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  #20301    
Old January 7th, 2012 (5:50 PM).
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    What's the unlz number for the back sprites of the trainers?
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      #20302    
    Old January 7th, 2012 (6:04 PM).
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      Quote:
      Originally Posted by MissDigitalis View Post
      What's the unlz number for the back sprites of the trainers?
      I'm not sure what the number is but I can say it is a lot easier to edit it with NSE and its bookmarks which are easily accessible.
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        #20303    
      Old January 7th, 2012 (6:10 PM).
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      Quote:
      Originally Posted by MissDigitalis View Post
      What's the unlz number for the back sprites of the trainers?
      Please be more specific. What game? They aren't compressed in FR/LG.
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        #20304    
      Old January 8th, 2012 (5:46 AM).
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      MissDigitalis MissDigitalis is offline
         
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        Quote:
        Originally Posted by Darthatron View Post
        Please be more specific. What game? They aren't compressed in FR/LG.
        I'm editing Fire Red.

        Quote:
        Originally Posted by Speedster View Post
        I'm not sure what the number is but I can say it is a lot easier to edit it with NSE and its bookmarks which are easily accessible.

        How is it accessible at all?

        The only thing I can seem to edit with it is the minisprites.
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          #20305    
        Old January 8th, 2012 (5:48 AM).
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        Darthatron Darthatron is offline
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        Quote:
        Originally Posted by MissDigitalis View Post
        I'm editing Fire Red.
        Then use NSE. It should have bookmarks allowing you to edit them with relative ease. You can find it in the Toolbox.
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          #20306    
        Old January 8th, 2012 (9:58 AM).
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        miksy91 miksy91 is offline
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          Quote:
          Originally Posted by HookedOnAnAnchor View Post
          I am currently hacking a Pokemon Blue ROM, and back when I started (early 2011) I noticed that the opening theme with Snorlax and Jigglypuff was glitched up.



          When Jigglypuff headbutts,
          it instead decide to fly around the screen
          (and off screen) for a while,
          then then title screen is finally shown.



          I didn't care at the time because you can simply skip the intro before it glitches up. Now since I have more knowledge of Pokemon ROM hacking and hex editing, I wanted to find out how to fix this glitch. All I'm asking is for the area in the data that I can look up in a hex editor where the opening takes place. Thanks.
          If you've been keeping backups, you can check which version has the glitch and which one doesn't. After that, make an ips patch that can be used into the non-glitchy rom to make that one glitchy.
          Then, open the ips patch with a hex editor and you can check where in rom area the patch is used to modify bytes.


          If you don't have backups, your best bet would be asking someone who has modified the intro of R/B for info where the graphics are located. After you know where, calculate a pointer to that offset and find the asm for the intro.

          I can't figure any other ways to do it currently but I hope either one of these helps.
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            #20307    
          Old January 8th, 2012 (12:31 PM).
          kantoandjohtoaresupreme
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            My friend and I are working on a hack of Pokemon FireRed, and we have all the easy stuff done, minor stat changes, a few type changes, (Krabby & Kingler now Water/Ground, Gyarados is Water/Dragon), and certain Pokemon can now learn moves via TM that they could not before (Golduck can now learn Psychic TM). We have come across a major problem however, the roaming legendary beast, either Raikou, Entei, or Suicune, that roams Kanto after the player beats the Elite Four and gives Celio the Ruby and Sapphire. We have drawn out on paper the new locations for the 3 beasts, so they are not roaming (don't worry, they are still going to be harder to capture, b/c they will be level 60 now, and Entei's Special Attack and Attack stats have been switched) but have not figured out a way to disable the one roaming beast the player will eventually encounter in their post-Elite Four journey. We believe the one way that will work will screw up events in the game, because what it would do is make the game not recognize that you chose a starter (the legendary beast that roams depends on your starter). Anybody have experience with this? I know it's a long shot, but your knowledge would be helpful.
              #20308    
            Old January 8th, 2012 (9:07 PM).
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            redriders180 redriders180 is offline
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              Time to ask a question! This one is kinda strange...Is there a way to take a pointer, add a number to it, and STILL have a pointer? I'm making a sort of table, and i need the script to know which part of the table to read. Using Firered and JPANs hack engine
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                #20309    
              Old January 9th, 2012 (4:52 AM).
              SKRoy SKRoy is offline
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                I made a map in Advanced Map, but I have a problem. In the map you see a warp round (I don't know how to say that, but I think you understand what I mean). In Advanced Map I made a warp for it, but ingame the warp doesn't work. How can I fix this?

                  #20310    
                Old January 9th, 2012 (6:13 AM).
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                redriders180 redriders180 is offline
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                  Quote:
                  Originally Posted by SKRoy View Post
                  I made a map in Advanced Map, but I have a problem. In the map you see a warp round (I don't know how to say that, but I think you understand what I mean). In Advanced Map I made a warp for it, but ingame the warp doesn't work. How can I fix this?

                  It's not working because they aren't set to allow warps. The easiest way to fix that is just to write a script that says "warp BANK MAP EXIT X-COOR Y-COOR". The other way is to click on the purple puzzle piece in A-Map. Scroll down to the button, and click on it. Then click the dropdown below "Behaviour Byte" and find "Warp". That'll fix it.
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                    #20311    
                  Old January 9th, 2012 (6:41 AM).
                  SKRoy SKRoy is offline
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                    Quote:
                    Originally Posted by redriders180 View Post
                    It's not working because they aren't set to allow warps. The easiest way to fix that is just to write a script that says "warp BANK MAP EXIT X-COOR Y-COOR". The other way is to click on the purple puzzle piece in A-Map. Scroll down to the button, and click on it. Then click the dropdown below "Behaviour Byte" and find "Warp". That'll fix it.
                    Oké thank you! I'm gonna try it!
                      #20312    
                    Old January 9th, 2012 (9:53 PM).
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                      I would to go ahead and apologize if I am posting in the wrong place. I hope that isn't the case. I just really want to find some help.

                      I've searched everywhere and can't seem too find a way to alter the attack animations for pokemon ruby and saphire. The program, "A-Tack", allows me to alter names and effects quite easily, but I still need to redo the animations.

                      I am adept at pixel art and such simple pixel designs are a piece of cake! I just don't know how to implement any animation alterations. Can anyone give me an answer?
                        #20313    
                      Old January 10th, 2012 (7:13 AM).
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                      redriders180 redriders180 is offline
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                        Quote:
                        Originally Posted by kantoandjohtoaresupreme View Post
                        My friend and I are working on a hack of Pokemon FireRed, and we have all the easy stuff done, minor stat changes, a few type changes, (Krabby & Kingler now Water/Ground, Gyarados is Water/Dragon), and certain Pokemon can now learn moves via TM that they could not before (Golduck can now learn Psychic TM). We have come across a major problem however, the roaming legendary beast, either Raikou, Entei, or Suicune, that roams Kanto after the player beats the Elite Four and gives Celio the Ruby and Sapphire. We have drawn out on paper the new locations for the 3 beasts, so they are not roaming (don't worry, they are still going to be harder to capture, b/c they will be level 60 now, and Entei's Special Attack and Attack stats have been switched) but have not figured out a way to disable the one roaming beast the player will eventually encounter in their post-Elite Four journey. We believe the one way that will work will screw up events in the game, because what it would do is make the game not recognize that you chose a starter (the legendary beast that roams depends on your starter). Anybody have experience with this? I know it's a long shot, but your knowledge would be helpful.
                        The roaming legends is activated by a special (special 0x129). All you have to do is open up Celio's script in One Island Pokemon Center. On line 87 (for me) is Special 0x129. Just delete that, and you should be all set!
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                          #20314    
                        Old January 10th, 2012 (7:56 AM).
                        SKRoy SKRoy is offline
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                          I made this script:

                          #dynamic 0x800000

                          #org @start
                          checkflag 0x1016
                          if 0x1 goto @done
                          applymovement 0x05 @move
                          waitmovement 0x0
                          trainerbattle 0x0 0x149 0x0 @before @after
                          message @1
                          callstd 0x6
                          applymovement 0x05 @move2
                          waitmovement 0x0
                          setflag 0x1016
                          hidesprite 0x5
                          release
                          end

                          #org @1
                          = I must go now. I'm gonna train my\nEspeon. Next time I win! Bye!

                          #org @before
                          = Hey stupid! I trade my starter\nPOKéMON for a Espeon! I want to\ptry my new Espeon. Let's fight!

                          #org @after
                          = Noooo! How can I lose?

                          #org @done
                          release
                          end

                          #org @move
                          #raw 0x11
                          #raw 0x11
                          #raw 0x11
                          #raw 0x11
                          #raw 0x11
                          #raw 0x11
                          #raw 0x11
                          #raw 0xFE

                          #org @move2
                          #raw 0x10
                          #raw 0x10
                          #raw 0x10
                          #raw 0x10
                          #raw 0x10
                          #raw 0x10
                          #raw 0x10
                          #raw 0x10
                          #raw 0xFE

                          The meaning of this script is that when the fight is over that he talks to you and walk away, but after the fight you must talk to him again before he talk and go away. How can I fix this?
                            #20315    
                          Old January 10th, 2012 (8:26 AM). Edited January 10th, 2012 by Binary.
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                          Binary Binary is offline
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                            Quote:
                            Originally Posted by SKRoy View Post
                            I made this script:

                            Spoiler:
                            #dynamic 0x800000

                            #org @start
                            checkflag 0x1016
                            if 0x1 goto @done
                            applymovement 0x05 @move
                            waitmovement 0x0
                            trainerbattle 0x0 0x149 0x0 @before @after
                            message @1
                            callstd 0x6
                            applymovement 0x05 @move2
                            waitmovement 0x0
                            setflag 0x1016
                            hidesprite 0x5
                            release
                            end

                            #org @1
                            = I must go now. I'm gonna train my\nEspeon. Next time I win! Bye!

                            #org @before
                            = Hey stupid! I trade my starter\nPOKéMON for a Espeon! I want to\ptry my new Espeon. Let's fight!

                            #org @after
                            = Noooo! How can I lose?

                            #org @done
                            release
                            end

                            #org @move
                            #raw 0x11
                            #raw 0x11
                            #raw 0x11
                            #raw 0x11
                            #raw 0x11
                            #raw 0x11
                            #raw 0x11
                            #raw 0xFE

                            #org @move2
                            #raw 0x10
                            #raw 0x10
                            #raw 0x10
                            #raw 0x10
                            #raw 0x10
                            #raw 0x10
                            #raw 0x10
                            #raw 0x10
                            #raw 0xFE


                            The meaning of this script is that when the fight is over that he talks to you and walk away, but after the fight you must talk to him again before he talk and go away. How can I fix this?
                            trainerbattle 0x0 is used mainly for trainers on routes and stuff. So the later part of the script after the trainerbattle command is only executed when you talk to the NPC again after battle (like with trainers on routes).

                            The correct way to do this would be to use trainerbattle 0x1.
                            trainerbattle 0x1 0x[TRAINER ID] 0x0 @before @after @later
                            Notice the third pointer, it's the pointer from where the script continues after the player wins the battle.

                            Spoiler:
                            #dynamic 0x800000

                            #org @start
                            checkflag 0x1016
                            if 0x1 goto @done
                            applymovement 0x05 @move
                            waitmovement 0x0
                            trainerbattle 0x0 0x149 0x0 @before @after @later
                            end

                            #org @later
                            message @1 0x6
                            applymovement 0x05 @move2
                            waitmovement 0x0
                            setflag 0x1016
                            hidesprite 0x5
                            release
                            end

                            #org @1
                            = I must go now. I'm gonna train my\nEspeon. Next time I win! Bye!

                            #org @before
                            = Hey stupid! I trade my starter\nPOKéMON for a Espeon! I want to\ptry my new Espeon. Let's fight!

                            #org @after
                            = Noooo! How can I lose?

                            #org @done
                            release
                            end

                            #org @move
                            #raw 0x11
                            #raw 0x11
                            #raw 0x11
                            #raw 0x11
                            #raw 0x11
                            #raw 0x11
                            #raw 0x11
                            #raw 0xFE

                            #org @move2
                            #raw 0x10
                            #raw 0x10
                            #raw 0x10
                            #raw 0x10
                            #raw 0x10
                            #raw 0x10
                            #raw 0x10
                            #raw 0x10
                            #raw 0xFE

                            SCRIPT HELP THREAD
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                              #20316    
                            Old January 10th, 2012 (8:57 AM).
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                            Squibbid Squibbid is offline
                               
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                              Quote:
                              Originally Posted by redriders180 View Post
                              Did you create warps inside the cave? Also, in caves, there's usually a specific tile that looks exactly like a normal ground tile, which displays the pointing-down-arrow. Make sure you put this wherever there's a spot a cave should be entered/exited
                              Yeah. I made sure to create a warp inside the cave.

                              Also, I can't find the down-arrow tile.
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                                #20317    
                              Old January 10th, 2012 (10:38 AM).
                              SKRoy SKRoy is offline
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                                I add some Pokémons to my Pokémon Fire Red hack. I add the Pokémons ons the places were no Pokémon but a ? was. Now I want to make a wildbattle script for Cresselia and I have a list how to add Pokémons in a script, but because I add the Pokémons on a place were no Pokémons were, I don't know wich script code I must use to make a script. Please help (see image in the spoiler)!
                                Spoiler:
                                  #20318    
                                Old January 10th, 2012 (12:51 PM).
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                                redriders180 redriders180 is offline
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                                  Quote:
                                  Originally Posted by Squibbid View Post
                                  Yeah. I made sure to create a warp inside the cave.

                                  Also, I can't find the down-arrow tile.
                                  The layout of all the cave tile's tiles are always the same (in firered, at least). Starting when tileset 2 begins, there's a black tile, the normal ground tile, two different rocks, stairs, a ladder going down, a hole, and then a tile that looks exactly like the normal ground tile, but it's actually the arrow-down tile. Here's a picture:

                                  Spoiler:
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                                    #20319    
                                  Old January 10th, 2012 (2:05 PM).
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                                  destinedjagold destinedjagold is offline
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                                  Quote:
                                  Originally Posted by SKRoy View Post
                                  I add some Pokémons to my Pokémon Fire Red hack. I add the Pokémons ons the places were no Pokémon but a ? was. Now I want to make a wildbattle script for Cresselia and I have a list how to add Pokémons in a script, but because I add the Pokémons on a place were no Pokémons were, I don't know wich script code I must use to make a script. Please help (see image in the spoiler)!
                                  Spoiler:
                                  I assume you mean what code are you going to put in a wildbattle script, yes?
                                  If so, then here, but just convert it to hex.
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                                    #20320    
                                  Old January 10th, 2012 (2:50 PM).
                                  Sande Sande is offline
                                     
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                                    Is there a program that would list all scripts used in a rom?
                                    Or is there a way to find them all myself?
                                      #20321    
                                    Old January 10th, 2012 (3:42 PM).
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                                    lukasz_pro lukasz_pro is offline
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                                      what i must do to make fire red "shiny gold looking" ?
                                      http://img835.imageshack.us/img835/2775/beztytuuqap.png (left fire red , right shiny gold)
                                      i only know how change palet but i dont know how change trees , grass and ground ;/
                                        #20322    
                                      Old January 10th, 2012 (3:57 PM). Edited January 10th, 2012 by MissDigitalis.
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                                      MissDigitalis MissDigitalis is offline
                                         
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                                        Quote:
                                        Originally Posted by lukasz_pro View Post
                                        what i must do to make fire red "shiny gold looking" ?
                                        http://img835.imageshack.us/img835/2775/beztytuuqap.png (left fire red , right shiny gold)
                                        i only know how change palet but i dont know how change trees , grass and ground ;/

                                        You could try editing the grass and such in the Nameless Sprite Editor version 2.0. (I think anyway. Be sure to back it up before you change it)

                                        Quote:
                                        Originally Posted by Sande View Post
                                        Is there a program that would list all scripts used in a rom?
                                        Or is there a way to find them all myself?
                                        Whackahack has most of them. The site is in Spanish though.

                                        Here's a list of all the programs I use to make my hack:

                                        Photoshop
                                        Irfanview
                                        NSE
                                        NSE 2.0
                                        Advance Map
                                        Advance Trainer
                                        Advanced Pokemon sprite editor
                                        Advanced Pokemon icon editor
                                        NTME
                                        Visual Boy Advance


                                        and that's all I can think of right now but there might be a few more.

                                        Check the toolbox forum for links to all these.
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                                          #20323    
                                        Old January 10th, 2012 (8:08 PM).
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                                        redriders180 redriders180 is offline
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                                          Tricky stuff ahead!
                                          How can I create my own "table" in Firered? This is my idea for a berry system:
                                          Spoiler:
                                          I'm using DNS. Basically, I make a small table, with one byte containing the data for one tree. This data is specifically the day that the tree was last interacted with. The script compares the current day with the day stored in the table. If they're the same, then the script doesnt give a berry. If they aren't the same, then the script gives a berry, and changes the day stored in the table to the current day. The table I *attempted* to make is at offset 0x830000. The script is below:
                                          Spoiler:
                                          '---------------
                                          #org 0x82551B
                                          lock
                                          comparefarbytes 0x3005540 0x8830000
                                          if 0x1 goto 0x8825564
                                          call 0x88255D2
                                          msgbox 0x8825660 MSG_YESNO '"It's a berry tree.\nThere are [buf..."
                                          compare LASTRESULT 0x0
                                          if 0x1 goto 0x882560E
                                          checkitemroom 0x407C 0x1
                                          compare LASTRESULT 0x0
                                          if 0x1 goto 0x8825611
                                          additem 0x407C 0x1
                                          copybyte 0x8830000 0x3005540
                                          release
                                          end

                                          '---------------
                                          #org 0x825564
                                          msgbox 0x88256AE MSG_NORMAL '"There are no more ripe berries\nle..."
                                          release
                                          end

                                          '---------------
                                          #org 0x8255D2
                                          copybyte 0x20370C0 0x203F4E0
                                          setvar 0x407B 0x888
                                          writebytetooffset 0x4 0x203F4D8
                                          writebytetooffset 0x80 0x203F4D9
                                          writebytetooffset 0x7B 0x203F4DA
                                          writebytetooffset 0x40 0x203F4DB
                                          special 0x41
                                          random 0x8004
                                          addvar LASTRESULT 0x85
                                          copyvar 0x407C LASTRESULT
                                          bufferitem 0x0 0x407C
                                          return

                                          '---------------
                                          #org 0x82560E
                                          release
                                          end

                                          '---------------
                                          #org 0x825611
                                          msgbox 0x882561C MSG_FACE '"Oh, there's no room for a berry!\n..."
                                          release
                                          end


                                          '---------
                                          ' Strings
                                          '---------
                                          #org 0x825660
                                          = It's a berry tree.\nThere are [buffer1]s growing.\lWould you like to pick one?

                                          #org 0x8256AE
                                          = There are no more ripe berries\nleft to pick.

                                          #org 0x82561C
                                          = Oh, there's no room for a berry!\nDecided to leave the tree alone.


                                          I can't tell if the reason the commands won't work are because of the data types, or simple error. Please help!
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                                            #20324    
                                          Old January 11th, 2012 (9:32 AM).
                                          Truality Truality is offline
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                                            Quote:
                                            Originally Posted by Sande View Post
                                            Is there a program that would list all scripts used in a rom?
                                            Or is there a way to find them all myself?
                                            Quote:
                                            Originally Posted by MissDigitalis View Post
                                            Whackahack has most of them. The site is in Spanish though.

                                            Here's a list of all the programs I use to make my hack:

                                            Photoshop
                                            Irfanview
                                            NSE
                                            NSE 2.0
                                            Advance Map
                                            Advance Trainer
                                            Advanced Pokemon sprite editor
                                            Advanced Pokemon icon editor
                                            NTME
                                            Visual Boy Advance


                                            and that's all I can think of right now but there might be a few more.

                                            Check the toolbox forum for links to all these.
                                            Err, he meant scripts, not programs. (and Photoshop, a tool for hacking?)

                                            There's no such program, but you can find script offsets if you know where to search. Hex viewer helps, too.
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                                              #20325    
                                            Old January 11th, 2012 (10:09 AM).
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                                            Binary Binary is offline
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                                              Join Date: Aug 2007
                                              Age: 23
                                              Posts: 3,993
                                              Quote:
                                              Originally Posted by Sande View Post
                                              Is there a program that would list all scripts used in a rom?
                                              Or is there a way to find them all myself?
                                              There's no program that will actually list all the scripts used in a ROM. But you can open scripts with XSE through Advance Map.
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