GG/GS/etc. codes because they're useful but I agree we need to list actual ROM stuff too. -- Xkeeper (talk) 16:17, 22 December 2013 (EST)