Cheats
DOSGamePlayer supports cheat codes for the cores that have cheat APIs (most retro systems). You can enable bundled cheats or add your own.

Where to access cheats
Two entry points lead to the same editor:
- From Game Detail → Edit Cheats before launching the game.
- From the In-Game Menu → Cheats while playing.
What the editor shows
For each game, the editor lists cheats with:
- Name — short description of the effect
- Code — the raw cheat code (Game Genie, Action Replay, GameShark, etc., depending on system)
- Toggle — on/off
Toggles apply immediately on launch (or on next state load while playing).
Adding your own cheats
- Tap + Add Cheat.
- Enter a name (any short label).
- Paste the cheat code in the system's native format.
- Save and toggle on.
The app does not validate cheat codes — if a code is malformed for the core, it may simply do nothing or crash the game. Test with Save State before relying on a cheat.
Which systems support cheats?
Most Libretro-backed systems do, including:
- NES (FCEUmm, Nestopia) — Game Genie codes
- SNES (Snes9x) — Pro Action Replay / Game Genie
- Game Boy / GBC (Gambatte) — GameShark / Game Genie
- GBA (mGBA) — CodeBreaker / GameShark / Action Replay
- Genesis / Mega Drive (Genesis Plus GX) — Game Genie
- PSX (PCSXReARMed / Beetle PSX HW) — GameShark codes
- N64 (Mupen64Plus Next) — GameShark
- NDS (DeSmuME) — Action Replay
DOS games typically don't have a cheat API — you'd use in-game cheat console commands instead (e.g., DOOM's IDDQD).
Cheats and save states
Enabling a cheat changes runtime memory. Saving a state with a cheat active means the cheat's effect is baked into the state. When you load that state later without the cheat enabled, parts of the game may behave oddly. Best practice:
- Enable cheats deliberately for specific runs.
- Keep "clean" save states (no cheats) in their own slot.
- Disable cheats before quitting if you want a normal next session.