Users browsing this thread: 1 Guest(s)
Ceiling slam

#11
Posts: 2,549
Threads: 98
Thanks Received: 147
Thanks Given: 159
Joined: Aug 2009
Reputation: 52
Status
Nattak\'d
Yes with event code you can have it outside of CA-CC banks. B2 XX YY ZZ, whereas B2 is the 'jump to address' There's also some unused event code you could use instead, but it's just as easy to do a B2 jump/subroutine.

If you wanted to put the event code at CE bank, for example CEEFC0, your jump would be:
B2 C0 EF 04 (jump to CEEFC0). Then an FE command at the end of the code will 'Return' to wherever you jumped from.

If your ROM is expanded, you could even have it jump to the expanded banks of like F0, F1, F2 etc.


We are born, live, die and then do the same thing over again.
Quote  

#12
Posts: 15
Threads: 1
Thanks Received: 0
Thanks Given: 1
Joined: Dec 2023
Reputation: 0
Status
None
CE566 is 6b 05 30 08 07 40 F2 A0 44 31 00 44 32 00 44 33 00 44 34 00 31 84 C6 C8...
The end is normal 28 60 or 60 but there is nothing here...^^'

Ok, I think comand are that, I will see:
Command : Byte widths, including command byte
---------------------------------------------
Note that throughout, A means first parameter, B means second, C means third, etc. Assume they are bytes except where it stated or is obviously not a byte.

00-34 : 2 : Command corresponds to the object referenced; parameter AND $7F is the length of the action queue.
         : Note that this also means a context switch to the movement script until the action queue is complete.
         : Parameter AND $80 makes it asynchronous.
35 : 2    : Parameter is the object referenced (there are conflicting reports of what this command does, though)
36 : 2    : Parameter is the object referenced. Disables pass-through objects for A.
37 : 3    : First parameter is the object referenced. Gives object A graphics set B.
38 : 1    : Hold screen
39 : 1    : Free screen
3A : 1    : Enable movement while events execute
3B : 1    : Postion party in "ready-to-go" stance
3C : 5    : Set up party with A, B, C, D.
3D : 2    : Create object A (description is dubious)
3E : 2    : Delete object A (description is dubious)
3F : 3    : Assign character B to party A (party 0 = remove from party)
40 : 3    : Assign properties B to character A
41 : 2    : Show object A
42 : 2    : Hide object A
43 : 3    : Assign palette B to character A
44 : 3    : Place character A on vehicle B (high bit of B = character is shown)
45 : 1    : Refresh objects (description is dubious)
46 : 2    : Make party A the active party
47 : 1    : Make character in slot 0 the lead character
48 : 3    : Display message and continue executing commands. Message AND $3FFF is the message number. $8000 turns off the window. $4000 sets it to the bottom.
         : Usage note! If the message contains a multiple-choice option, the number of options needs to be counted to properly proceed with following commands.
         : The byte to look for is 0x15.
49 : 1    : If dialogue message is open, wait for keypress and then dismiss. Note that command 4B is composed of 48 and 49 (hard coded).
4A : 1    : Unknown/probably unused.
4B : 3    : Display message and wait for button press. Message AND $3FFF is the message number. $8000 turns off the window. $4000 sets it to the bottom.
         : Usage note! If the message contains a multiple-choice option, the number of options needs to be counted to properly proceed with following commands.
         : The byte to look for is 0x15.
4C : 3    : Center screen on party and invoke battle, enemy set A, background B. Background AND $80 disables mosaic. $40 disables swoosh sound.
4D : 3    : Invoke battle, enemy set A, background B. Background AND $80 disables mosaic. $40 disables swoosh sound.
4E : 1    : Invoke battle, random encounter as determined by zone
4F : 1    : Exit the current location
50 : 2    : Tint screen (cumulative) with color A
51 : 4    : Modify (parameter A tells the type of modification) background color range B-C. (Description dubious, needs investigation).
52 : 2    : Tint characters (cumulative) with color A
53 : 4    : Modify (parameter A tells the type of modification) sprite color range B-C. (Description dubious, needs investigation).
54 : 1    : End effects of commands for modified color components and screen flashes
55 : 2    : Flash screen. Parameter gives color and intensity on high and low nibble, respectively. (Description dubious)
56 : 2    : Increase color components. Parameter gives color and intensity on high and low nibble, respectively. (Description dubious)
57 : 2    : Decrease color components. Parameter gives color and intensity on high and low nibble, respectively. (Description dubious)
58 : 2    : Shake screen. Parameter's high nibble consists of flags for layers effects (sprite, 3, 2, 1). Low nibble has flags for intensity and permanence.
59 : 2    : Unfade screen. Parameter probably the speed.
5A : 2    : Fade screen. Parameter probably the speed.
5B : 1    : Unknown/probably unused.
5C : 1    : Pause execution until fade in/fade out complete.
5D : 3    : Scroll layer 1. Word parameter is the speed (may have some unknown flags).
5E : 3    : Scroll layer 2. Word parameter is the speed (may have some unknown flags).
5F : 3    : Scroll layer 3. Word parameter is the speed (may have some unknown flags).
60 : 3    : Change background layer A to palette B.
61 : 4    : Colorize range [B,C] to color A. I'm not even sure what that means, needs investigation.
62 : 2    : Mosaic screen. Parameter unknown.
63 : 2    : Create spotlight effect with radius A.
64 : 3    : Unknown command, parameters A and B.
65 : 3    : Unknown command, parameters A and B.
66 : 5    : Nonexistant. Unused in standard game.
67 : 5    : Nonexistant. Unused in standard game.
68 : 5    : Nonexistant. Unused in standard game.
69 : 5    : Nonexistant. Unused in standard game.
6A : 6    : After fade in/out, load map (Map number is first 2 bytes AND $01FF). Position party at second two bytes. Final byte has some flags.
         : Context change can also be triggered by this command.
         : Note that the game ues maps $01FE and $01FF to mesn specific things, not actual maps.
6B : 6    : Instantly load map (Map number is first 2 bytes AND $01FF). Position party at second two bytes. Final byte has some flags.
         : Context change can also be triggered by this command.
         : Note that the game ues maps $01FE and $01FF to mesn specific things, not actual maps.
6C : 6    : Set parent map. Command is laid out as above, but this is the map to be on when exiting the current map.
         : Note that the parent map seems to always be an overworld; ie. WoB or WoR. This command seems to be mainly used to change the location
         : where one will exit onto (like when Figaro castle moves, for instance).
6D : 2    : Nonexistant. Unused in standard game.
6E : 3    : Nonexistant. Unused in standard game.
6F : 6    : Nonexistant. Unused in standard game.
70 : 3    : Scroll layer 1. Parameters may indicate a direction, but this is unknown.
71 : 3    : Scroll layer 2. Parameters may indicate a direction, but this is unknown.
72 : 3    : Scroll layer 3. Parameters may indicate a direction, but this is unknown.
73 : 5    : Replace current map's tiles at A,B with the following D x C chunk, refresh immediately. Upper 2 bits of B determine the layer.
         : Note that the next bytes of size D x C are tile indexes in the tileset of the layer selected.
74 : 5    : Replace current map's tiles at A,B with the following D x C chunk, wait for command $75 to refresh. Upper 2 bits of B determine the layer.
         : Note that the next bytes of size D x C are tile indexes in the tileset of the layer selected.
75 : 1    : Refresh map after alteration.
76 : 3    : Nonexistant. Unused in standard game.
77 : 2    : Perform level averaging for character in slot A.
78 : 2    : Parameter is the object referenced. Enables pass-through objects for A. (This is the counterpart command to $36)
79 : 4    : Place party A on map B (where B is a word, valid range is B AND $01FF, not sure if any flags exist for the high bits).
7A : 5    : Change event trigger address for object A to B (where A is 1 byte, and B is 3 bytes). Allows NPC trigger events to be changed on the fly.
7B : 1    : Restore backup party (in $7E:055D) to active status.
7C : 2    : Enable event activation for object A if it contacts any party. Used in multi-party situations. If such an activation occurs, party is backed up
         : to RAM $7E:055D for later restoration.
7D : 2    : Disable event activation for object A if it contacts any party. Turns off the auto-switch action described above.
7E : 3    : Move characters to (A, B).
7F : 3    : Change actor in slot A to default name B.
80 : 2    : Add item A to inventory.
81 : 2    : Remove item A from inventory.
82 : 1    : Store party 1 as backup party (in $7E:055D). Used as a failsafe before 3 party situations.
83 : 1    : Nonexistant. Unknown/probably unused.
84 : 3    : Give GP to party. Parameter is 2-byte value to add.
85 : 3    : Take GP from party. Parameter is 2-byte value to subtract.
86 : 2    : Give esper A to party.
87 : 2    : Take esper A from party.
88 : 4    : Remove actor A's statuses B. B is a 16-bit bitfield of statuses, where a clear bit means to remove it (set bit means ignore it).
89 : 4    : Inflict actor A with statuses B. B is a 16-bit bitfield of statuses, where a set bit means to inflcit it (clear bit means ignore it).
8A : 4    : Toggle actor A's statuses B. B is a 16-bit bitfield of statuses, where a set bit means to flip it (clear bit means ignore it).
8B : 3    : Modify actor A's Hit Points. B is the amount, however, bit 0x80 tells it to subtract. The amount in 0x7F is a power of 2 to add/subtract.
         : So, for instance, 8B 01 04 would Add (high bit clear) to Locke (character 01) 16 HP (2^4). Clear as mud?
         : Caveats (1) if the parameter is 7F, it just sets the HP to maximum. (2) No matter how much is subtracted, it can't end up below 1 HP.
8C : 3    : Modify actor A's Magic Points. B is the amount, however, bit 0x80 tells it to subtract. The amount in 0x7F is a power of 2 to add/subtract.
         : This command appears to have been a copy/paste of the Hit Points, however, they did not code the powers of 2 part, so in reality, the only
         : thing this can do is set MP to max via the 7F second parameter. My Cure-Castin' Kid patch corrects this, permitting adding/subtracting of
         : MP just as with HP. Also note that there is no floor of 1 for MP.
8D : 2    : Remove all equipment for actor A.
8E : 1    : Invoke battle from monster-in-a-box data with current area's default background.
8F : 1    : Unlock all SwdTechs.
90 : 1    : Grant Sabin the Bum Rush.
91 : 1    : Pause for 15 units (unverified if a unit equals a frame, but it is likely)
92 : 1    : Pause for 30 units (unverified if a unit equals a frame, but it is likely)
93 : 1    : Pause for 45 units (unverified if a unit equals a frame, but it is likely)
94 : 1    : Pause for 60 units (unverified if a unit equals a frame, but it is likely)
95 : 1    : Pause for 120 units (unverified if a unit equals a frame, but it is likely)
96 : 1    : Restore screen from fade.
97 : 1    : Fade screen to black.
98 : 2    : Invoke name-change screen for actor A.
99 : 4    : Invoke party selection screen (A groups). Forced party members in bitfield B/C.
9A : 1    : Invoke Colisseum item selection screen.
9B : 2    : Invoke shop A.
9C : 2    : Place optimum equipment on actor A.
9D : 1    : Invoke final battle Order selection screen.
9E : 1    : Nonexistant. Unknown/probably unused.
9F : 1    : Nonexistant. Unknown/probably unused.
A0 : 6    : Set countdown timer. First two bytes are the number of units to set it to. Last 3 bytes AND $03FFFF are the address to jump to if timer expires.
         : Add $CA0000 to that address to get the actual event address. There are actually 4 timers that can run simultaneously. The selection of which timer
         : is made by setting those bits in the last 3 bytes AND $0C0000. So there are timers 0-3 (0 is most often used).
         : The uppermost nibble contains four flags regarding the timer, as such:
         : 0x80 - Countdown pauses while in menu or battle.
         : 0x40 - Digits for the countdown display while on the map. This must be enabled in layer 3 for the current location or it will be garbage.
         : 0x20 - Enables exit menu/battle on timer expiration.
         : 0x10 - Countdown will override game clock display in menu.
A1 : 2    : Reset timer A.
A2 : 1    : Unknown, but used, command.
A3 : 1    : Nonexistant. Unknown/probably unused.
A4 : 1    : Nonexistant. Unknown/probably unused.
A5 : 1    : Nonexistant. Unknown/probably unused.
A6 : 1    : Delete any rotating pyramids.
A7 : 2    : Create rotating pyramid over object A.
A8 : 1    : Show cutscene with floating continent soaring into the sky.
A9 : 1    : Show title screen.
AA : 1    : Show cutscene from into with Magiteks walking in snowfields.
AB : 1    : Show game loading screen.
AC : 1    : Unknown, but used, command.
AD : 1    : Show cutscene with world tearing apart.
AE : 1    : Show train ride out of Magitek Factory
AF : 1    : Invoke Colisseum battle
B0 : 2    : Execute following code A times (if A not $FF) or until button press (if $FF). Command $BC will detect a button press to break the loop.
B1 : 1    : End block of repeating commands.
B2 : 4    : Call subroutine. Address in parameter is offset from $CA0000.
B3 : 5    : Repeatedly call subroutine A times. First byte is number of times, last 3 bytes are the address, offset as above.
B4 : 2    : Pause for A units.
B5 : 2    : Pause for 15 * A units. Which begs the question of why they needed those other commands ($91-$95).
B6 : var. : Indexed branch based on prior dialogue selection (See notes about selections in $48 and $4B). The number of bytes following B6 will be 3 times
         : the number of selections, as each address is 3 bytes offset from $CA0000. Not a problem if you read in the dialogue messages, but it is a problem
         : if you get the WRONG message. In practice, there are always at least 2 and never more than 6 selection points.
B7 : 5    : If battle event bit ($7E:1DC9 + A/8) is set, branch to B (where B is a 3-byte event address as noted previously).
B8 : 2    : Set battle event bit ($7E:1DC9 + A/8).
B9 : 2    : Clear battle event bit ($7E:1DC9 + A/8).
BA : 2    : Not sure, may play ending CGI A, needs investigation.
BB : 1    : Not sure, something to do with the ending.
BC : 3    : Return from subroutine if event bit A AND $7FFF is clear/set (bit $8000 determines which). That is to say, A is a word value indicating which event
         : bit to check. Formula is $7E:1E80 + (A & $7FFF)/8.
BD : 4    : Pseudo-randomly jump to address 50% of the time. All three parameter bytes are the event offset to possibly jump to.
BE : var. : Case select. Call one subroutine based on status of Case Word stored at $7E:1EB4-5. Here's how to decode this:
         : Read first byte. This is the number of selections. Then, read 3 times that number of bytes. Each 3 bytes is an address (on $0FFFFF) and a Case Word
         : bit to check (on $F00000). If the bit is set, it calls the subroutine. Only one of the subroutines will be called (at most).
BF : 1    : Show cutscene with airship in the ending.
C0 : 6    : Conditional branch. First two parameter bytes are the ID of the event bit to check (A). Last 3 bytes are the address to jump to (B).
         : If A AND $8000, it checks if the bit is set, otherwise, it checks if the bit is clear.
C1 : 8    : Conditional branch. As above, but with 2 conditions (AND'ed together).
C2 : 10   : Conditional branch. As above, but with 3 conditions (AND'ed together).
C3 : 12   : Conditional branch. As above, but with 4 conditions (AND'ed together).
C4 : 14   : Conditional branch. As above, but with 5 conditions (AND'ed together).
C5 : 16   : Conditional branch. As above, but with 6 conditions (AND'ed together).
C6 : 18   : Conditional branch. As above, but with 7 conditions (AND'ed together).
C7 : 20   : Conditional branch. As above, but with 8 conditions (AND'ed together).
C8 : 6    : Conditional branch. Similar to the previous set, but actually this is the first of the ORs. Naturally, one OR is the same as one AND, so this
         : command, if it were ever used, would be exactly like $C0. Note that the high bit of each event bit is still whether it should be set or not.
C9 : 8    : Conditional branch. As above, but with 2 conditions (OR'ed together).
CA : 10   : Conditional branch. As above, but with 3 conditions (OR'ed together).
CB : 12   : Conditional branch. As above, but with 4 conditions (OR'ed together).
CC : 14   : Conditional branch. As above, but with 5 conditions (OR'ed together).
CD : 16   : Conditional branch. As above, but with 6 conditions (OR'ed together).
CE : 18   : Conditional branch. As above, but with 7 conditions (OR'ed together).
CF : 20   : Conditional branch. As above, but with 8 conditions (OR'ed together).
D0 : 2    : Set event bit $7E1E80 + A/8 (1st set)
D1 : 2    : Clear event bit $7E1E80 + A/8 (1st set)
D2 : 2    : Set event bit $7E1EA0 + A/8 (2nd set)
D3 : 2    : Clear event bit $7E1EA0 + A/8 (2nd set)
D4 : 2    : Set event bit $7E1EC0 + A/8 (3rd set)
D5 : 2    : Clear event bit $7E1EC0 + A/8 (3nd set)
D6 : 2    : Set event bit $7E1EE0 + A/8 (4th set)
D7 : 2    : Clear event bit $7E1EE0 + A/8 (4th set)
D8 : 2    : Set event bit $7E1F00 + A/8 (5th set)
D9 : 2    : Clear event bit $7E1F00 + A/8 (5th set)
DA : 2    : Set event bit $7E1F20 + A/8 (6th set)
DB : 2    : Clear event bit $7E1F20 + A/8 (6th set)
DC : 2    : Set event bit $7E1F40 + A/8 (7th set)
DD : 2    : Clear event bit $7E1F40 + A/8 (7th set)
DE : 1    : Load Case Word with characers in the active party
DF : 1    : Load Case Word with character that have been created (description is dubious, needs investigation)
E0 : 1    : Load CaseWord with the characters encountered so far (description is dubious, needs investigation)
E1 : 1    : Load CaseWord with the characters who are collected (excludes Veldt-jumped Gau)
E2 : 1    : Set bit in Case Word corresponding to the character in the lead of the active party
E3 : 1    : Load CaseWord with available characters (description is dubious, needs investigation)
E4 : 1    : Set CaseWord bit corresponding to the number of the currently active party
E5 : 1    : Unknown command
E6 : 1    : Unknown command
E7 : 2    : Show portrait for character A
E8 : 4    : Set word ($1FC2 + 2*A) to B, where A is the first byte and B is the word composed of the last 2 bytes.
E9 : 4    : Increment word ($1FC2 + 2*A) by B, where A is the first byte and B is the word composed of the last 2 bytes.
EA : 4    : Decrement word ($1FC2 + 2*A) by B, where A is the first byte and B is the word composed of the last 2 bytes.
EB : 4    : Compare word ($1FC2 + 2*A) to B, where A is the first byte and B is the word composed of the last 2 bytes.
         : This will set event bit $1A0 for equal to, $1A1 for greater than, $1A2 for less than.
EC : 1    : Unknown command
ED : 3    : Nonexistant. Unused in standard game.
EE : 1    : Unknown command
EF : 3    : Play song A with volume B. Song is actually A AND $7F. Bit 0x80 is unknown.
F0 : 2    : Play song A, full volume.
F1 : 3    : Fade in song A, with transition time B.
F2 : 2    : Fade out current song with transition time A.
F3 : 2    : Fade in previously faded out song with transition time A.
F4 : 2    : Play sound effect A.
F5 : 4    : Play sound effect A with transistion time B and speaker balance C ($80 is centered, values increase left to right).
F6 : 4    : Song tweaking, with various subcommands on first parameter.
F7 : 1    : End most recent loop of currently playing song.
F8 : 1    : Unknown command.
F9 : 2    : Pause execution until music passes through point A. (Needs investigation, I'm not sure how that actually works).
FA : 1    : Stop temporarily played song.
FB : 1    : Apply a special effect (echo?) to the currently playing sound effect.
FC : 1    : Unknown/probably unused command.
FD : 1    : Unknown/probably unused command.
FE : 1    : Return
FF : 1    : Return all?

So CE566 is 6B 05 30 08 07 40 F2 A0 44 31 00 44 32 00 44 33 00 44 34 00 31 84 C6 C8 00 FF with a return all in end.

I can use Zone Doctore to see event, but I still don't understand how to use characters attribut to the "if".


One question:
In sector A79d7 -> C0 A4 80 F4 79 00
It is a condition, what 1s 00 79 F4 ? C0 79 F4 or CA 79 f4 ?
  Find
Quote  

#13
Posts: 2,549
Threads: 98
Thanks Received: 147
Thanks Given: 159
Joined: Aug 2009
Reputation: 52
Status
Nattak\'d
(12-24-2023, 02:38 PM)Lepicé Wrote: So CE566 is 6B 05 30 08 07 40 F2 A0 44 31 00 44 32 00 44 33 00 44 34 00 31 84 C6 C8 00 FF with a return all in end.

I can use Zone Doctore to see event, but I still don't understand how to use characters attribut to the "if".


One question:
In sector A79d7 -> C0 A4 80 F4 79 00
It is a condition, what 1s 00 79 F4 ? C0 79 F4 or CA 79 f4 ?

I'm not sure I completely understand the question from your example there, but I can break down how the if statement works.

ex: C0 A4 80 F4 79 00
C0 is the conditional branch byte as the event command document calls it.
A4 is the event bit to check, in this case it is checking for the bit 0A4, which is checking if the player is in the WoR. You can find the event bit document on the wiki as well.
80 is checking if it is set. If it is 00 it would check if it is clear.
F4 79 00 is the offset to goto after it checks if the bit is set or clear. Here this offset is CA79F4.

So to sum it up, C0 A4 80 F4 79 00 is: check if event bit A4 is set, and if it is goto offset CA79F4, otherwise continue on to next.


We are born, live, die and then do the same thing over again.
Quote  

#14
Posts: 15
Threads: 1
Thanks Received: 0
Thanks Given: 1
Joined: Dec 2023
Reputation: 0
Status
None
CO for conditional branch
A4 for the event, but I see nothing for strenght, speed, stamina & magic power maybe 40 'assigne) but it seem otherwise.Sad
  Find
Quote  

#15
Posts: 2,549
Threads: 98
Thanks Received: 147
Thanks Given: 159
Joined: Aug 2009
Reputation: 52
Status
Nattak\'d
Ah yeah, there is no pre-existing event-code related for stats, that would have to be coded in assembly first and THEN used in the event code.
In other words, you'd need to code the custom command first, then apply it to one of the unused event commands so you could use it as a check via event code... I hope this makes sense, I'm definitely not the best to explain it because I am an assembly noob lol. But I know of similar approaches others have done utilizing event commands in tandem with assembly code to achieve things dealing with character stats and statuses etc.

So basically, you would code your custom 255 stat check in assembly, in C0 I'd imagine, and then use an unused event command from the General Actions' Jump Table at C098C4, and repoint it to your custom assembly code. You can tell which event commands are unused because they have a pointer of 1AB9, which points to an RTS.


We are born, live, die and then do the same thing over again.
Quote  

#16
Posts: 15
Threads: 1
Thanks Received: 0
Thanks Given: 1
Joined: Dec 2023
Reputation: 0
Status
None
Thanks.Smile

Ah maybe A07C (40) finaly have utility, there only a load and a save stats in strenght, speed, stamina & lmag power, the only change can be cuurent hp it seem:
https://datacrystal.romhacking.net/wiki/...acter_data

Just to know how to place 255...

Ok, I replaced command 66 (sector 9926) by sector d657 and then I do this:
Sector begin D6 57 : E2 20 B9 1A 16 C9 FF D0 0E B9 1C 16 C9 FF D0 07 B9 1D 16 C9 FF F0 01 60 C9 05 60.
C9 05 may be a sort of confirmation...

Something wrong It must select one per one what the 4 command have in stats and validate if one of them have. The four are 31 32 33 & 34 (1616 1617 1618 & 1617 with B9 or BD)...

I still can't understand how to do.Sad
Maybe I will try to activate set bit 6 when we reach the goal (47 B6).
  Find
Quote  

#17
Posts: 15
Threads: 1
Thanks Received: 0
Thanks Given: 1
Joined: Dec 2023
Reputation: 0
Status
None
Well:
Command 66 : E2 20 B9 1A 16 C9 FF D0 0E B9 1C 16 C9 FF D0 07 B9 1D 16 C9 FF F0 01 60 20 47 B6 60

My probably event : 31 66 FF 32 66 FF 33 66 FF 34 66 FF C0 A6 82 B3 5E

Activate bit 6 ...

Well, with & without 255 do the same thing all is removed.
I must find something else.

Ok I forgot the 4C 5C 9B jump on my 66 command...
  Find
Quote  

#18
Posts: 2,549
Threads: 98
Thanks Received: 147
Thanks Given: 159
Joined: Aug 2009
Reputation: 52
Status
Nattak\'d
Looks like you’re on the right path at least, fingers crossed (good luck) you get it working as intended!


We are born, live, die and then do the same thing over again.
Quote  

#19
Posts: 15
Threads: 1
Thanks Received: 0
Thanks Given: 1
Joined: Dec 2023
Reputation: 0
Status
None
I've almost reached the goal, I have made a set 0 bit in my command 66 after reach the 3 255 but when it comme to the script there is nothing else.

It finaly work, 
you just had to copy the hexa from the FE command

My 66 command is that:
20 AD 9D B9 1A 16 C9 FF D0 0D B9 1C 16 C9 FF D0 07 B9 1D 16 C9 FF F0 05 A9 02 4C 5C 9B A6 E8 BD C4 05 3A 9D C4 05 F0 12 BD F1 05 85 E5 BD F2 05 85 E6 BD F3 05 85 E7 4C 6D 9A A6 E8 CA CA CA 86 E8 BD 94 05 85 E5 BD 95 05 85 E6 BD 96 05 85 E7 A4 00 D0 09 AC 03 08 B9 7D 08 99 7C 08 4C 6D 9A 60

My changed script:
66 31 66 32 66 33 66 34 B2 00 00 26
  Find
Quote  

#20
Posts: 2,549
Threads: 98
Thanks Received: 147
Thanks Given: 159
Joined: Aug 2009
Reputation: 52
Status
Nattak\'d
(12-28-2023, 10:49 AM)Lepicé Wrote: I've almost reached the goal, I have made a set 0 bit in my command 66 after reach the 3 255 but when it comme to the script there is nothing else.

It finaly work, 
you just had to copy the hexa from the FE command

My 66 command is that:
20 AD 9D B9 1A 16 C9 FF D0 0D B9 1C 16 C9 FF D0 07 B9 1D 16 C9 FF F0 05 A9 02 4C 5C 9B A6 E8 BD C4 05 3A 9D C4 05 F0 12 BD F1 05 85 E5 BD F2 05 85 E6 BD F3 05 85 E7 4C 6D 9A A6 E8 CA CA CA 86 E8 BD 94 05 85 E5 BD 95 05 85 E6 BD 96 05 85 E7 A4 00 D0 09 AC 03 08 B9 7D 08 99 7C 08 4C 6D 9A 60

My changed script:
66 31 66 32 66 33 66 34 B2 00 00 26

Awesome! Good job. Victory


We are born, live, die and then do the same thing over again.
Quote  



Forum Jump:

Users browsing this thread: 1 Guest(s)


Theme by Madsiur2017Custom Graphics by JamesWhite