Research & Development Got a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!

TrollandToad.com
Reply
 
Thread Tools
  #76    
Old November 11th, 2010 (6:17 AM).
knizz's Avatar
knizz knizz is offline
     
    Join Date: Aug 2007
    Posts: 192
    I need infos on the 0x083E-0x083F area.
    __________________
    Firered IDA 6.6 DB: https://www.dropbox.com/s/d856o3pyndyr5sr/firered.idb
    VBA-M with lua scripting support
    Reply With Quote

    Relevant Advertising!

      #77    
    Old November 11th, 2010 (6:27 AM).
    Darthatron's Avatar
    Darthatron Darthatron is offline
    巨大なトロール。
    • Silver Tier
     
    Join Date: Jan 2006
    Location: Melbourne, Australia
    Age: 26
    Gender: Male
    Nature: Modest
    Posts: 1,152
    Quote:
    Originally Posted by knizz View Post
    I need infos on the 0x083E-0x083F area.
    Want to be a little more specific what you're looking for? :\
    __________________
    あなた は しきしゃ です
    わたし は ばか です
    Reply With Quote
      #78    
    Old November 11th, 2010 (7:18 AM).
    knizz's Avatar
    knizz knizz is offline
       
      Join Date: Aug 2007
      Posts: 192
      Want? Yes. Can? No.
      Theres just a pile of structureless numbers and addresses.
      __________________
      Firered IDA 6.6 DB: https://www.dropbox.com/s/d856o3pyndyr5sr/firered.idb
      VBA-M with lua scripting support
      Reply With Quote
        #79    
      Old November 11th, 2010 (2:39 PM).
      Diegoisawesome's Avatar
      Diegoisawesome Diegoisawesome is offline
      Oh god the bees
      • Silver Tier
       
      Join Date: Dec 2007
      Location: :noitacoL
      Age: 20
      Gender: Male
      Nature: Naive
      Posts: 1,039
      Quote:
      Originally Posted by knizz View Post
      Want? Yes. Can? No.
      Theres just a pile of structureless numbers and addresses.
      Is 0x083e to 0x083f an address range? (Because that would only be one byte long...)
      Or what is it? Where is it? How did you come to the conclusion that they're structureless?
      We need this in order to even know what you're talking about...
      __________________


      My other resources:
      My Website
      diegoisawesome's MEGA-HUGE XSE Scripting Tutorial
      diegoisawesome's Miscellaneous Finds
      The Ruins of Alph Puzzles
      Diego's Miscellaneous Patches
      GBA Intro Manager
      The Secret Sauce: Triple-Layer Tiles
      Reply With Quote
        #80    
      Old November 11th, 2010 (8:07 PM).
      liuyanghejerry's Avatar
      liuyanghejerry liuyanghejerry is offline
         
        Join Date: Jan 2008
        Location: China,Xi'an
        Nature: Calm
        Posts: 219
        Cheat code for bugfixing the save failed of Pokémon Mystery Dungeon: Explorers of Sky

        Bugfix device includes:

        no$gba //needs to restart the game after using
        akrpg (thanks linoul for testing)
        ak+ (thanks tingyigg for testing)

        It's worth trying if meet this bug in other device

        cheat code:

        U version
        2204AA98 00000007
        2208380c 000000BF

        E version
        2204ADD0 00000007
        22083BA4 000000BF

        Give credits to enler, who allowed me to post here.
        Any problems please contact [email protected]
        __________________
        Zel,thethethethe,LU-HO,Darthatron,HackMew,ZodiacDaGreat,Juan,score_under,JPAN,Tamah-chan,I really appreciate your kindness and your help!:D
        Reply With Quote
          #81    
        Old November 12th, 2010 (11:51 AM).
        knizz's Avatar
        knizz knizz is offline
           
          Join Date: Aug 2007
          Posts: 192
          I meant 0x083e0000-0x083f0000
          __________________
          Firered IDA 6.6 DB: https://www.dropbox.com/s/d856o3pyndyr5sr/firered.idb
          VBA-M with lua scripting support
          Reply With Quote
            #82    
          Old November 12th, 2010 (12:04 PM). Edited November 12th, 2010 by Incineroar.
          Incineroar's Avatar
          Incineroar Incineroar is offline
          the spirit of the fighter
          • Moderator
          • Platinum Tier
          • Developer
           
          Join Date: May 2009
          Location: Iki Town
          Age: 22
          Gender: Male
          Nature: Brave
          Posts: 13,552
          Tell me what is wrong with these images. I will explain what I am doing if someone can guess it, and I will explain my research, as well as who I did this with as well (Manipulation, don't say anything! ). For more info, visit http://www.megaupload.com/?d=ACNYQ1VR and patch onto a Pokemon Diamond (U) Rom.

          __________________
          Reply With Quote
            #83    
          Old November 12th, 2010 (4:43 PM).
          Diegoisawesome's Avatar
          Diegoisawesome Diegoisawesome is offline
          Oh god the bees
          • Silver Tier
           
          Join Date: Dec 2007
          Location: :noitacoL
          Age: 20
          Gender: Male
          Nature: Naive
          Posts: 1,039
          Quote:
          Originally Posted by Team Fail View Post
          Tell me what is wrong with these images. I will explain what I am doing if someone can guess it, and I will explain my research, as well as who I did this with as well (Manipulation, don't say anything! ). For more info, visit http://www.megaupload.com/?d=ACNYQ1VR and patch onto a Pokemon Diamond (U) Rom.

          By the name of the UPS file, I'm guessing you're making Diamond more like its demo version, probably the one in GameStop or something?
          __________________


          My other resources:
          My Website
          diegoisawesome's MEGA-HUGE XSE Scripting Tutorial
          diegoisawesome's Miscellaneous Finds
          The Ruins of Alph Puzzles
          Diego's Miscellaneous Patches
          GBA Intro Manager
          The Secret Sauce: Triple-Layer Tiles
          Reply With Quote
            #84    
          Old November 12th, 2010 (4:50 PM).
          colcolstyles's Avatar
          colcolstyles colcolstyles is offline
          Yours truly
          • Crystal Tier
           
          Join Date: May 2008
          Location: The Bay Area
          Gender: Male
          Nature: Lonely
          Posts: 1,590
          For anyone who's interested, at '0x078c1c' there is a 32-bit number (the default value is '0x00000a8b') which dictates the number of frames for which the titlescreen is displayed before resetting. The GBA operates at roughly 60 frames per second and '0xa8b' divided by 60 is 45 so the unedited titlescreen is displayed for 45 seconds. You can change that number (remember to reverse it) to lengthen or shorten the amount of time it takes for the titlescreen to reset.

          This is for Fire Red, by the way.
          __________________

          Brother of Vrai
          Reply With Quote
            #85    
          Old November 12th, 2010 (10:02 PM).
          Incineroar's Avatar
          Incineroar Incineroar is offline
          the spirit of the fighter
          • Moderator
          • Platinum Tier
          • Developer
           
          Join Date: May 2009
          Location: Iki Town
          Age: 22
          Gender: Male
          Nature: Brave
          Posts: 13,552
          Quote:
          Originally Posted by diegoisawesome View Post
          By the name of the UPS file, I'm guessing you're making Diamond more like its demo version, probably the one in GameStop or something?
          Yup. You got some of it. What is different about the screens that would compare to normal gameplay from a retail ROM? I'll give you a hint: I obtained a "hacked savestate" with help from my helper. Look at the images closely, they'll stand out blatantly.
          Quote:
          Originally Posted by colcolstyles View Post
          For anyone who's interested, at '0x078c1c' there is a 32-bit number (the default value is '0x00000a8b') which dictates the number of frames for which the titlescreen is displayed before resetting. The GBA operates at roughly 60 frames per second and '0xa8b' divided by 60 is 45 so the unedited titlescreen is displayed for 45 seconds. You can change that number (remember to reverse it) to lengthen or shorten the amount of time it takes for the titlescreen to reset.

          This is for Fire Red, by the way.
          Is it possible to make this number become infinite?
          __________________
          Reply With Quote
            #86    
          Old November 13th, 2010 (12:44 AM).
          knizz's Avatar
          knizz knizz is offline
             
            Join Date: Aug 2007
            Posts: 192
            Quote:
            Originally Posted by Team Fail View Post
            Is it possible to make this number become infinite?
            In case 0xFFFFFFFF (=4294967295) frames are not enough for you you can remove the 05 DD (BLE) at 08078C04 and replace it with 05 E0 (B).
            __________________
            Firered IDA 6.6 DB: https://www.dropbox.com/s/d856o3pyndyr5sr/firered.idb
            VBA-M with lua scripting support
            Reply With Quote
              #87    
            Old November 17th, 2010 (3:27 AM).
            linkandzelda's Avatar
            linkandzelda linkandzelda is offline
            n00b desu ka?
               
              Join Date: Dec 2006
              Location: Hastings, England
              Gender: Male
              Nature: Careful
              Posts: 776
              Hey guys, i've been wondering something regarding Emerald.

              People have coded tools and stuff to use Emeralds "free space" which is that load of 00 bytes from around 0x9C2000 - 0xAFFFFF. Some people say they are not free space and shouldn't be touched. I also saw that it makes peoples music go funny with beeps?

              Well i ran a small test. I was thinking: If the game uses those bytes then filling them out with FF would make it chock; so i did it. The game ran fine and i tested 50 different songs and sounds in-game without problems, they played fine.

              So it begs the question: Can anyone confirm either the 00 bytes are free space and can be used or, that they cannot be used but with an explanation as to why.

              Also, regarding A-MAP, i think it searches from 0x6B0000 which, is not free space but includes data with quite a few 00 bytes there. If i remember correctly, voicegroup data looks like that with a lot of 00 to it. I have a feeling thats the "music beeps" people talk of as AM decided to write small data to those "blank areas".

              Thanks in advance,
              Link
              __________________
              Reply With Quote
                #88    
              Old November 17th, 2010 (4:42 PM). Edited November 21st, 2010 by colcolstyles.
              colcolstyles's Avatar
              colcolstyles colcolstyles is offline
              Yours truly
              • Crystal Tier
               
              Join Date: May 2008
              Location: The Bay Area
              Gender: Male
              Nature: Lonely
              Posts: 1,590
              In Emerald, the script at '0x271354' appears to be executed whenever the player steps within the view radius of a trainer. And frankly, I don't have the time or the heart to do much more research than that. :(

              Here's the script if anyone wants to see it:

              Spoiler:
              Code:
              '---------------
              #org 0x271354
              cmdd8
              cmdd9
              special 0x3B
              special 0x3A
              waitstate
              goto 0x827143C
              
              '---------------
              #org 0x27143C
              special 0x37
              waitmsg
              waitkeypress
              special 0x20B
              compare LASTRESULT 0x1
              if 0x1 goto 0x8271356
              goto 0x8271454
              
              '---------------
              #org 0x271356
              special 0x3B
              special 0x3A
              waitstate
              goto 0x827143C
              
              '---------------
              #org 0x271454
              repeattrainerbattle
              special2 LASTRESULT 0x36
              compare LASTRESULT 0x0
              if 0x1 goto 0x8271491
              compare LASTRESULT 0x2
              if 0x1 goto 0x8271491
              compare LASTRESULT 0x1
              if 0x1 goto 0x8271491
              compare LASTRESULT 0x6
              if 0x1 goto 0x8271491
              compare LASTRESULT 0x8
              if 0x1 goto 0x8271491
              endtrainerbattle2
              releaseall
              end
              
              '---------------
              #org 0x271491
              endtrainerbattle2
              releaseall
              end
              __________________

              Brother of Vrai
              Reply With Quote
                #89    
              Old December 21st, 2010 (7:19 AM).
              knizz's Avatar
              knizz knizz is offline
                 
                Join Date: Aug 2007
                Posts: 192
                I think that the table at 0839FDB0 points to structures that describe the different npc-types.
                __________________
                Firered IDA 6.6 DB: https://www.dropbox.com/s/d856o3pyndyr5sr/firered.idb
                VBA-M with lua scripting support
                Reply With Quote
                  #90    
                Old December 21st, 2010 (11:54 AM).
                Incineroar's Avatar
                Incineroar Incineroar is offline
                the spirit of the fighter
                • Moderator
                • Platinum Tier
                • Developer
                 
                Join Date: May 2009
                Location: Iki Town
                Age: 22
                Gender: Male
                Nature: Brave
                Posts: 13,552
                Ok. I have a little question that won't require the Simple Questions thread.

                How are voicegroups stored? Do they use samples like DS games, by basing each sample on a MIDI instrument that is played at that point in the song? I'm curious as to so. I might try something if I can get that bit answered.
                __________________
                Reply With Quote
                  #91    
                Old December 21st, 2010 (11:30 PM).
                colcolstyles's Avatar
                colcolstyles colcolstyles is offline
                Yours truly
                • Crystal Tier
                 
                Join Date: May 2008
                Location: The Bay Area
                Gender: Male
                Nature: Lonely
                Posts: 1,590
                Quote:
                Originally Posted by Team Fail View Post
                How are voicegroups stored? Do they use samples like DS games, by basing each sample on a MIDI instrument that is played at that point in the song? I'm curious as to so. I might try something if I can get that bit answered.
                I'm not very knowledgeable when it comes to music hacking but perhaps this document can help you (it has some information on instruments, I know).
                __________________

                Brother of Vrai
                Reply With Quote
                  #92    
                Old December 22nd, 2010 (5:27 AM).
                Datriot's Avatar
                Datriot Datriot is offline
                Tachikama!!!
                   
                  Join Date: Mar 2005
                  Location: UK, England, Leeds. Simple.
                  Age: 26
                  Nature: Sassy
                  Posts: 2,203
                  Does anyone have the specification for Pokémon Black/White's Pokémon and species (name, base stats, type, etc.) data? I'm trying to find out where the data is stored (and how Pokémon and species are represented), so I can dump it into a file and read from it in the application I'm developing. I've managed to find this for the B/W Pokémon format, but there's no information on block shuffling or encryption. I can't find anything for the fifth generation species data either.

                  Also, can anyone confirm that the move and item data structures are the same for R/S/E, D/P/P and B/W? I managed to find move and item specs for the third generation on Bulbapedia, but not D/P/P or B/W. I can't imagine items and moves would need new attributes for the fourth and fifth generation games (new enumerations can be made for the move's target and which bag the item is placed it), but that might not be the case. This isn't as important as the Pokémon and species data, but it'd still be nice.
                  __________________

                  Datra: 1804 8720 6653
                  Reply With Quote
                    #93    
                  Old December 22nd, 2010 (10:51 AM).
                  Incineroar's Avatar
                  Incineroar Incineroar is offline
                  the spirit of the fighter
                  • Moderator
                  • Platinum Tier
                  • Developer
                   
                  Join Date: May 2009
                  Location: Iki Town
                  Age: 22
                  Gender: Male
                  Nature: Brave
                  Posts: 13,552
                  Quote:
                  Originally Posted by Datriot View Post
                  Does anyone have the specification for Pokémon Black/White's Pokémon and species (name, base stats, type, etc.) data? I'm trying to find out where the data is stored (and how Pokémon and species are represented), so I can dump it into a file and read from it in the application I'm developing. I've managed to find this for the B/W Pokémon format, but there's no information on block shuffling or encryption. I can't find anything for the fifth generation species data either.

                  Also, can anyone confirm that the move and item data structures are the same for R/S/E, D/P/P and B/W? I managed to find move and item specs for the third generation on Bulbapedia, but not D/P/P or B/W. I can't imagine items and moves would need new attributes for the fourth and fifth generation games (new enumerations can be made for the move's target and which bag the item is placed it), but that might not be the case. This isn't as important as the Pokémon and species data, but it'd still be nice.
                  I can tell you the item structure is the same because the same dummied items exist in B/W.

                  Anyways, that tutorial you pointed to me didn't have 100% wat I was looking for, but it did somewhat confirm something. THe game uses some kind of sample. But, I need to know
                  A. Where they are
                  B. What instrument they are assigned to
                  C. What format they can be extracted in.
                  __________________
                  Reply With Quote
                    #94    
                  Old January 1st, 2011 (11:12 AM).
                  Shiny Quagsire's Avatar
                  Shiny Quagsire Shiny Quagsire is offline
                  I'm Still Alive, Elsewhere
                     
                    Join Date: May 2009
                    Location: Hoenn Safari Zone
                    Age: 19
                    Gender: Male
                    Nature: Jolly
                    Posts: 700
                    When editing some weather GFX, I came across a spot that contained, what I though could be an animation. After editing it in VBA's Memoryviewer, it turns out it used two snow images and looped the animation continuously. The animation is a bit different than some, but it appears to be in similar format.

                    The animation is located at 0x3C67B4.
                    __________________



                    Reply With Quote
                      #95    
                    Old January 2nd, 2011 (6:51 AM).
                    knizz's Avatar
                    knizz knizz is offline
                       
                      Join Date: Aug 2007
                      Posts: 192
                      This is the first script started in a firered-game: 081A6481
                      __________________
                      Firered IDA 6.6 DB: https://www.dropbox.com/s/d856o3pyndyr5sr/firered.idb
                      VBA-M with lua scripting support
                      Reply With Quote
                        #96    
                      Old January 4th, 2011 (2:48 AM).
                      Fabi_ash's Avatar
                      Fabi_ash Fabi_ash is offline
                         
                        Join Date: Jun 2010
                        Location: Italy
                        Gender: Male
                        Posts: 15
                        In Emerald I found a routine which should be the one for naming your characther at 080e48a8.
                        Can someone check if I am right, please? I'm trying to undesrstand the meaning of this but I'm new to to ASM so it will take ages...
                        Reply With Quote
                          #97    
                        Old January 7th, 2011 (12:51 PM).
                        knizz's Avatar
                        knizz knizz is offline
                           
                          Join Date: Aug 2007
                          Posts: 192
                          I just found out that trainer flag 0xXY is regular flag 0x5XY.
                          __________________
                          Firered IDA 6.6 DB: https://www.dropbox.com/s/d856o3pyndyr5sr/firered.idb
                          VBA-M with lua scripting support
                          Reply With Quote
                            #98    
                          Old January 10th, 2011 (4:04 PM).
                          Diegoisawesome's Avatar
                          Diegoisawesome Diegoisawesome is offline
                          Oh god the bees
                          • Silver Tier
                           
                          Join Date: Dec 2007
                          Location: :noitacoL
                          Age: 20
                          Gender: Male
                          Nature: Naive
                          Posts: 1,039
                          Quote:
                          Originally Posted by HackMew View Post
                          EDIT: I did some research, and I think I found some safe areas to store the new variables in. For FR/LG, the whole area between 0x0203C000 - 0x0203EFFF appears to be totally unused. I somewhat confirmed it by putting a breakpoint on read/write on the whole area. I wasn't able to get the debugger to break yet. Also, here's a list I made, which clearly shows my theory:
                          0x0203C000 is being used by the help menu: it floods to 00s on opening.
                          __________________


                          My other resources:
                          My Website
                          diegoisawesome's MEGA-HUGE XSE Scripting Tutorial
                          diegoisawesome's Miscellaneous Finds
                          The Ruins of Alph Puzzles
                          Diego's Miscellaneous Patches
                          GBA Intro Manager
                          The Secret Sauce: Triple-Layer Tiles
                          Reply With Quote
                            #99    
                          Old January 12th, 2011 (10:57 PM). Edited January 13th, 2011 by NintendoBoyDX.
                          NintendoBoyDX NintendoBoyDX is offline
                             
                            Join Date: Jul 2010
                            Gender: Male
                            Posts: 94
                            Using firered bpre.
                            Are there ram addresses that store the map bank, map number, and current X and Y coordinates? If so does anyone know where they are?

                            Edit: May have found them
                            0x02036E4B holds the Y coordinate of the player (byte) [might be a half-word if a map is large enough 0x02036E4A-0x02036E4B]
                            0x02036E4D holds the X coordinate of the player (byte) [might be a half-word if a map is large enough 0x02036E4C-0x02036E4D]
                            0x0203F3A8 holds the current player map (byte)
                            0x0203F3A9 holds the current player map bank(byte)
                            0x0203F3AA holds the last map the player was at (byte)
                            0x0203F3AB holds the last map bank the player was at (byte)
                            0x0203F3AC holds the map the player was at 2 maps beforehand (byte)
                            0x0203F3AD holds the map bank the player wast at 2 maps beforehand (byte)

                            Can anyone confirm?

                            as a side note, I think
                            0x0203F4E0
                            0x0203F4E4

                            are both words(or maybe just half-words) that store the amount of steps taken since the player started the game(or maybe number of tiles covered, haven't tested with running, surfing, or biking).

                            Can anyone confirm?

                            Also, due to the fact that arm7 is little endian, I'm not exactly sure which byte is exactly where, but these are the spots they show up as in the memory viewer.

                            One more question, does anyone know where the whiteout and win-battle routines are?
                            Reply With Quote
                              #100    
                            Old January 13th, 2011 (6:31 AM).
                            knizz's Avatar
                            knizz knizz is offline
                               
                              Join Date: Aug 2007
                              Posts: 192
                              Quote:
                              Originally Posted by NintendoBoyDX View Post
                              0x02036E4B holds the Y coordinate of the player
                              0x02036E4D holds the X coordinate of the player
                              As I said once in another thread there is an array of npc-data at 02036E38. Every npc uses 0x24 bytes. The first (n)pc is usually the player (but it can be changed with a variable I mentioned somewhere in this thread.)
                              0x02036E38 + 0x10 = 0x02036E48 X of the tile the NPC is leaving
                              0x02036E38 + 0x12 = 0x02036E4A Y of the tile the NPC is leaving
                              0x02036E38 + 0x14 = 0x02036E4C X of the tile the NPC is entering
                              0x02036E38 + 0x16 = 0x02036E4E Y of the tile the NPC is entering

                              Quote:
                              Originally Posted by NintendoBoyDX View Post
                              0x0203F3A8 holds the current player map (byte)
                              0x0203F3A9 holds the current player map bank(byte)
                              0x0203F3AA holds the last map the player was at (byte)
                              0x0203F3AB holds the last map bank the player was at (byte)
                              0x0203F3AC holds the map the player was at 2 maps beforehand (byte)
                              0x0203F3AD holds the map bank the player wast at 2 maps beforehand (byte)
                              If it's true ... thank you a lot. Afaik the current map & bank is also stored at 02031DBC (mapnumbers_mem1) and 02031DB4 (mapnumbers_mem2).

                              Quote:
                              Originally Posted by NintendoBoyDX View Post
                              One more question, does anyone know where the whiteout and win-battle routines are?
                              Yup. 08054BC8 for whiteout.

                              Code:
                              08054BC8 sub_08054BC8:                           @ CODE XREF: sub_080566A4+26p
                              08054BC8                 PUSH    {R4,LR}
                              08054BCA                 LDR     R0, =unk_081A654B
                              08054BCC                 BL      script_start2
                              08054BD0                 LDR     R0, =saveblock1
                              08054BD2                 LDR     R4, [R0]
                              08054BD4                 MOVS    R0, 0x290
                              08054BD8                 ADDS    R4, R4, R0
                              08054BDA                 BL      sub_08054C04
                              08054BDE                 MOVS    R1, R0
                              08054BE0                 MOVS    R0, R4
                              08054BE2                 BL      sub_0809FDD8
                              08054BE6                 BL      sp_00_heal_pokemon
                              08054BEA                 BL      sub_08054DD8
                              08054BEE                 BL      whiteout_mem1
                              08054BF2                 BL      load_warp_map
                              08054BF6                 POP     {R4}
                              08054BF8                 POP     {R0}
                              08054BFA                 BX      R0
                              08054BFA @ End of function sub_08054BC8
                              Code:
                              080554BC whiteout_mem1:                          @ CODE XREF: sub_08054BC8+26p
                              080554BC                 PUSH    {LR}
                              080554BE                 LDR     R0, =mapnumbers_mem1
                              080554C0                 BL      whiteout (=080BFCD0)
                              080554C4                 POP     {R0}
                              080554C6                 BX      R0
                              080554C6 @ End of function whiteout_mem1
                              __________________
                              Firered IDA 6.6 DB: https://www.dropbox.com/s/d856o3pyndyr5sr/firered.idb
                              VBA-M with lua scripting support
                              Reply With Quote
                              Reply

                              Quick Reply

                              Join the conversation!

                              Create an account to post a reply in this thread, participate in other discussions, and more!

                              Create a PokéCommunity Account

                              Sponsored Links
                              Thread Tools

                              Posting Rules
                              You may not post new threads
                              You may not post replies
                              You may not post attachments
                              You may not edit your posts

                              BB code is On
                              Smilies are On
                              [IMG] code is On
                              HTML code is Off

                              Forum Jump


                              All times are GMT -8. The time now is 10:51 AM.