			(This was once part of README)

what does this '-o' flag do?
        The '-o' flag shows the opcode that the code would produce.
(Opcodes are the kinda-english translation of the language that the
computer or console understands.  The SNES uses the 65c816 chip, if
you're curious.)

        It'll help you do some *real* programming.  Mind you, you have
only five bytes, but you can put them to good use.  Like these codes (from
the code book) for Street Fighter II(TM):

23      6DCF-D764 + FFCF-D7A4           Advance to next level when
                                        continuing

(Street Fighter II is a trademark of Capcom USA, Inc.)

Punching these through gamegen ('gamegen -s -o 6DCF-D764 FFCF-D7A4') shows:
----
80:00A81E:  BRA xx -- short branch to address 0x00A81E - (0xFE - xx)
11:00A81F:  ORA (xx), Y -- OR Y with data in address xx
----

        Note that in all of these opcodes, xx refers to the next byte, xxxx
refers to the next two bytes in *reverse order*, and xxxxxx refers to the
next three bytes in *reverse order*.  The 0x means that the following digits
are in hexadecimal.

        As well, you'll see letters used in the opcodes.  X, Y, S, and P
are registers (places to store numbers) while A is the accumulator.  P
also holds certain flags, like the overflow bit and the carry bit.  If you
want to learn more, there are many documents on the 65c816 available, but
please, don't ask me any questions about it -- I only know the opcodes.

        Looking at the above codes, we can remove the translation for the
second bit, since it's the xx for the second code.  Doing the math, we have:
80:00A81E:  BRA xx -- short branch to address 0x00A731 -- and this memory
location presumably starts you at the next level.

        Note, however, that some data bytes do something special:  C2 (0xAD),
CB (0xA9), C1 (0xA6), C4 (0xA2), and pretty much any code that begins with
C, seem to cause 'infinite' effects.  Infinite lives, and so on.  These
codes supposedly load either the X or the A register with the next value in
memory, but I suspect that they actually lock in whatever value's already
in that memory location.  After all, the switch on the GG has to be there
for *some* reason...

	As well, you may find a code beginning with 3C (0xEA) useful, as
it does NOP - no operation.  That is, it does nothing.  If you can find the
place (by educated guessing, I'm afraid) that decrements the number of lives,
then putting NOP(s) in its place will give you a 'cheap' infinite lives code.
