I've searched the forums and not found an real answers to this, so forgive me if I've not used enough search terms...
I know that there is a limit to the amount of code lines that can be used, but I forgot what the actually limit is. I'm in the process of making a few codes for a game and it's getting pretty big lol
So I did the math of what my expected code line count would be and googled what the max limit is in GeckOS. I saw it mentioned that you can actually INCREASE the max limit by using the "gameconfig.txt" option and also move where the codelist is stored in memory. I've heard it's possible to more than double the max limit but nobody has actually said HOW.
I checked the documentation and was tempted to just increase the "codelistend" value, but since I don't have an intimate understanding of the Wii's memory I was worried that I might over-write some important memory address

Could somebody perhaps provide a quick tutorial and/or what the safest max size could be?
The code handler(the code that does ALL the MAGIC) is written to 0x80001800 and after it, there are the codes copied to till 0x80003000. The memory area from 0x80001800-0x80003000 is safe to use, because no game seems to write there, maybe the official SDK even forbids using that.
Then the game has a main.dol, with has fixed offsets where it has to be written to in memory. Look at the 1st 0x100 bytes of a .dol to see what memory areas are directly used by a .dol. Every .dol has an entrypoint, where you have to jump to after writing the .dol into memory to start it. In most cases that's the lowest offset the .dol uses, so if the entrypoint is for example 0x80004000, the memory from 0x80003000-0x80004000 might not _directly_ be used by the .dol, maybe you can set the codelistend to 0x80004000 for it without problems, maybe not. And i'm not sure of you can just set the codelistend without setting its start, you have to try that too. If you find memory that's really not used by a game, you can set the codelist start and end to that area and you codes should work fine.
But the easiest way to get more code lines is to disable the debugger, which results in a different code handler being loaded, that takes less space and leaves more for codes.