Super Nintendo Game Genie Handbook Version 7.0

Part 1 :  Introduction
Part 2 :  Credits
          2.1   Credits
          2.2   Revision History
Part 3 :  Notes
          3.1   Things to Remember
          3.2   What's New in this Version?

BASICS:   This section is for people who don't know a thing about making
-------   Game Genie codes.

Part 4 :  Why Some Codes Don't Work
Part 5 :  Conversion Chart
Part 6 :  Patience is a Virtue
Part 7 :  Creating & Altering Codes
          7.1   Introduction
          7.2   Creation Method: GUESS 'N' OBSERVE
          7.3   Creation Method: PORTING OVER
          7.4   Creation Method: ALTERED GUESS
          7.5   Alteration Method: KNOWLEDGEABLE GUESS
          7.6   Alteration Method: SLOTS ONE AND TWO
          7.7   Alteration Method: MAKE IT BETTER 
Part 8 :  Chaos and Order
          8.1   Introduction
          8.2   Code Finding Sheet
          8.3   Code Altering Sheet
Part 9 :  Effect Meter

BEYOND THE BASICS:  This section is for people who know the basic 
------------------  fundamentals of the Game Genie and wish to delve 
                    deeper into its inner workings.

Part 10 : Hex Marks the Spot
          10.1  Introduction
          10.2  Hex Counting
          10.3  What's in a Code?
          10.4  Numerical Value Chart
          10.5  Examples of Decoding the First Two Digits
Part 11 : Bits, Bytes, and Binary
          11.1  Introduction
          11.2  Bits & Bytes
          11.3  Numerical Chart: The Sequel
Part 12 : Breaking the Cypher
          12.1  Introduction
          12.2  The CPU Address; Game Genie -> PAR conversion *
          12.3  Finding the ROM Address: HiROM games *
          12.4  Finding the ROM Address: LoROM games *
                12.4.1  From CPUaddress to ROMaddress *
                12.4.2  From ROMaddress to CPUaddress *
          12.5  Example from a HiROM Game *
          12.6  Example from a LoROM Game *
Part 13 : An Easier Way to Decode
          13.1  Introduction
          13.2  Tips for altering codes 
          13.3  Actual values of the slots *
          13.4  What's worth what? The Master Chart! *
          13.5  Example using the Chart
          13.6  Converting Back: from ROM Address to GG Code *  
Part 14 : Company Hex Methods
          14.1  Introduction
          14.2  Company Hex Method Chart
Part 15 : Words from the Wise
          15.1 \
           to   > Tips on Code Creation
          15.7 /
Part 16 : Anatomy of the FF3 Code
          16.1  Introduction
          16.2  Memory Address Positions
          16.3  Disassembling a Code

Part 17 : Final Word

* indicates material revised for version 7.0

Click here for a text version of the FAQ