I usually use an example of mario platformers. Other times you will have to run a basic tracing session. Can sometimes get lucky with a blind disassembly and an instruction* doing the deed. Traditionally hardcoding cheats works in two ways.ġ) You find what instruction(s) are doing things to your chosen area of memory (which the cheats tell you exactly where it is and what needs to go there) and edit said instructions. That then leaves three things to consider. Likewise the PS1 did not have anything like a hypervisor or underlying OS you can attack, though if emulator limitations are causing this then that would not have been an option anyway. I am not sure why the PS1 does not have such things - generally speaking it can support enough overhead and is coded similarly enough between games I can see a path. I am not aware of any universal injectors like we have for the GBA (see gabsharky and GBAATM, and I guess now GBAatm-rebirth), DS (see DSATM) and more limited but never the less sort of available for the N64.