updated docs

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<p><br/></p>
<p>The Active cheats window on the left contains the list of cheats for the currently loaded game. Existing cheats can be selected, edited, and updated using the "Update" button.</p>
<p><br/></p>
<p>Each entry in the list is in the format of: &nbsp;* Address = Value</p>
<p>Each entry in the list can be named. If you didn't provide a name, it will be automatically named using this format:</p>
<p>For simple "Substitute" type of cheats: * Address:Value</p>
<p>For "Compare" type of cheats: * Address?Compare:Value</p>
<p><br/></p>
<p>The address is the location in the 6502's address space. &nbsp;The * denotes that the current cheat is active (double clicking will toggle on/off). &nbsp;Value is the value (in hex) that the addresses has been locked into.</p>
<p>The "Address" is the location in the 6502's address space. &nbsp;The * denotes that the current cheat is active (double clicking will toggle on/off). "Value" is the value (in hex) that is written to the addresses on each update. "Compare" it the value that must be at the address, or else the Value won't be written there. This allows making cheats more safe.</p>
<p><br/></p>
<p>You can add, delete, and update cheats in the active cheats window with the boxes below.</p>
<p>To find an address use the cheat search portion of the window.</p>

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<p><br/></p>
<p><span class="rvts45">Symbolic Debugging</span></p>
<p><br/></p>
<p>This feature makes it possible to rename addresses in the disassembly window (e.g. $C022) to easily understandable names (e.g. AddHealthpoints). You can also add comments to lines in the disassembly window. You can enable symbolic debugging by clicking the checkbox "Symbolic Debugging".</p>
<p>This feature makes it possible to rename addresses in the disassembly window (e.g. $C022) to easily understandable names (e.g. AddHealthpoints). You can also add comments to lines in the disassembly window. You can enable symbolic debugging by clicking the checkbox "Symbolic Debug".</p>
<p><br/></p>
<p>To use this feature, create name list files (Filename should be like this: *.(bank).nl / *.ram.nl, <span class="rvts15">Example:</span> NES Test Cart (PD).nes.0.nl, NES Test Cart (PD).nes.ram.nl) which contain names and comments you wish to display in the disassembly window. These files are simple ASCII text files.</p>
<p><br/></p>
<p>To use this feature, create name list files (Filename should be like this: *.(bank).nl / *.ram.nl, <span class="rvts15">Example:</span> NES Test Cart (PD).nes.0.nl, NES Test Cart (PD).nes.ram.nl) which contain all names and comments you wish to display in the disassembly window. These are ASCII files.</p>
<p><span class="rvts15">Example of contents of a NL file:</span></p>
<p><br/></p>
<p>$C000#NewName1#Comment1</p>
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<p>mygame.nes.2.nl</p>
<p>mygame.nes.3.nl</p>
<p><br/></p>
<p>All NL files must be into the same directory as the ROM file itself.</p>
<p>All NL files must be in the same directory as the ROM file itself.</p>
<p><br/></p>
<p>In the *.ram.nl file you can name and comment RAM addresses instead of ROM addresses. In this case, you might use a line such as:</p>
<p><br/></p>

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<li>whether to apply Symbolic data from *.nl files. See <a class="rvts18" href="Debugger.html">Debugger</a> section for details</li>
</ul>
<p><br/></p>
<p>For nice visualization of JSRs nesting you can use Stack Pointer for lines tabbing. Since NES games mostly use stack for subroutine calls (and rarely store variables in the stack), this option will likely produce a structurized disassembly that is much easier to track back visually. With this option you may also want to put registers data to the left from disassembly text.</p>
<p>For nice visualization of JSRs nesting you can use Stack Pointer for lines tabbing. Since NES games mostly use stack for subroutine calls (and rarely store variables in the stack), this option will likely produce a more readable disassembly. With this option you may also want to put registers data to the left from disassembly text, so they won't be tabbed.</p>
<p><br/></p>
<p>The Trace Logger has extra options which work with the Code/Data Logger so that it only shows instructions executed for the first time, or those which access data for the first time. This can be quite useful for finding certain key routines or finding otherwise impossible-to-find data in almost any game. &nbsp;The best way to use this feature is in conjunction with the option to automatically update the window while logging. Then, as you play the game, you can watch new results appear at once. If you're searching for something specific, try to get everything (EXCEPT what you're looking for) to execute, then watch closely as what you're looking for executes for the first time.</p>
<p><br/></p>

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<p><span class="rvts24"><br/></span></p>
<p><span class="rvts23">Cheats</span></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li><span class="rvts22">Added Compare box to the Cheats window</span></li>
<li><span class="rvts22">Don't lose cheat compare value when toggle cheat enables through UI</span></li>
<li><span class="rvts22">Parse cheat files with non-ASCII characters properly</span></li>
</ul>

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