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  #25976    
Old July 31st, 2013 (9:29 AM).
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    Which is the best trainer editor for Diamond/Pearl? I need to know...
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      #25977    
    Old July 31st, 2013 (3:59 PM).
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      Spiky's DS Map Editor has a built-in trainer editor.
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        #25978    
      Old July 31st, 2013 (6:02 PM).
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      Question: are there any scripting tutorials for DS PKMN games? Preferably for HG/SS or B/W. :3
      I've been searching for hours yesterday, but I only found one, which was to make simple text speeches. :/
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        #25979    
      Old July 31st, 2013 (6:11 PM).
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        Quote:
        Originally Posted by Suicune™ View Post
        So how would I re point the data? The method I'm trying doesn't seem to be working but rather still using the same cries for the empty spaces.
        What exactly are you doing right now? Before inserting new cries (which can be a pain) have you first tried swapping pointers with already existing cries to see what happens?
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          #25980    
        Old July 31st, 2013 (10:52 PM).
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          Quote:
          Originally Posted by jsziede View Post
          Spiky's DS Map Editor has a built-in trainer editor.
          It is the only? Thanks in advance.
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            #25981    
          Old August 1st, 2013 (2:17 AM). Edited August 1st, 2013 by Wobbu.
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            Quote:
            Originally Posted by Hacker Bisharp View Post
            It is the only? Thanks in advance.
            I know that there are some other DS trainer editors lying around in the Toolbox sub-forum, but I don't think that they can edit all of the trainers, just Gym Leaders and people like that. Maybe if you dig deep enough you might be able to find one. You could also hex edit the trainers, which wouldn't be too hard if you knew the offsets.

            Quote:
            Originally Posted by takeKopter View Post
            now i want to ask noob question:
            in hackmew's free space finder, what do i do with "skip interval"? do i have to fill it the same as the "needed bytes"? or just leave it 0? thanks
            Skip interval would be how many bytes separate each search. You can just leave it at 16, it doesn't really matter as long as you click Search instead of Find Next.
            Spoiler:

            Notice how each offset is 20 bytes higher than the previous.
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              #25982    
            Old August 1st, 2013 (3:32 AM).
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              Someone finally give me that ASM pointer for CRIES on Pokemon Emerald?
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                #25983    
              Old August 1st, 2013 (10:30 AM).
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                Does anyone know where in Emerald the data for the experience formula is located? I'd like to try implementing something like the Gen V exp gain system in Gen III, so I want to play around with the formula a bit.
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                  #25984    
                Old August 1st, 2013 (11:55 AM).
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                So, I'm scripting with XSE, and whenever I edit my scripts it forces me to use a new offset... I've made two scripts starting from 800000 and now I'm already on 800800 because it uses the next offset every time I compile. Is there a way to recompile over an offset I've already used?
                  #25985    
                Old August 1st, 2013 (12:21 PM).
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                  Is it possible to tell if two ips patches will work on the same rom and if it will overwrite data or not?
                    #25986    
                  Old August 1st, 2013 (6:37 PM).
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                  Quote:
                  Originally Posted by pokefreake View Post
                  Is it possible to tell if two ips patches will work on the same rom and if it will overwrite data or not?
                  miksy91 gave me a method of figuring out the contents of a patch through a hex editor.
                  Maybe it'll be useful for your purposes as well. :3


                  Quote:
                  Originally Posted by miksy91
                  Open the ips-file with a hex editor and the go to offset 0x5 (five first bytes are PATCH in ASCII code and have nothing to do with the "changing the rom" itself). The bytes in offsets from 0x5 to 0x7 determine the first offset in the "unmodified" rom to write new data to. If that offset is smaller than 6B 09 F8 (blank data FF FF FF... starts here in Ruby (U) rom), go to that offset with a hex editor (if it is for example 0A C7 23 = 0xAC723) and see what's written in there in "umodified" and "modified (buggy)" rom. You can easily change that data back to normal. After the 3-byte offset (in ips-file), there are always two bytes telling how many bytes to re-write in that offset and after these two bytes, the bytes to write there.
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                    #25987    
                  Old August 1st, 2013 (6:39 PM). Edited August 1st, 2013 by karatekid552.
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                    Quote:
                    Originally Posted by dd409 View Post
                    Does anyone know where in Emerald the data for the experience formula is located? I'd like to try implementing something like the Gen V exp gain system in Gen III, so I want to play around with the formula a bit.
                    Do you know ASM? Cause it isn't just byte editing. It is an actual routine. Changing it will be much harder than finding it, so if you can't find it by yourself, good luck man.

                    Quote:
                    Originally Posted by QuilavaKing View Post
                    So, I'm scripting with XSE, and whenever I edit my scripts it forces me to use a new offset... I've made two scripts starting from 800000 and now I'm already on 800800 because it uses the next offset every time I compile. Is there a way to recompile over an offset I've already used?
                    If you are recompiling the script over and over, put #clean above #Dynamic. It will erase the last compiled script. This only works if you didn't close XSE in between, I think.

                    Example:

                    Code:
                    #Clean
                    #dynamic 0x800000
                    lock
                    faceplayer
                    msgbox @01 0x2
                    release
                    end
                    
                    #org @01
                    = Test.
                    Quote:
                    Originally Posted by pokefreake View Post
                    Is it possible to tell if two ips patches will work on the same rom and if it will overwrite data or not?
                    Besides the method posted by DJG, you could also (if it is two small patches), patch two different roms and compare the data using analysis in HxD and do stuff like that. I would stay away from ips patching multiple times, unless the author tells you explicitly what was changed and where it was placed, like I did with JPAN's save block recycler and Driver's/my battle bg swapper.
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                      #25988    
                    Old August 1st, 2013 (11:05 PM).
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                      Quote:
                      Originally Posted by destinedjagold View Post
                      Question: are there any scripting tutorials for DS PKMN games? Preferably for HG/SS or B/W. :3
                      I've been searching for hours yesterday, but I only found one, which was to make simple text speeches. :/
                      Since I know nothing about DS scripting, I'll suggest two things: study the scripts that are in the games using Spiky's DS Map Editor, or asking one of the community's DS hackers for help.
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                        #25989    
                      Old August 2nd, 2013 (12:19 AM). Edited August 2nd, 2013 by dd409.
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                        Quote:
                        Originally Posted by karatekid552 View Post
                        Do you know ASM? Cause it isn't just byte editing. It is an actual routine. Changing it will be much harder than finding it, so if you can't find it by yourself, good luck man.
                        I'm in the process of trying to learn asm. One cannot learn without some level of instruction first, and "good luck man" is kinda unhelpful :/ The only asm tutorials I've found are very basic syntax and inserting; nowhere have I seen how you go about locating an existing routine in the game. I can't seem to find any scripts that call its address, so now I'm asking for a little help finding it.

                        I swear the "if you have to ask, you'll never know" attitude of a lot of programming communities really gets to me.
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                          #25990    
                        Old August 2nd, 2013 (7:52 AM).
                        Gigal1 Gigal1 is offline
                           
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                          Could someone please tell me or direct me to where i can learn to create new move actions for moves in pokemon rom hacks? (ex Dark bomb in Pokemon Flora Sky) I'm currently working on a hack and i'd love to learn how to do this,thanks.
                            #25991    
                          Old August 2nd, 2013 (5:21 PM).
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                            Hi, I have a few questions.

                            1. Does anybody have a list of the overworld sprites used when setting events in advanced map?

                            2. Is there some tool out there to not just edit types, but maybe create types without replacing old ones?

                            3. Does anybody know of a method to use prime-dialga's (I think I put that right) DNS tool for GBA ROMs to cause, for example, time or season-exclusive pokemon or events? Or would that rely entirely on scripts that refer to the DNS?

                            Thanks in advance!
                              #25992    
                            Old August 2nd, 2013 (5:30 PM).
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                            Quote:
                            Originally Posted by Gigal1 View Post
                            Could someone please tell me or direct me to where i can learn to create new move actions for moves in pokemon rom hacks? (ex Dark bomb in Pokemon Flora Sky) I'm currently working on a hack and i'd love to learn how to do this,thanks.
                            There are tutorials on how to make new attacks in the Tutorials Section.
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                              #25993    
                            Old August 2nd, 2013 (8:44 PM). Edited August 2nd, 2013 by Wobbu.
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                              Quote:
                              Originally Posted by Merak View Post
                              Hi, I have a few questions.

                              1. Does anybody have a list of the overworld sprites used when setting events in advanced map?

                              2. Is there some tool out there to not just edit types, but maybe create types without replacing old ones?

                              3. Does anybody know of a method to use prime-dialga's (I think I put that right) DNS tool for GBA ROMs to cause, for example, time or season-exclusive pokemon or events? Or would that rely entirely on scripts that refer to the DNS?

                              Thanks in advance!
                              1. You can quickly view all of the overworlds using Advance Map. There are only ~200 overworlds in each game (which may seem like a lot) that can be viewed quickly.

                              2. I remember seeing a tutorial on changing the ??? type (which is irrelevant in the current Generation) in the R&D Sub-Forum, but I can't remember if it goes over adding new types. You may need to do some hex editing in order to add new types.
                              EDIT: I found a few posts that you may find helpful.

                              Spoiler:
                              Quote:
                              Originally Posted by Jambo51 View Post
                              So, last night, I worked out how type effectiveness is done in FireRed. You'll be pleased to know that it's relatively simple. Firstly, the method of storage:

                              Code:
                              [Attack type - 1 byte][Target Type - 1 Byte][Effectiveness value - 1 Byte]
                              This data is stored at 0x24F050.

                              There are several of these, kept in an array which ends with a 0xFE value. The game loops over each entry in the array, checking if the attack type matches the used attack's type, and if it does, then checks the Target Type against the 2 types of the targeted Pokémon.

                              If either type matches, it loads the effectiveness byte and branches off to another routine which takes care of physically making the attack super effective/not effective. The type effectiveness values are as follows:

                              Code:
                              Note, these are in hex
                              00 - Has No effect (Eg, Ghost on Normal)
                              05 - 50% effectiveness
                              14 - 200% Effectiveness
                              These values are used as they represent 0%, 50% and 200% respectively of 0xA (10). The gamd multiplies the calculated damage by whatever value is present after working out type effectiveness, and multiplies the current damage value by it. It then divides by 10, this giving us a satisfactory answer.

                              In essence:
                              Code:
                              private short TypeEffectiveness (short existingDamage, byte attackType)
                              {
                                  byte value = rom[0x24F050];
                                  int counter = 0;
                                  while (value != 0xFE)
                                  {
                                      if (value == attackType)
                                      {
                                          for (int i = 0; i < 2; i++)
                                          {
                                              byte targetType = ram[0x2023C05 + (ram[0x2023D6C] * 0x58) + i];
                                              if (targetType == rom[0x24F050 + counter + 1])
                                              {
                                                  byte effectivenessValue = rom[0x24F050 + counter + 2];
                                                  ChangeEffectiveness(effectivenessValue, existingDamage);
                                              }
                                          }
                                      }
                                      counter += 3;
                                      value = rom[0x24F050 + counter];
                                  }
                                  return existingDamage;
                              }
                              Hopefully, that high level language recreation will help explain what it does.

                              What you may gleam from these values, however, is that, unless explicitly told otherwise, the game treats all moves as normal effectiveness on any type.

                              If neither type matches, it jumps to the loop counter, increments it and continues checking until it hits that magical 0xFE value.

                              However, the way it is implemented leaves something to be desired as it is very slow (looping over several entries), and taking up more space than needed, both in terms of code and data. It's obviously wasteful in so far as it continues to check even after having already found both effectiveness values, as well as the wasteful nature of the loop in and of itself.


                              Spoiler:
                              Quote:
                              Originally Posted by Dragoon View Post
                              -WARNING-, kinda not that long post that's long

                              Okay, so, to test a theory of mine, I decided to see if I could just change a Pokemon to a 19th type, without doing anything else to the rom. And the result:


                              So in theory, we would not need to edit any table, if any existed. I'll experiment some more, and see if I can successfully implement them into the game.
                              If this works, we would need to repoint the effectiveness table, and the picture of the type icon, to expand the number of type icons. But, with what to do with the "-type-" icon, I'm not sure.

                              -EDIT-
                              Okay guys, so I inserted this new type icon thingy:


                              This new picture is 2 blocks bigger in height. In theory, this would affect the "Type", "Power" icons, the game uses the original pointer.



                              (ignore the new attacks please)

                              So I guess, this is a success? Of course, I still have to experiment with attacks. I'll re-edit this later.

                              -EDIT TWO-
                              Okay guys, I have edited the attacks.
                              So, I edited the type to be not very effective against Grass. So this is the result:


                              So its a success!
                              - I also edited the type name as you can see.

                              So, in short, adding new types is possible without editing any tables, if any exist


                              Spoiler:
                              Quote:
                              Originally Posted by Dragoon View Post
                              So, after some more research, I have concluded that you can 23 total types without the use of ASM.

                              This is because, originally, the type icon bitmap is 16 blocks by 16, so the game registers the new type icon bitmap as only 16 x 16, no matter how large it is. Also, due to the locations of the "Type", "power" and other icons, you have to add new icons with a space before adding another one. As you can see, you can only have a total of 23 icons on the 16 x 16 bitmap, including the 2 pokeballs at the top.

                              So, looking through the rom, I can see that the locations of the ASM for the type icons is at 0x8107D68, which then branches to an extremely ugly, long and scary ASM which I believe indicates which parts of the bitmap are the type icons.

                              Unfortunately, I'm terrible at ASM, but I'll try.


                              You can find the whole thread here.

                              3. Somewhere in the Tutorials Sub-Forum you can find a tutorial that explains how to make time-exclusive events.
                              EDIT: Found it :P Also, read the comments
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                                #25994    
                              Old August 2nd, 2013 (9:41 PM).
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                                would someone please be able to link me to/tell me where the post is with the patch to have more OWs in your FR hack? I've been looking for it in the toolbox and resources and stuff but I can find it...
                                Also, is it okay to apply that patch over my JPAN patched version of FR? Will I still keep the JPAN patch?
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                                  #25995    
                                Old August 3rd, 2013 (3:57 AM).
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                                  Quote:
                                  Originally Posted by dd409 View Post
                                  I'm in the process of trying to learn asm. One cannot learn without some level of instruction first, and "good luck man" is kinda unhelpful :/ The only asm tutorials I've found are very basic syntax and inserting; nowhere have I seen how you go about locating an existing routine in the game. I can't seem to find any scripts that call its address, so now I'm asking for a little help finding it.

                                  I swear the "if you have to ask, you'll never know" attitude of a lot of programming communities really gets to me.
                                  He's got a point though. You can ask for the location of a routine until you go blue from deoxygenisation, simply knowing where the game calculates something does you no good.

                                  How most ASM hackers operate is to work backwards from some known point to find what we're looking for. What I mean by this is that we find some piece of data we know is involved in the calculation we're looking for, put a break on read of the data, and then run the game looking for the break.

                                  So, in a more specific case for what you want, you're looking for some piece of data you know is involved in the experience calculation routine. There is such a value in the Pokémon data.

                                  So, put a break on read of that and you should find yourself in, or very near at worst, the code you're looking for.

                                  ASM hacking requires independent thought and analysis, so karatekid552 has a valid point when he says that "if you need to ask, you won't know".

                                  As a result, this is why I'm not telling you what data you need to put a break on to find what you're looking for. However, a little coherent and intelligent thinking will take you to the data you want, and by extension, to the code you want.

                                  I hope this little post will be of use to you, now and in the future.
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                                    #25996    
                                  Old August 3rd, 2013 (6:58 AM). Edited August 3rd, 2013 by dd409.
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                                    Quote:
                                    Originally Posted by Jambo51 View Post
                                    He's got a point though. You can ask for the location of a routine until you go blue from deoxygenisation, simply knowing where the game calculates something does you no good.

                                    How most ASM hackers operate is to work backwards from some known point to find what we're looking for. What I mean by this is that we find some piece of data we know is involved in the calculation we're looking for, put a break on read of the data, and then run the game looking for the break.

                                    So, in a more specific case for what you want, you're looking for some piece of data you know is involved in the experience calculation routine. There is such a value in the Pokémon data.

                                    So, put a break on read of that and you should find yourself in, or very near at worst, the code you're looking for.

                                    ASM hacking requires independent thought and analysis, so karatekid552 has a valid point when he says that "if you need to ask, you won't know".

                                    As a result, this is why I'm not telling you what data you need to put a break on to find what you're looking for. However, a little coherent and intelligent thinking will take you to the data you want, and by extension, to the code you want.

                                    I hope this little post will be of use to you, now and in the future.
                                    Let me ask you guys this: are you both 100% self-taught, or did someone get you started somewhere along the way? Did you ever read tutorials, or have questions answered by others? If the "if you have to ask, you'll never know" attitude truly has merit then how does anyone go about learning anything, if no one else is willing to teach? That would mean everyone is constantly starting from nothing and having to reinvent the wheel to get anything done. Stuff like this is supposed to be a fun collaborative effort, not a competitive one. Intentionally keeping people in the dark is the fastest way to stagnate progress.

                                    I'm not some helpless noob asking for a premade ips, I'm someone who's trying to learn. Condescending though your post was, yes it will be helpful. I have an idea where to start now, and it was infinitely more helpful than karatekid552's "good luck man."
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                                      #25997    
                                    Old August 3rd, 2013 (9:35 AM).
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                                      Quote:
                                      Originally Posted by Merak View Post
                                      2. Is there some tool out there to not just edit types, but maybe create types without replacing old ones?
                                      You can use type resistance editor to change what types are effective against other.
                                      http://www.sendspace.com/file/685yxv
                                        #25998    
                                      Old August 3rd, 2013 (10:24 AM).
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                                        Thanks for answering my questions. The links should help alot.
                                          #25999    
                                        Old August 3rd, 2013 (10:32 AM).
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                                          Does anyone know a good tile map editor besides ntme? Ntme doesn't work well for me.
                                            #26000    
                                          Old August 3rd, 2013 (11:53 AM). Edited August 3rd, 2013 by karatekid552.
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                                            Quote:
                                            Originally Posted by dd409 View Post
                                            Let me ask you guys this: are you both 100% self-taught, or did someone get you started somewhere along the way? Did you ever read tutorials, or have questions answered by others? If the "if you have to ask, you'll never know" attitude truly has merit then how does anyone go about learning anything, if no one else is willing to teach? That would mean everyone is constantly starting from nothing and having to reinvent the wheel to get anything done. Stuff like this is supposed to be a fun collaborative effort, not a competitive one. Intentionally keeping people in the dark is the fastest way to stagnate progress.

                                            I'm not some helpless noob asking for a premade ips, I'm someone who's trying to learn. Condescending though your post was, yes it will be helpful. I have an idea where to start now, and it was infinitely more helpful than karatekid552's "good luck man."
                                            I'm not being a jerk, I was away, so I didn't get to respond. Thankfully , Jambo did step in and give a similar answer to mine.
                                            --------

                                            I have read many tutorials and scoured the internet, but in the end, it came down to a lot of very small questions asked to Jambo and Darthatron. However, it almost never included "where". It was always "how".

                                            Darthatron guided me through a few things, but he really didn't do much more that confirming what I was doing as the right way, or giving me ideas on how to attack a problem. He gave me some strategies, like using the logging feature in VBA-M or finding RAM offsets using the cheat searcher.

                                            The first, and last time, I asked Jambo "where" some thing was (when we weren't working together) he wouldn't tell me. Then, I asked him how I could find it, and go about finding things in the future. His response was, "You work backwards from what you already know. I can tell you how to write ASM, but I can't teach you how to think like a hacker. That is something you have to learn." Alright, that isn't exactly a quote, but that was the gist of our conversation.

                                            The point is, if I tell you where it is (first off, I would have to go out and find it, which means me doing work that if you don't do, you will never learn) you won't learn how to find things. Finding things is the absolute hardest part. Writing routines and branching old ones is easy once you know where the thing is that you are looking for. That requires knowing how the game works. I have spent hours looking for a single routine. You need to attack it from every angle. From setting breakpoints on ram that is affected, to seeing when the game reads from a specific table, or using an IDE to trace functions and see how they interconnect.

                                            I can't tell you how to find this routine, you need to find that yourself. If you can't, then you just need to keep trying and working until you can.

                                            Quote:
                                            Originally Posted by pokefreake View Post
                                            Does anyone know a good tile map editor besides ntme? Ntme doesn't work well for me.
                                            NTME 1.1 is the best, however I hear rumors that a new tilemap editor is coming out soon that is 100X better. I know that NTME requires the .net framework 4.0. Another good one is Darth TME.

                                            Quote:
                                            Originally Posted by jsziede View Post
                                            [B]

                                            2. I remember seeing a tutorial on changing the ??? type (which is irrelevant in the current Generation) in the R&D Sub-Forum, but I can't remember if it goes over adding new types. You may need to do some hex editing in order to add new types.
                                            EDIT: I found a few posts that you may find helpful.







                                            You can find the whole thread here.

                                            NOOOOOOOOOOOO, the ??? type is for eggs. Do you really want to mess with it.?!?!?!?!
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