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Cheats

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

TODO: Cheat editor screen

Where to access cheats

Two entry points lead to the same editor:

  1. From Game DetailEdit Cheats before launching the game.
  2. From the In-Game MenuCheats 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

  1. Tap + Add Cheat.
  2. Enter a name (any short label).
  3. Paste the cheat code in the system's native format.
  4. 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:

  1. Enable cheats deliberately for specific runs.
  2. Keep "clean" save states (no cheats) in their own slot.
  3. Disable cheats before quitting if you want a normal next session.