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  #301    
Old January 3rd, 2013, 08:09 AM
xalien95's Avatar
xalien95
Creator of Pkmn Omicron [ITA]
 
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I found this error while I was changing the camera value in "Map headers".
Pokémon Pearl Version (ITA)

Spoiler:
Le informazioni su come richiamare il debug JIT (Just-In-Time) anziché questa finestra
sono riportate in fondo al messaggio.

************** Testo dell'eccezione **************
System.OverflowException: Valore troppo grande o troppo piccolo per un Unsigned Byte.
in System.Byte.Parse(String s, NumberStyles style, NumberFormatInfo info)
in System.Convert.ToByte(String value)
in WindowsFormsApplication1.Form1.button1_Click(Object sender, EventArgs e)
in System.Windows.Forms.Control.OnClick(EventArgs e)
in System.Windows.Forms.Button.OnClick(EventArgs e)
in System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
in System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
in System.Windows.Forms.Control.WndProc(Message& m)
in System.Windows.Forms.ButtonBase.WndProc(Message& m)
in System.Windows.Forms.Button.WndProc(Message& m)
in System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
in System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
in System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Assembly caricati **************
mscorlib
Versione assembly: 4.0.0.0
Versione Win32: 4.0.30319.17929 built by: FX45RTMREL
Base di codice: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
SDSME
Versione assembly: 1.6.1.0
Versione Win32: 1.6.1.0
Base di codice: file:///D:/Program%20Files/%5BHacking%20Rom%20NDS%5D%20Tools/SDSME161/SDSME.exe
----------------------------------------
System.Windows.Forms
Versione assembly: 4.0.0.0
Versione Win32: 4.0.30319.17929 built by: FX45RTMREL
Base di codice: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Versione assembly: 4.0.0.0
Versione Win32: 4.0.30319.17929 built by: FX45RTMREL
Base di codice: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Versione assembly: 4.0.0.0
Versione Win32: 4.0.30319.17929 built by: FX45RTMREL
Base di codice: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
Tao.Platform.Windows
Versione assembly: 1.0.0.5
Versione Win32: 1.0.0.5
Base di codice: file:///D:/Program%20Files/%5BHacking%20Rom%20NDS%5D%20Tools/SDSME161/Tao.Platform.Windows.DLL
----------------------------------------
System.Windows.Forms.resources
Versione assembly: 4.0.0.0
Versione Win32: 4.0.30319.17929 built by: FX45RTMREL
Base di codice: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.resources/v4.0_4.0.0.0_it_b77a5c561934e089/System.Windows.Forms.resources.dll
----------------------------------------
System.Drawing.resources
Versione assembly: 4.0.0.0
Versione Win32: 4.0.30319.17929 built by: FX45RTMREL
Base di codice: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing.resources/v4.0_4.0.0.0_it_b03f5f7f11d50a3a/System.Drawing.resources.dll
----------------------------------------
mscorlib.resources
Versione assembly: 4.0.0.0
Versione Win32: 4.0.30319.17929 built by: FX45RTMREL
Base di codice: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_it_b77a5c561934e089/mscorlib.resources.dll
----------------------------------------
System.Core
Versione assembly: 4.0.0.0
Versione Win32: 4.0.30319.17929 built by: FX45RTMREL
Base di codice: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
Tao.OpenGl
Versione assembly: 2.1.0.12
Versione Win32: 2.1.0.12
Base di codice: file:///D:/Program%20Files/%5BHacking%20Rom%20NDS%5D%20Tools/SDSME161/Tao.OpenGl.DLL
----------------------------------------
HelixToolkit
Versione assembly: 2011.10.1.0
Versione Win32: 2011.10.1
Base di codice: file:///D:/Program%20Files/%5BHacking%20Rom%20NDS%5D%20Tools/SDSME161/HelixToolkit.DLL
----------------------------------------
PresentationCore
Versione assembly: 4.0.0.0
Versione Win32: 4.0.30319.17929 built by: FX45RTMREL
Base di codice: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/PresentationCore/v4.0_4.0.0.0__31bf3856ad364e35/PresentationCore.dll
----------------------------------------
WindowsBase
Versione assembly: 4.0.0.0
Versione Win32: 4.0.30319.17929 built by: FX45RTMREL
Base di codice: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll
----------------------------------------
Accessibility
Versione assembly: 4.0.0.0
Versione Win32: 4.0.30319.17929 built by: FX45RTMREL
Base di codice: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Xml
Versione assembly: 4.0.0.0
Versione Win32: 4.0.30319.17929 built by: FX45RTMREL
Base di codice: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** Debug JIT **************
Per abilitare il debug JIT, è necessario impostare il valore
jitDebugging nella sezione system.windows.forms del file di configurazione
dell'applicazione o del computer (machine.config).
L'applicazione inoltre deve essere compilata con il debug
abilitato.

Ad esempio:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

Quando il debug JIT è abilitato, tutte le eccezioni non gestite
vengono inviate al debugger JIT registrato nel computer,
anziché essere gestite da questa finestra di dialogo.


I've tried to change some tileset's textures, but some of them have the same palette, so with MKDS I can import image+palette and I cannot import only images or only palettes.
Is there another way to do it? I would import palette and images separately, does someone know other tools?

Thanks in advance.
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  #302    
Old January 3rd, 2013, 08:34 AM
Spiky-Eared Pichu's Avatar
Spiky-Eared Pichu
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Quote:
Originally Posted by Hacker Bisharp View Post
This is strange... I'm italian so the language in my computer is italian but when i open the tool it appear in english. Why?
I'll add a manual language switch for those who have problems

Quote:
Originally Posted by xalien95 View Post
I found this error while I was changing the camera value in "Map headers".
Pokémon Pearl Version (ITA)

I've tried to change some tileset's textures, but some of them have the same palette, so with MKDS I can import image+palette and I cannot import only images or only palettes.
Is there another way to do it? I would import palette and images separately, does someone know other tools?

Thanks in advance.
You're the second person to report that bug, and I have no idea why it happens. But it looks like there's something wrong when converting header values to bytes, and maybe I forgot to make a setting explicit. I'll look at it now.

I want to make an own texture and palette editor, with separate options. For now the only way is MKDS, but I think you can avoid that problem if you change the order of the palette colours when indexing, so the multiple images use the exact same palette in the same order.
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  #303    
Old January 3rd, 2013, 08:51 AM
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Quote:
Originally Posted by Spiky-Eared Pichu View Post
I'll add a manual language switch for those who have problems
Many thanks. Then this new feature will be in version 1.7.0?
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  #304    
Old January 3rd, 2013, 09:05 AM
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Spiky how can i edit maps?? i have google skethup with plugins but i dont know how to edit the map
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  #305    
Old January 3rd, 2013, 02:13 PM
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Hey Spiky-Eared Pichu, would you ever be intereseted in build the ds map editor for windows phone, seeing as you built the program in c#, am I correct?

Great job by the way, let PokeMon hacking live on :)
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  #306    
Old January 3rd, 2013, 02:49 PM
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Spiky-Eared Pichu
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I have a new version for you. It's not a major release, but it's nonetheless important, because it fixes the following:
  • Tileset freezes
  • Diamond and Pearl header saving (USA version was not affected by this bug, apparently)
  • Language problems (added a language selector)
As usual, you can get it here: http://www.mediafire.com/?kq77b55j47mr18l


Quote:
Originally Posted by $_$ View Post
Hey Spiky-Eared Pichu, would you ever be intereseted in build the ds map editor for windows phone, seeing as you built the program in c#, am I correct?

Great job by the way, let PokeMon hacking live on
Thanks, but I don't think SDSME would be ideal for these devices. It's a very complex program, which uses lots of resources and external files, and I'm not sure if the performance would be acceptable. But thanks, anyways
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  #307    
Old January 3rd, 2013, 03:12 PM
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Pike15
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Quote:
Originally Posted by Spiky-Eared Pichu View Post
I have a new version for you. It's not a major release, but it's nonetheless important, because it fixes the following:
  • Tileset freezes
  • Diamond and Pearl header saving (USA version was not affected by this bug, apparently)
  • Language problems (added a language selector)
As usual, you can get it here: http://www.mediafire.com/?kq77b55j47mr18l




Thanks, but I don't think SDSME would be ideal for these devices. It's a very complex program, which uses lots of resources and external files, and I'm not sure if the performance would be acceptable. But thanks, anyways
Spiky why am i only get corrupted results when add Objects to the map. Building works just fine but not objects likes trees etc.
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  #308    
Old January 4th, 2013, 01:59 AM
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xalien95
Creator of Pkmn Omicron [ITA]
 
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Amazing! 1.6.2 is perfect!



Now I'm waiting for your texture tool ;]
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  #309    
Old January 4th, 2013, 02:31 AM
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Quote:
Originally Posted by xalien95 View Post
Amazing! 1.6.2 is perfect!



Now I'm waiting for your texture tool ;]
Could you plz tell how you made it look 3 like. And how did change the trees.
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  #310    
Old January 4th, 2013, 03:29 AM
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Quote:
Originally Posted by Pike15 View Post
Could you plz tell how you made it look 3 like. And how did change the trees.
I'm using Pokémon Pearl, to change the camera you have to find in the Map headers the map #411 (from 411 to 417 there are maps of the first town) and to set the camera to 9.

To change the trees you have to export the Tileset 6 from the Map editor tab, then the Tileset editor tab, to open it with MKDS and edit textures and palettes with that tool. Then save and import it again in your rom. The texture you have to change are "conttre_b", "conttre_t" and "tree01". Pay attention to the palette of conttre because these texture have the same palette.
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  #311    
Old January 4th, 2013, 03:39 AM
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Quote:
Originally Posted by xalien95 View Post



I'm using Pokémon Pearl, to change the camera you have to find in the Map headers the map #411 (from 411 to 417 there are maps of the first town) and to set the camera to 9.

To change the trees you have to export the Tileset 6 from the Map editor tab, then the Tileset editor tab, to open it with MKDS and edit textures and palettes with that tool. Then save and import it again in your rom. The texture you have to change are "conttre_b", "conttre_t" and "tree01". Pay attention to the palette of conttre because these texture have the same palette.
Ok thanks 2 more questions. Do you have the download for the trees. And do you know how to add objects to the map likes house and trees.

And spiky how do i add wild pokemon grass to the map??
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  #312    
Old January 4th, 2013, 06:02 AM
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Spiky-Eared Pichu
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Quote:
Originally Posted by Pike15 View Post
Ok thanks 2 more questions. Do you have the download for the trees. And do you know how to add objects to the map likes house and trees.

And spiky how do i add wild pokemon grass to the map??
To add grass, edit the model to include the grass texture over the area you want, and then change the move permissions of that same area to the tall grass byte. The rest is automatic
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  #313    
Old January 4th, 2013, 10:18 AM
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Quote:
Originally Posted by Spiky-Eared Pichu View Post
To add grass, edit the model to include the grass texture over the area you want, and then change the move permissions of that same area to the tall grass byte. The rest is automatic
Nice so i am just change movement and a wild pokemon grass appears there??
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  #314    
Old January 5th, 2013, 07:47 AM
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Spiky-Eared Pichu
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I'm currently working on something you've all been waiting for since this tool was first released, I think: a scripts editor. This is in a very early stage of development, but it works (as a viewer):

Spoiler:

When finished, it will work in a fashion similar to PPRE's, but without the glitches, of course. I'm trying to make a bug-free script editor, with most commands using easy and simple names. Hopefully this will finally allow NDS hacking to take off completely. Thanks for your support
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Beta 2 available!!


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  #315    
Old January 5th, 2013, 09:09 AM
VERGUNDAI's Avatar
VERGUNDAI
RomHacker, Unity 3D Maker
 
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Quote:
Originally Posted by Spiky-Eared Pichu View Post
I'm currently working on something you've all been waiting for since this tool was first released, I think: a scripts editor. This is in a very early stage of development, but it works (as a viewer):

Spoiler:

When finished, it will work in a fashion similar to PPRE's, but without the glitches, of course. I'm trying to make a bug-free script editor, with most commands using easy and simple names. Hopefully this will finally allow NDS hacking to take off completely. Thanks for your support
Will you show the coordinance/position of the script on the map?
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  #316    
Old January 5th, 2013, 11:53 AM
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Spiky-Eared Pichu
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Quote:
Originally Posted by VERGUNDAI View Post
Will you show the coordinance/position of the script on the map?
If you mean in a way similar to Advance Map's, no, because it's not possible. The scripts work different on the DS, and they are associated to people, furniture, etc via the event editor. But I could try to improve the event editor to be a bit more easy to use.
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  #317    
Old January 5th, 2013, 03:28 PM
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VERGUNDAI
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Why is there bitmap error on 3DS Map 8?


Yes improving the event editor who be fascinating, and much easier to use...
I'll wait for that in a later update.

The script editor is so buggy for PPRE right now, so If anyone wants to wait, I preferred wait now for a new script editor. So your rom won't freeze in various positions...
Quote:
Quote: Originally Posted by VERGUNDAI
Will you show the coordinance/position of the script on the map?

If you mean in a way similar to Advance Map's, no, because it's not possible. The scripts work different on the DS, and they are associated to people, furniture, etc via the event editor. But I could try to improve the event editor to be a bit more easy to use.
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Last edited by VERGUNDAI; January 5th, 2013 at 03:33 PM.
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  #318    
Old January 5th, 2013, 04:36 PM
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Nice spiky

And keep up the good work :D
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  #319    
Old January 5th, 2013, 05:19 PM
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Platinum Lucario
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Just to let everyone know, as you may recall earlier that I had an issue where I was "unable to save the header data" on the ROMs in SDSME. Well I've found out as to why I was having this problem, and it's very simple... I didn't even click somewhere else on the header table or press enter after changing the value.

Remember... always either press enter or click some other part of the table before you click "Save Header Data" button. If you don't, then the headers won't save after clicking "Save Header Data" button.

Anyways, I'm looking forward to seeing the script editor. It'll be interesting in what anyone would be able to do with it. :)
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Researching the NDS ROMs...

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I'm really looking forward to learning how to understand what the hex values mean and how to create programs using Microsoft Visual Studio!

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  #320    
Old January 5th, 2013, 05:31 PM
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Pokemon Shiny silver are you working on some rom hack??
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  #321    
Old January 5th, 2013, 08:04 PM
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VERGUNDAI
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Quote:
Originally Posted by PokémonShinySilver View Post
Just to let everyone know, as you may recall earlier that I had an issue where I was "unable to save the header data" on the ROMs in SDSME. Well I've found out as to why I was having this problem, and it's very simple... I didn't even click somewhere else on the header table or press enter after changing the value.

Remember... always either press enter or click some other part of the table before you click "Save Header Data" button. If you don't, then the headers won't save after clicking "Save Header Data" button.

Anyways, I'm looking forward to seeing the script editor. It'll be interesting in what anyone would be able to do with it.

ahaa...thanks, I remember the way I saved it I triple press save headers option.
Now it will be easier...
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  #322    
Old January 7th, 2013, 09:50 PM
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Link_971
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Always good to see new improvements
If you need any help (for BW / BW 2 especially) don't hesitate.

Also, i will like to make the french translation of the tool, but i don't know exactly how to edit .dll files, so if you can tell me how i can add the support
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  #323    
Old January 8th, 2013, 04:40 AM
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Spiky-Eared Pichu
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Quote:
Originally Posted by Link_971 View Post
Always good to see new improvements
If you need any help (for BW / BW 2 especially) don't hesitate.

Also, i will like to make the french translation of the tool, but i don't know exactly how to edit .dll files, so if you can tell me how i can add the support
Thanks! I was going to translate it myself, but you'll make it better. Don't mess around with the .dll files, I'll send you .xml files with all the strings you have to change
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  #324    
Old January 11th, 2013, 12:36 PM
gatarda
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Originally Posted by xalien95 View Post
[IMG]AITCHttpCOLON//i1266DOTphotobucketDOTcom/albums/jj531/xAlien95/Old%20Staffs/screenshot_zps51947404.png[/IMG]


I'm using Pokémon Pearl, to change the camera you have to find in the Map headers the map #411 (from 411 to 417 there are maps of the first town) and to set the camera to 9.

To change the trees you have to export the Tileset 6 from the Map editor tab, then the Tileset editor tab, to open it with MKDS and edit textures and palettes with that tool. Then save and import it again in your rom. The texture you have to change are "conttre_b", "conttre_t" and "tree01". Pay attention to the palette of conttre because these texture have the same palette.
How cool!!! When do you release a beta of your hack?
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  #325    
Old January 11th, 2013, 12:41 PM
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xalien95
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How cool!!! When do you release a beta of your hack?
It's not a hack, just testing... XD
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