The same patch button behaves differently once the file extension changes. I split consoles by the mistake that actually wastes an evening: a wrong revision on GBA, a swapped byte order on N64, a file too large for a tab on DS, a 512-byte copier header on SNES, an iNES header on NES, a header checksum on Game Boy, and a disc image on GameCube or PS2. The home patcher accepts the bytes you give it. This index is the map of which guide explains those bytes.
The detail guides cover GBA, N64, DS, SNES, GameCube, 3DS, NES, Game Boy, and PS2. PS1, Genesis, Dreamcast, arcade, and Switch require project-specific workflows. An arcade set can contain multiple ROM files, so a patch may target only one member of the set rather than the zip archive. Follow the release instructions instead of treating every console as a single generic ROM.
Formats and consoles cross. GBA hacks are mostly UPS and BPS. N64 hacks want a big-endian .z64 and then BPS or APS. DS translations are xdelta because the card is large. SNES projects argue about .sfc versus .smc before they argue about BPS. NES patches are still IPS aimed at an iNES file. When a guide and a format page disagree about a checksum, I keep both wordings and link the source instead of averaging them.
Use the table to find the extension, then open the detail page if one exists. Android and iOS are devices, not consoles, and they live on the devices page. SRAM patches that rewrite a GBA save chip are not a console format either. They have their own explanation because a normal UPS will not do that job.