Nobody does one instruction at a time unless they are already 90% of the way to where they want to be and are understanding a given subroutine or particular quirk thereof (which usually starts by a related value/something in the chain found on screen, via cheats, via some known hardware register like controls or sound, via something that reads a known location in ROM and all the rest I mentioned). You might get somewhere with a commodore 64 stepping through something and works reasonably well as a learning exercise or exam question but practical realities by the time of the GBA (or indeed even the NES really) mean that is largely untenable. Even those making disassemblies (and I guess some aspects of decompilation which has not yet come to the GBA, possibly some time soon though as C was the main thing) will tend to hone in on a mechanic, and then another, and then another... until a greater picture is formed, or maybe outline the possible jumps in some kind of main loop and fill that in mechanic/subroutine by mechanic/subroutine.
If you wanted to find leftover code (exists but not as common as older systems -- the GBA was a largely compiled code device and commenting something out in C will see the compiler never include it in the final outside of terribly bad luck on the part of the devs
https://www.pagetable.com/?p=28 ) or perhaps the path not taken in hopes of finding a cheat/hidden option then there are other options.
Equally there are tools to note what code is run and thus what is not run, branches not taken and more besides. Basic logging as seen in the vba-sdl-h and more famously in the likes of
https://fceux.com/web/help/CodeDataLogger.html would do it, though I have seen other hackers have their own tools to note things (also helpful for the ARM-THUMB split, said noting what mode something is in then being one of the niceties of emulators, though generally assume THUMB until proven otherwise or you are handling something serious). Do a playthrough of the game/game section, should then be easy enough to pick out branches/jumps, sections of code not taken and thus figure out their activators (if any are present).
Videos on hacking are limited. I, and the many others the many times videos have come up as a general idea or because the youth of the day demand it, have never figured out a format I would want to watch for a hacking tutorial that tells you much but also remains vaguely watchable -- me whizzing around in a hex editor for hours tells you nothing unless you already know, slowing down to explain what I am doing will make it 5x longer at least and put you to sleep even more, and most other things are artificial and thus miss out key info. Most things then are text and picture based and probably will be for the foreseeable, though certain things can be made more evident with video so whatever happens might spring from that. This is also from someone that really likes video (
https://gbatemp.net/threads/be-a-great-video-maker-and-replicate-this-video-effect.360509/ ), including long form (I have watched several hours of machining* and financial update content before 9am this morning and was fascinated throughout it all).
*I often pondered if this was to be the way but reckon it is actually inverted -- machining is all setup and if you are thinking while you are doing you went wrong somewhere, setup for most ROM hacking efforts is minimal and all thinking while you are doing save for maybe updating pointers manually (in which case stop being lazy and code something if you have enough time to zone out).
I have long promised a guide on finding hidden cheats now and basic debugging would be included as part of that (indeed the having to stop and make pictures/document examples is where a previous attempt to write that stalled out with everything else done) and have no reviews on my plate right now so might get around to it as part of that if you want. Just have to skip over the what is a breakpoint and why you care aspects.