I really am wondering what this enables you to do, and the only thing I figured is to remove some limitations of certain instructions, like the fact that BIT only has zero page and absolute addressing. So the game puts a BIT instruction with absolute addressing in RAM, followed by two empty bytes, and an RTS. The game never touches these two again. And then, all you need to do is put an address between the BIT and the RTS, and then JSR to the BIT instruction and you can have (albeit, a bit more costly in cycles) BIT with indirect addressing.
But what else is it good for that goes beyond simple things like that? I mean you could potientially copy 1 or 1.5k of PRG to RAM, and then run it from RAM, but the game would not show anything if you pulled the cart out of the system... actually, would that cause any problems, or would the code keep running from RAM? (̶a̶s̶s̶u̶m̶i̶n̶g̶ ̶i̶t̶ ̶d̶o̶e̶s̶n̶'̶t̶ ̶r̶e̶l̶y̶ ̶o̶n̶ ̶a̶n̶y̶ ̶i̶n̶t̶e̶r̶r̶u̶p̶t̶s̶)̶ Actually that would be fine if the cart slot reliably returns open bus at the interrupt vectors.
But what else is it good for that goes beyond simple things like that? I mean you could potientially copy 1 or 1.5k of PRG to RAM, and then run it from RAM, but the game would not show anything if you pulled the cart out of the system... actually, would that cause any problems, or would the code keep running from RAM? (̶a̶s̶s̶u̶m̶i̶n̶g̶ ̶i̶t̶ ̶d̶o̶e̶s̶n̶'̶t̶ ̶r̶e̶l̶y̶ ̶o̶n̶ ̶a̶n̶y̶ ̶i̶n̶t̶e̶r̶r̶u̶p̶t̶s̶)̶ Actually that would be fine if the cart slot reliably returns open bus at the interrupt vectors.