SUMMARY:
I originally had it set to activate 2 different codes depending on whether a bit was on or off.
I also originally had it display part of the address value in some part of the game if you already knew the code for money or something.  For example, if you already knew where the money, HP, MP, Ammo, or whatever displays numbers was at for the game, I used that to clear that value of that code and then put a chunk of the address there instead so you could see what the address was in 4 button presses.
I have changed it to cause the 3 second delay if the bit is on.
This way, it works with EVERY game.
If the bit isn't on, no delay.
An example of how this works:

0056d09d (the address you are finding, your result was a bit)
This is the order you would use and if you would get a delay:
This is the address as bits:   (0 0 5 6 d 0 9 d = 0000 0000 0101 0110 1101 0000 1001 1101)
1.      lui t3, $8000 (1000 0000 0000 0000 0000 0000 0000 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 =  0, no delay)
2.      lui t3, $4000 (0100 0000 0000 0000 0000 0000 0000 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 =  0, no delay)
3.      lui t3, $2000 (0010 0000 0000 0000 0000 0000 0000 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 =  0, no delay)
4.      lui t3, $1000 (0001 0000 0000 0000 0000 0000 0000 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 =  0, no delay)
5.      lui t3, $0800 (0000 1000 0000 0000 0000 0000 0000 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 =  0, no delay)
6.      lui t3, $0400 (0000 0100 0000 0000 0000 0000 0000 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 =  0, no delay)
7.      lui t3, $0200 (0000 0010 0000 0000 0000 0000 0000 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 =  0, no delay)
8.      lui t3, $0100 (0000 0001 0000 0000 0000 0000 0000 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 =  0, no delay)
9.      lui t3, $0080 (0000 0000 1000 0000 0000 0000 0000 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 =  0, no delay)
10.     lui t3, $0040 (0000 0000 0100 0000 0000 0000 0000 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 != 0, 3 second delay)
11.     lui t3, $0020 (0000 0000 0010 0000 0000 0000 0000 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 =  0, no delay)
12.     lui t3, $0010 (0000 0000 0001 0000 0000 0000 0000 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 != 0, 3 second delay)
13.     lui t3, $0008 (0000 0000 0000 1000 0000 0000 0000 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 =  0, no delay)
14.     lui t3, $0004 (0000 0000 0000 0100 0000 0000 0000 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 != 0, 3 second delay)
15.     lui t3, $0002 (0000 0000 0000 0010 0000 0000 0000 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 != 0, 3 second delay)
16.     lui t3, $0001 (0000 0000 0000 0001 0000 0000 0000 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 =  0, no delay)
17.  ori t3, 0, $8000 (0000 0000 0000 0000 1000 0000 0000 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 != 0, 3 second delay)
18.  ori t3, 0, $4000 (0000 0000 0000 0000 0100 0000 0000 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 != 0, 3 second delay)
19.  ori t3, 0, $2000 (0000 0000 0000 0000 0010 0000 0000 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 =  0, no delay)
20.  ori t3, 0, $1000 (0000 0000 0000 0000 0001 0000 0000 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 != 0, 3 second delay)
21.  ori t3, 0, $0800 (0000 0000 0000 0000 0000 1000 0000 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 =  0, no delay)
22.  ori t3, 0, $0400 (0000 0000 0000 0000 0000 0100 0000 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 =  0, no delay)
23.  ori t3, 0, $0200 (0000 0000 0000 0000 0000 0010 0000 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 =  0, no delay)
24.  ori t3, 0, $0100 (0000 0000 0000 0000 0000 0001 0000 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 =  0, no delay)
25.  ori t3, 0, $0080 (0000 0000 0000 0000 0000 0000 1000 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 != 0, 3 second delay)
26.  ori t3, 0, $0040 (0000 0000 0000 0000 0000 0000 0100 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 =  0, no delay)
27.  ori t3, 0, $0020 (0000 0000 0000 0000 0000 0000 0010 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 =  0, no delay)
28.  ori t3, 0, $0010 (0000 0000 0000 0000 0000 0000 0001 0000 AND 0000 0000 0101 0110 1101 0000 1001 1101 != 0, 3 second delay)
29.  ori t3, 0, $0008 (0000 0000 0000 0000 0000 0000 0000 1000 AND 0000 0000 0101 0110 1101 0000 1001 1101 != 0, 3 second delay)
30.  ori t3, 0, $0004 (0000 0000 0000 0000 0000 0000 0000 0100 AND 0000 0000 0101 0110 1101 0000 1001 1101 != 0, 3 second delay)
31.  ori t3, 0, $0002 (0000 0000 0000 0000 0000 0000 0000 0010 AND 0000 0000 0101 0110 1101 0000 1001 1101 =  0, no delay)
32.  ori t3, 0, $0001 (0000 0000 0000 0000 0000 0000 0000 0001 AND 0000 0000 0101 0110 1101 0000 1001 1101 != 0, 3 second delay)
That will tell you what your address is based on the pauses.


HELPFUL INFO:
If you are looking for addresses for a code that is 4 bytes long, it only needs buttons pressed from 8 to 30.
If you are looking for addresses for a code that is 2 bytes long, it only needs buttons pressed from 8 to 31.
If you are looking for addresses for a code that is 1 byte long, it only needs buttons pressed from 8 to 32.
If you are looking for a 4 byte value, you do all button presses.
If you are looking for a 2 byte value, you do only button presses from 17 to 32.
If you are looking for a 1 byte value, you do only button presses from 25 to 32.


{
    OR GET ADDRESS
200ffc34 8f0d0004 lw t5, $0004(t8)            Load the address you are finding.
  {
    OR GET VALUES
        OR 1 BYTE
    200ffc34 930d0008 lbu t5, $0008(t8)       Load the 1 byte to find the exact value of.  It doesn't matter if they are signed or not.
        OR 2 BYTES
    200ffc34 970d0008 lhu t5, $0008(t8)       Load the 2 bytes to find the exact value of.
        OR 4 BYTES
    200ffc34 9f0d0008 lwu t5, $0008(t8)       Load the 4 bytes to find the exact value of.
  }
}
100ffc3a 3c0b0AAA lui t3, $AAAA               The 1 bit you will AND the address/value by to find it.   This is the AAAA part of AAAAaaaa.
100ffc3e 340baaaa ori t3, 0, $aaaa            The 1 bit you will AND the address/value by to find it.   This is the aaaa part of AAAAaaaa.
200ffc40 016d5024 and t2, t3, t5              ANDs the bit you set with the address/value to see if the address/value has that bit.
200ffc44 540a00a1 bnel zero, t2, $000ffecc

200ffc4c 03e00008 jr ra