Ok, so it seems are not hunted yet

but this has been a good approach, the wiki page maybe is a bit more confusing, but is a bit more updated too, so its ok, we will see how to reorder it later
And it was not only me of course, lets say we shared some private conversations with some ideas and at this point you understand this X0/X7 better than me, and then samson came and shows us a good example (and i can read SFO's as plain text to document them)
None of us could imagine alone
The trick you say with "00006000" as a marker, im pretty sure it works only with "00002000" that is PCengine (because 60 are two flags: PCengine, and the one to "hide license text" that seems to have no direct relationship)
If you order the flags chronologically from the ATTRIBUTE table....
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00 00 20 00 - PC Engine Classics Game <------- pcengine implemented in the firmware
00 00 40 00 - License Text hidden <------ needed by pcengine
00 00 80 00 - Move Controller Compatible
00 00 00 01 - Unknown ! <------------------there is something here !!!
00 00 00 02 - Unknown ! <------------------there is something here !!!
00 00 00 04 - NeoGeo Classics Game <------ neogeo implemented in the firmware
00 00 00 08 - Not used yet ?
00 00 00 10 - Not used yet ?
00 00 00 20 - Not used yet ?
00 00 00 40 - Not used yet ?
00 00 00 80 - Not used yet ?
Now we know that when they implemented NEOGEO they decided to activate it by "cummulating" flags (PCengine + a new one)
And for the new one they had to choose 00000004 because 00000001 and 00000002 was not available (because was used for features that we ignore that was implemented in the firmware before NEOGEO)
And you say that after move are placed from X0 to X7 ?
Then NEOGEO chronologically needs to be X2, isn it ? (if you count the X0 as the first one = 00 00 00 01), or are disordered ?
And if NEOGEO where X7 it has sense if you make an addition of his previous ones (00 00 00 01 + 00 00 00 02 + 00 00 00 04) ?
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Btw, note that the ones i marked as """""there is something here"""" gave me the strange behaviour that they had no tiny-icon

I dont think this was an error 100%... of course something was failing, but i think something was working too... so hmmmm, maybe a combination of others can work, but im not sure wich ones
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This ATTRIBUTE's for patches has been a pain in the table from long time ago, and i think is better to forget them by now, too much speculation and confussion
Patches are a pain to document, there are at least 3 (or more) different ways to patch a game, and severall tricks involved that i saw (in officiall patches and interesting homebrews), and others i imagine (but never tested)
I think this will need a section at the bottom of the page called "Tips and Tricks" with subsections... one of them for patches
This, or a new page only for them (that im not going to make)
Im not used to make packages, and this will need lot of tests, if somebody is interested in hear my brainstormings we will talk later, here, or privately (or feel free to edit the PARAM.SFO page and add this section at the bottom and begin to write what you know)
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Im not sure if this from (X0 to X7) can be documented using the ATTRIBUTE table (and his descriptions at the bottom), or if it will need a section inside CATEGORY for HDD ?
By now the 3 flags i added today in the table i think are ok... the only way to be wrong is if there are counted not as binary... and we still need an explain about if are builded by "cummulating" flags