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Old August 14th, 2008 (4:55 AM).
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Maybe I'll try some
But...
Quote:
In the part Applymovement, what are the var number and var value in the picture in the spoiler used for? It puzzles me a lot...
Sorry...I can't post URLs...
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Old August 14th, 2008 (9:45 AM).
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if u are going to use setfllag and checkflag in a dissapearance fadescreen script and the sflag and cflag numbers are 201 would i make the persons id 201
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Old August 14th, 2008 (10:27 AM).
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Quote:
Originally Posted by roywillow View Post
In the part Applymovement, what are the var number and var value in the picture in the spoiler used for? It puzzles me a lot...

And are there any free vars(vars haven't been used in the game) that I can use during hacking?
Okay I'll try to explain.
A script tile only activates if you put in a variable (and a value).
It's like a level script:
if you write var number 4050, the script only activates when the value of the variable is zero.
So
var number 4050
var value 0000

means: as long as the variable 0x4050 has the vale 0, the script tile can activate (of course if u use check and setflag it will only activate once).
If u make a lvl script, or a normal script, with setvar 0x4050 0x1, u have to write
var number 4050
var value 0001

So as long as the value of 4050 is 1, the script can activate.

I'm not really sure about this, since I thought of it by myself when I learnen things about level scripting.
I think thethethethe will tell us if I'm right or not.

Actually, there's no need to use more than one variable (like thethethethe said), just use the same everytime. And if you change the value of the variable in a script, just raise write the new value into the tile.

I hope that's right :\
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Old August 16th, 2008 (1:15 PM).
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On your flags tutorial it says preventing evnts from happening but how to you make and event script i have always been puzzled with it plz help
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Old August 21st, 2008 (11:06 AM). Edited August 21st, 2008 by *Poliwag*.
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Quote:
Originally Posted by Master_Track View Post
Hey thex4, it's your tutorial that made a scripter out of me ^^
I was just wondering if you may add the mulit command as well?
I think I know the sctructure, the main problem is that I don't have a list of the list's IDs.
Do you have one?
And is it possible to change a list by using thingy or Advance Text? Cause I really need my own multiple choice boxes.
hope ya can help
greez
M_T
I have your answer!

Here's a list of the IDs from Dabomstew's site: pokehacks.dabomstew.com
Spoiler:
0:yes/no 1:eevee/flareon/jolteon/vaporeon/quit looking.
2:normal/black/pink/sepia
3:hall of fame/quit
4:eggs/quit
5:victories/quit
6:hall of fame/eggs/quit
7:hall of fame/victories/quit
8:eggs/victories/quit
9:hall of fame/eggs/victories/quit
A:exit
B:exit
C:exit
D:bicycle $1,000,000/no thanks
E:abra 180 coins/clefairy 500 coins/dratini 2,800 coins/scyther 5,500 coins/porygon 9,999 coins/no thanks
F:slp/psn/par/brn/frz/exit
10:yes/no/info
11:single battle/double battle/multi battle/info/exit
12:yes/no/info
13:make a challenge./info/exit
14:rooftop/b1f/exit 15:helix fossil/exit
16:dome fossil/exit
17:old amber/exit
18:helix fossil/old amber/exit
19:dome fossil/old amber/exit
1A:fresh water $200/soda pop $300/lemonade $350/exit
1B:50 coins $1,000/500 coins $10,000/exit
1C:excellent/not so bad
1D:right/left
1E:tm13 4,000 coins/tm23 3,500 coins/tm24 4,000 coins/tm30 4,500 coins/tm35 4,000 coins/no thanks
1F:5f/4f/3f/2f/1f/exit
20:fresh water/exit
21:soda pop/exit
22:fresh water/soda pop/exit
23:lemonade/exit
24:fresh water/lemonade/exit
25:soda pop/lemonade/exit
26:fresh water/soda pop/lemonade/exit
27:trade center/colosseum/exit
28:game link cable/wireless/exit
29:smoke ball 800 coins/miracle seed 1,000 coins/charcoal 1,000 coins/mystic water 1,000 coins/yellow flute 1,600 coins/no thanks
2A:b1f/b2f/b4f/exit
2B:linked game play/direct corner/union room/quit
2C:two island/three island/exit
2D:one island/three island/exit
2E:one island/two island/exit
2F:trade center/colosseum/berry crush/exit
31:pok�mon jump/dodrio berry-picking/exit
32:trade center/colosseum/exit
33:2 tinymushrooms/1 big mushroom
34:trade center/colosseum//berry crush/exit
35:trade center/colosseum//exit
36:sevii islands/navel rock/exit
37:sevii islands/birth island/exit
38:sevii islands/navel rock/birth island/exit
39:one island/two island/three island/exit
3A:vermilion/two island/three island/exit
3B:vermilion/one island/three island/exit
3C:vermilion/one island/two island/exit
3D:vermilion/exit
3F:join group/become leader/exit
40:single/double/knockout/mixed/exit


And i believe th offsets for these boxes are around 0x417BE3, some will be above this i think, but not too far above!

Hope this helps you!


Quote:
Originally Posted by jakeyboy22
On your flags tutorial it says preventing evnts from happening but how to you make and event script i have always been puzzled with it plz help
Event scripts are written using the same commands used in message scripts, but are applied differently. Whereas a message script is activated by walking up to a person and speaking to them, event scripts are activated when you step on a certain tile. So basically, you could just use your knowledge of message scripts and apply it to event scripts!



Now it's my turn for a question! :D

In the first battle against Gary, in Prof Oak's lab, you don't get sent to the last healing place if you lose, instead you stay in the lab. Is this a command in the script or is it to do with asm? Decompiling the script is not an option in this instance as the offset in advancemap and elitemap does not show the trainerbattle script when decompiled.

Cheers
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Old August 21st, 2008 (11:18 AM).
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I think the right place to ask this would be the script help thread ;)

But since I post here, I can also answer.
In XSE, there's the command "sethealingplace", it's #raw 0x9F and needs 3 bytes.

But I never used it, I can only tell u what XSE says:

Sets the place where the player goes once he/she is out of useable pokemon.

Needed bytes: 3

Parameter:

>Word-place#

hope that helps.
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Old August 21st, 2008 (5:25 PM).
thethethethe thethethethe is offline
 
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Master Track that's something different you're asking about.
Quote:
Originally Posted by *Poliwag* View Post
In the first battle against Gary, in Prof Oak's lab, you don't get sent to the last healing place if you lose, instead you stay in the lab. Is this a command in the script or is it to do with asm? Decompiling the script is not an option in this instance as the offset in advancemap and elitemap does not show the trainerbattle script when decompiled.
Cheers
It's done with a trainerbattle type. It's 5 from memory, but I could be wrong.
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Old August 22nd, 2008 (12:51 AM).
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Thank You *poliwag* thats really helped
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Old August 28th, 2008 (1:16 PM).
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#org $start
applymovement 0xFF $wow
release
end

#org $wow
#raw 0x62 0x01 0xFE

whats wrong to my script ?
when i talk nothing happens.
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Old August 28th, 2008 (1:40 PM).
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Quote:
Originally Posted by pokefactory View Post
#org $start
applymovement 0xFF $wow
release
end

#org $wow
#raw 0x62 0x01 0xFE

whats wrong to my script ?
when i talk nothing happens.
Code:
#ORG $begin
applymovement 0xFF $wow
pausemove 0
release
end

#org $wow
$wow 1 ; 0x62 0x01 0xFE
Try now.
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Old August 29th, 2008 (2:57 AM).
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Quote:
Originally Posted by itman1234 View Post
Code:
#ORG $begin
applymovement 0xFF $wow
pausemove 0
release
end

#org $wow
$wow 1 ; 0x62 0x01 0xFE
Try now.
thanks very match it worked now =)
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Old August 29th, 2008 (9:53 AM).
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hey i've always had problems with scripts you activate by stepping them. for me whne you step on them the game locks up. are their some variables you have to set on the scrip thingy in advance map?
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Old September 1st, 2008 (10:48 AM). Edited September 1st, 2008 by master morty.
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uh my script won't work in game I put in the var number and var value and tested it but as soon as I stepped on the tile the applymovement didn't work is there anything wrong with my script? (please don't kill me if it's in XSE
#dynamic 0x700000
#org @start
checkflag 0x212
if 0x1 goto @end
applymovement 0x43 @swalk
waitmovement 0x0
applymovement MOVE_PLAYER @plwalk
waitmovement 0x0
message @abouttime
callstd 0x6
applymovement 0x43 @sdone
waitmovement 0x0
hidesprite 0x43
setflag 0x212
release
end
#org @end
release
end
#org @swalk
#raw 0x08
#raw 0x08
#raw 0xFE
#org @plwalk
#raw 0x01
#raw 0xFE
#org @sdone
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0xFE
#org @abouttime
= [player] you've come\pwe need to hurry Glacieros is already gathering
power\n[player]: I've got the Ice Of Aegis right here\p:sharce good now let's go\n I'll be waiting for you at the entrance to mt. Aegis.

Quote:
Originally Posted by maximum911 View Post
hey i've always had problems with scripts you activate by stepping them. for me whne you step on them the game locks up. are their some variables you have to set on the scrip thingy in advance map?
if you are hacking firered then put: unknown 0003
Var Number 4050

r/s/emerald: unknown 0003
Var Number 4000
then it should work :D I've always had problems with applymovement and can't help with that
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Old September 13th, 2008 (3:54 AM).
thethethethe thethethethe is offline
 
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Quote:
Originally Posted by master morty View Post
uh my script won't work in game I put in the var number and var value and tested it but as soon as I stepped on the tile the applymovement didn't work is there anything wrong with my script? (please don't kill me if it's in XSE
#dynamic 0x700000
#org @start
checkflag 0x212
if 0x1 goto @end
applymovement 0x43 @swalk
waitmovement 0x0
applymovement MOVE_PLAYER @plwalk
waitmovement 0x0
message @abouttime
callstd 0x6
applymovement 0x43 @sdone
waitmovement 0x0
hidesprite 0x43
setflag 0x212
release
end
#org @end
release
end
#org @swalk
#raw 0x08
#raw 0x08
#raw 0xFE
#org @plwalk
#raw 0x01
#raw 0xFE
#org @sdone
#raw 0x09
#raw 0x09
#raw 0x09
#raw 0xFE
#org @abouttime
= [player] you've come\pwe need to hurry Glacieros is already gathering
power\n[player]: I've got the Ice Of Aegis right here\p:sharce good now let's go\n I'll be waiting for you at the entrance to mt. Aegis.
I won't kill you, but use the script help thread. No-one will be getting XSE help here.

And I know, it's been a long time, but I've been writing tutorials all weekend, which you might notice if you looked my signature. *Points at Signature*
So I decided I'd add at least a little bit to this tutorial. This will be the last 'update'. Most people may have switched to XSE or pksv by now, but here's what I've added if anyone cares.
Quote:
Get Player Position
Repeat Trainer Battle
Lock All
Release All
Wait Until Key Pressed
Display Yes/No Box
Multi
msgbox2
waitmsgbox2
Name Pokemon (Working) (String of Script)
Store Pokemon to Pokedex (String of Script)
Editing the Database
I've also added my little 'fix'. Where it's got all those commands found in XSE and pksv, under names that I decided, but there's a little thing on editing those files, which will help you change those when needed. So if anyone's interested, my last update of this ever, and CUT.
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Old September 13th, 2008 (9:52 AM).
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Oh My God *flips to first page*. You know thethethethe, I still use pokescript and I think you're amazing for still working on it. I love the updates 8D.
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Old September 14th, 2008 (4:14 AM).
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Yay, don't worry: It will be of great use. I use XSE and Pokescript, cause I'm used to pokescript. this will really help ^^
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Old September 15th, 2008 (9:17 AM).
Hiche.. Hiche.. is offline
 
 
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Hey,
What's wrong with this script?

It doesn't continue after the pointer $further in trainerbattle.

Spoiler:

#org $start
lock
checkflag 0x226
if b_true goto $done
applymovement 0x02 $up
pausemove 0
trainerbattle 1 0x148 $before $after $further
applymovement 0x02 $down
pausemove 0
message $haha
boxset 6
copyvarifnotzero 0x8000 0x4
copyvarifnotzero 0x8001 0x5
boxset 0x0
applymovement 0x02 $hehe
pausemove 0
#raw 0x53
#raw 0x02
#raw 0x00
setflag 0x829
special 0x16F
setflag 0x226
release
end

#org $done
release
end

#org $up
#raw 0x11
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0xFE

#org $before
$before 1 = \c\h01\h08What a pleasant surprise.\nI haven't seen you around much,\p\v\h01. Where have you been?\nYou got a POKEMON already?\pWell, if you want to test\nyour skills, try beating\pme first.

#org $after
$after 1 = Did I just loose?

#org $further
message $talk
boxset 6
release
end

#org $talk
$talk 1 = \c\h01\h08You did prove your skills\nfor just a beginner.\pAnyways, I want you to\nhave this.\pIt's a \c\h01\h04POKEDEX. \c\h01\h08Basically,\nit is an Encyclopedia...\pWell, I must be going now.\nI'll catch up later.

#org $down
#raw 0x10
#raw 0x10
#raw 0x62
#raw 0x11
#raw 0x11
#raw 0xFE

#org $haha
$haha 1 = Oh, I almost forgot.\nYou'll need those for\pyour journey.\nThey are POKEBALLS.\pYou can catch POKEMON\nwith them...Well,\pnow I'm really going.\nGoodbye.

#org $hehe
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE
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Old September 15th, 2008 (10:53 PM).
thethethethe thethethethe is offline
 
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Quote:
Originally Posted by Tamerhaidar View Post
Hey,
What's wrong with this script?

It doesn't continue after the pointer $further in trainerbattle.

Spoiler:

#org $start
lock
checkflag 0x226
if b_true goto $done
applymovement 0x02 $up
pausemove 0
trainerbattle 1 0x148 $before $after $further
end

#org $done
release
end

#org $up
#raw 0x11
#raw 0x13
#raw 0x11
#raw 0x11
#raw 0xFE

#org $before
$before 1 = \c\h01\h08What a pleasant surprise.\nI haven't seen you around much,\p\v\h01. Where have you been?\nYou got a POKEMON already?\pWell, if you want to test\nyour skills, try beating\pme first.

#org $after
$after 1 = Did I just loose?

#org $further
message $talk
boxset 6
applymovement 0x02 $down
pausemove 0
message $haha
boxset 6
copyvarifnotzero 0x8000 0x4
copyvarifnotzero 0x8001 0x5
boxset 0x0
applymovement 0x02 $hehe
pausemove 0
#raw 0x53
#raw 0x02
#raw 0x00
setflag 0x829
special 0x16F
setflag 0x226
release
end

#org $talk
$talk 1 = \c\h01\h08You did prove your skills\nfor just a beginner.\pAnyways, I want you to\nhave this.\pIt's a \c\h01\h04POKEDEX. \c\h01\h08Basically,\nit is an Encyclopedia...\pWell, I must be going now.\nI'll catch up later.

#org $down
#raw 0x10
#raw 0x10
#raw 0x62
#raw 0x11
#raw 0x11
#raw 0xFE

#org $haha
$haha 1 = Oh, I almost forgot.\nYou'll need those for\pyour journey.\nThey are POKEBALLS.\pYou can catch POKEMON\nwith them...Well,\pnow I'm really going.\nGoodbye.

#org $hehe
#raw 0x10
#raw 0x10
#raw 0x12
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0x10
#raw 0xFE
Did you mean to do something like that?
You know how "if 0x1 goto $pointer", just goes to a pointer and doesn't return when done. That's what the "$further" is doing.
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Old September 16th, 2008 (12:30 AM).
Hiche.. Hiche.. is offline
 
 
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I knew it was wrong.. I figured it out yesterday.
My poke script lacked some commands.
Thanks for the reply thethethethe.
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Old September 20th, 2008 (6:25 AM). Edited September 20th, 2008 by PKMNgamer.
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ok heres the thing... my PET never works. so I came here in hopes of finding a trainer battle script... so I could avoid PET. but low and behold I still need to use PET.
is there some sort of script to add the trainers pokemon, attacks, music, ect.

oh yes... I think I should mention I am a com lete scripting n00b. :D
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Old September 23rd, 2008 (3:58 AM).
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Hi
Might you put an example of the command cry that not entendi? and And I do not also understand in order that it is the number 71B771 that pussite in Cal's example asm
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Old September 23rd, 2008 (4:29 AM).
thethethethe thethethethe is offline
 
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Quote:
Originally Posted by PKMNgamer View Post
ok heres the thing... my PET never works. so I came here in hopes of finding a trainer battle script... so I could avoid PET. but low and behold I still need to use PET.
is there some sort of script to add the trainers pokemon, attacks, music, ect.

oh yes... I think I should mention I am a com lete scripting n00b. :D
Okay, ummm... No. PET or some other trainer editing tool or hex.

Quote:
Originally Posted by Miloticx100pre View Post
Hi
Might you put an example of the command cry that not entendi? and And I do not also understand in order that it is the number 71B771 that pussite in Cal's example asm
What? I can't understand a single thing...
Something about Cry and something about callasm, but that's about it.
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Old September 23rd, 2008 (6:00 AM).
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It(He,She) is that I did not understand the command cry, well, rather I did not deal since(as,like) the cry puts in a scirpt, and I did not also deal in order that it(he,she) was 71B771 in the command Call ASM
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Old September 23rd, 2008 (6:13 AM).
thethethethe thethethethe is offline
 
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Still a bit hard to understand but I'll give it a go.
The command 'cry' obviously just plays a Pokemon's cry. I can't think of a way to explain it in a sentence, so I might just label a section of a script.
Code:
cry pkmn_torchic    'Cry [Pokemon]
#raw 0x00 0x00    '[Filler to prevent error] Or effect if you want to get technical)
message $1    '[Text saying]Torchic: Tooorrrr!
boxset 0x6
#raw 0xC5     'Wait Cry, waits for cry to end.
What do you actually have trouble with?

And the callasm [pointer] was just an example. If you've ever followed Mastermind_X's tutorial for creating Shiny Pokemon, as he does it, you need to use that command to 'summon' the shiny ASM routine. That pointer is useless unless you have an ASM routine at that exact place.
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Old September 23rd, 2008 (9:47 AM). Edited September 23rd, 2008 by Miloticx100pre.
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Miloticx100pre Miloticx100pre is offline
 
Join Date: Jun 2008
Posts: 29
Hi
Thank you very much, and I have a doubt, to create the effect day and night, a level scirpt is created, with a routine Call ASM?
And another thing, to obtain the national pokedex, which is, a flag, a special, a raw?
EDIT: Hi
I had a problma with a scirpt, not if they might say to me that this badly, please, that is not compiled
Quote:
#org $start
checkflag 0x2010
if B_True goto $done
message $1
boxset 6
special 0x113
applymovement 0xF7 $move
applymovement 0x8 $move2
pausemove 0
message $2
boxset 6
applymovement 0x1 $move3
applymovement 0x2 $move4
pausemove 0
applymovement 0x9 $move5
applymovement 0x8 $move6
pausemove 0
message $3
boxset 6
setflag 0x2010
applymovement 0xF7 $move7
pausemove 0
special 0x114
release
end

#org $done
release
end


#org $move2
#raw 0x4 0x4 0x42 0x4 0x4 0x4 0x4 0x4 0x7 0x4 0x43 0x4 0x4 0x4 0x7 0x7 0x7 0x7 0x7 0xFE

#org $move
#raw 0x5 0x5 0x5 0x5 0x5 0x5 0x5 0x5 0x5 0x7 0x5 0x43 0x5 0x5 0x5 0x7 0x7 0x7 0x7 0x7 0x1 0xFE

#org $move3
#raw 0x1 0x2 0x3 0xFE

#org $move4
#raw 0x1 0x2 0x3 0xFE

#org $move5
#raw 0x42 0xFE

#org $move7
#raw 0x6 0x6 0x6 0x6 0x6 0x5 0x5 0x5 0x5 0x5 0x6 0x5 0x5 0x5 0x5 0x5 0x5 0x5 0x5 0xFE

#org $move6
#raw 0x42 0x1 0xFE

#org $1
$1 1 =\n \c\h01\h03 Cutter: That you say? \nthat alguein stay and it is necessary me! \pnanny at the time I go!

#org $2
$2 1 = \c\h01\h03 Cutter: I you except!

#org $3
$3 1 =\n \c\h01\h09 ¿?: Thank you very much!
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