Reading the cheat files isn't the hard part, it's integrating the codes that's hard because RAW codes are never posted online (simply put, they don't really exist), converting what exists for cheats isn't easy either because not every code is guaranteed to be in the right format, let alone guaranteed to work, not to mention you can't use every code because of how limited the RAW engine is. Overall, this isn't a newbie friendly process, I wouldn't mess with it if you don't know what you are doing. The engine itself is aged to the point that it's obscure, the EZ-Flash team knows this too because it's not the first time developers of GBA flash cartridges have used this engine. They do so because it's more simplistic compared to the more technically advanced engines such as Action Replay, GameShark, etc. This engine is mostly intended for development based purposes rather than average consumer purposes (mainly with emulation to be exact), the main intent being for debugging and what not, with how minimal it is though, there isn't much you can do with it other than making flat changes. Some games are dynamic in nature (dynamic meaning things constantly change), because some games handle data dynamically, this engine is useless against it, hence why you get more out of the advanced engines compared to RAW.