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Auroros

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Posts posted by Auroros

  1. Heya all, I recently tinkered with CirclesEverwhere randomizer, generally making it harder, and encountered a Fomortis with 128+ HP who, of course, died instantly due to having negative HP. (Which was a rather anticlimactic end to that run considering Lyon Nosfertanked the shit out of me with his capped defenses and 90+ hp lol)

    Anyway, I was wondering wether or not it is possible to increase the HP cap to 255, which, of course, would entail to cut the negative numbers off of them. Are those negatives used by the system to decrease HP? Does the game store negative HP and just check wether or not it is below zero? And if it is possible to increase the cap, an offset would be highly appreciated.

    Any Answers are appreciated. 

  2. What FE? Usually by just giving them a higher level Weapon, they will auto level their Weapon rank to be able to equip it, at least in the GBA FEs as long as they are on auto leveling in the Chapter unit editor.

    For Bosses and Player units, you have to check the Respective Character Editor.

     

  3. Okay, started Another Run today... And Skirmishes don't work at all in V 1.1

    They instead replay the original chapter. I assume this is a debug feature you forgot to take out?

    Also, you cannot run from Valni Tower Battles, but I assume this is tied to the bug mentioned above.

    And on another note, it maybe the seed (Celica), but my Valni 1 battle looked, besides the swordmaster replacing the Entombed, eerily similar to the standard Valni 1. Though, due to the lack of further Data, I don't know if it is thanks to the seed or another bug.  

  4. Bugs or weirdness I have encountered thus far in V 1.0 that weren't adressed in the recent Patch:

    Despoil says it creates Red Gems on proc; Instead creates any given Item in the Game. Might be intended, so disregard if it is.

    Revenants, Baels and Mauthedoogs, as well as their Promotions, can use the Divine Dragonstone, making them INCREDIBLY Powerful.

    Aura Seems to have a ridiculous spawn Rate on any Light magic user, yet I have to see one enemy with Divine. I get the feeling that you use in your randomisation two Auras and not a single divine. 

    Player units use wrong palettes; they seem to only use their base Class Palette instead of all that are applied to them. (Easily observable with unrandomized Colm, as his Rogue Promotion, at least, has a messy Palette) Might be Colm only Glitch with unrandomized thieves, by the way.

    V 1.1: Press Start on the title screen is messed up for me.

     

    Not sure if intended or not:

    Neither Purge nor Eclipse appears on Enemy Units.

    Bolting only appears on the Pupil Line. 

    No Enemy uses any Status Staves.

    Dancers that spawn with Shadowshot and drop an Item have two copies of that particular item.

    Rightful God is a Personal Skill for Player units (Colm With it is amazing, though.)

    For some Reason Pegasus Knights learn Rally Speed on LVL 20 instead of LVL 10 as all other classes do. 

    Ephraim, upon spawning on Eirika CH 15, comes with an extra steel lance instead of a completely Random item. This happens in Vanilla FE 8 as well. I believe something similiar happens to Eirika on Ephraim CH 15.

    A non Boss enemy on Valni 1 has Zero Movement.

     

     

    Balancing 

    All Monster Classes desperately need a second Skill in their Classes. They have all, besides Mauthedoogs, terrible stats to begin with, which need buffing, in my opinion, and some, especially Revenants, are borderline useless without a divine dragonstone. Soldiers need a serious buff as well.

    Some possible ideas, on the usual levels (01/00, 10/00, 20/5, 20/15), Warning, uses Fan translation names for skills, might need some balancing as well: 

    Revenant: Camaraderie, Renewal, Competetive, bane (Bane is still kinda useless because they have low skill anyway. The highest skill I have seen on enemy entombed is like 4 at level 13. Playing normal currently, but probably doesn't reach 15 on hard either way.) (Idea of the set is having constantly recovering units. 40% HP every turn is nothing to scoff at with their HP. Might need a slight def buff.)

    Mogall: Focus, Celerity, Dunno the Promoted Skills so I lack knowledge here what your plan with them is. (My Idea would be units that fight most of the time alone, as flying units do anyway. Celerity for enemies to get more use out of focus)

    Mauthe Doog: Flowing strike, Swallow strike, dunno the promoted Skill. (Quick and offensively geared set that has a strong player phase and a decent enemy phase)

    Bael: Dunno the promoted Skill, otherwise I suggest a Seal set (SKL, STR, DEF, SPD, in that order) (Speed Seal last because Speed is the most important stat in GBA FEs.)

    Direct Bonewalker: Patient Assurance, Pursuit, Vantage ,Lance Breaker (Defensive unit that hurts during enemy phase but has little presence on player Phase)

    Archer Bonewalker: Prescient Victory, Savage Blow (the 20+ Crit on attack one), Bowfaire, Acrobat (Dunno with the promoted Skills. Buffing GBA FE Archers with skills is kinda difficult since they suck. The Idea here is giving the Bonewalker archers some bonus during attack. Giving Snipers galeforce, BTW, is a decision I approve of.)

    Gargoyle: No Idea for a good set, gotta admit. Tantivity, Focus, Relief, Lancefaire, perhaps?

    Tarvos: Again, I haven't seen the promoted Skill. Intimidate is supportive, so maybe more Skills like that? Dunno where you are going with them.

    Cyclops: Dark breath, Pavise (If you give them only two skills. Otherwise I would add Open Fighter and Sword Breaker as the first and final skill respectively.)

    Gorgon: I have yet to see the Skill, so I have no Idea what you planned for them. Would go for Raven Strike as a good synergy with stone (LVL 15, though. 60+% hit with stone is pretty freaking good, imo) 

     

    I second the notion to switch Paragon and Dazzle for all the recruit classes.

    I would remove Speedseal from Mercenaries which make them, imo, op. Being able to reduce enemy speed that early in the game is extremely good and befitting of a promoted Skill. I'd replace it with defense seal, personally, which is a slight nerf but still very strong. (+ 6 Damage vs almost guaranteed *2 Damage)

    Enemies in Skirmishes are weirdly leveled due to the Class they are assigned in the battles by default (If you fixed this already, don't bother reading further). Which makes Hamill Canyon and the equivalent Map on Ephraims site the best Grinding maps in the game, as it is guaranteed to Spawn like 10 LVL 8-15 Promoted Enemies as well as the 3 intended LVL ca. 4 promoted Enemies. For Reference: The Vanilla Game intends to have the first three maps on every Route to only have unpromoted Enemies (Except for the odd Entombed boss), the next two three promoted enemies, the boss and two other enemies near the boss, Gorgon Map is fine, and Melkaen Coast and Ruins all promoted. Tower of Valni has only promoted Enemies as bosses for the first 5 Floors, Floor five with two bosses, Floor 6 Has a bunch of promoted, non Random enemies that don't have the random bit set. (I want to say they are the first Enemies of the map, scrolling through the enemies starting with the boss.) Floor 7 has on every plattform one promoted enemy. Floor 8 is all promoted.

    Canto+ is, imo, useless for most intents and purposes. I understand the Idea of having them on Rangers as a kiting unit, but since you are most likely approaching anyway, You get barely anything out of it and Enemies can't make use of it.

     

     

    Some Feature Requests/ Suggestions:

    An Option to increase enemy growths would be nice.

    An Option to reduce Demon kings Caps to the old USA (?) caps. (A Demon King with 40+10 Defense, 32 Speed and 40 Strength as well as full 120 HP is... not realistic to kill. Any unit that can use Luna, usually, is too slow to not get doubled, and can, I am pretty sure, never double that Demon King ordinarily unless massive Personal Skill shenanigans. And Will likely not have the stats to Live a single attack since squishy Mages. Perhaps only a team of Pupil 3 with Dazzle? ) Would be 30 for all stat caps. Which is still strong. 

    Having Mummy Bosses (Skirmish, Ruins and Tower Bosses) Having for each appearance a different personal skill.

    An Option for Completely random Skill Handout during Levelup.

     

    So, and after everything I wrote, Thank you for creating this. It has been really fun to replay FE8 in an interesting way. I have had a blast the last couple days with it and will be checking out your new version ^^ Finally being able to use Adlas plains for grinding purposes is really nice and finishing Valni for once will be fun as well. (As the Manaketes there were really difficult to deal with.) 

    And I hope I didn't sound rude at any point through this. 

    @Metakirby: Are you sure you didn't get it during the last prologue cutscene where Seth gives you a random item?

     

     

     

  5. Actually, chapter 10A fails because of Pirates/brigands (including Gonzales) using an AI that somehow fails after randomization. If you change their AI via Nightmare Editor to no AI or Generic AI, they will no longer lock up the game.

    Makes saving the village a cakewalk, unfortunately.

  6. The way your CFW will work is, that you will have your downgraded normal Firmware and your secondary "Custom firmware" (CFW). You have to keep your main Firmware at 9.8, but you can do everything online as long as your CFW is updated to the newest version and you use your CFW for that.

    NEVER upgrade your main Firmware (that, after downgrading, should be 9.8) to anything higher. Use your CFW thereafter for everything.

    Also, just as a tip, before updating your CFW to a version after 11.0 (which it will ask you to eventually when a new update is created by nintendo), make sure that it is safe to update by searching online first.

    Also, before you Downgrade, do you have a new 3ds or an old 3ds? A new 3ds has a small random chance to hard brick on you. (As in, Your firmware is entirely corrupted and I don't know right now if a hardmod could even save it anymore) Downgrading a new 3ds is quite risky and I would not recommend it.

  7. Well, I don't know japanese, so I don't know wether I can be of all that great help, but I'd be willing to proofread and playtest the translation (Currently only for White night Kingdom though)

    Also, where do I report mistakes / Typos / Textskips / untranslated Lines /other Weird Stuff?

    And Of course, because I didn't express my gratitude yet, thank you very much for your continued work and the effort to give this game the translation it deserves.

    I hope I can be of use.

  8. So does that mean...

    there is still hope we get all the content with little to no censoring with T rating?!

    Or did they butcher (a.k.a censor) major content from Senran Kagura BURST?

    I doubt they censored much of senran kagura. That game lives of Fan service.

    They apparently only removed character ages. read online only, can't confirm.

  9. Soooo wait a second... If...

    Nohr's hard --> Awakenings Lunatic...

    Awakenings lunatic+ --> Nohr's Lunatic (?)...

    Nohr's lunatic+ (if existing) --> Apotheosis (?)...?

    Dang...

    Oh, and just as a question: Is the transition from normal to hard a bit more lenient? I've had a hard time going from normal to hard in awakening (Mainly because I always do too much at once, though :/, though. Not benching all I don't want to currently use + getting all supports I want to get on that run - grinding = stupid :/).

    And would someone mind to compare difficulty from nohr normal to another title in the series? Like, say, New mystery's normal mode (When not lol !BeserkMU rofl stomping and teleskipping everything but still getting every optional objective.)? Because that game wasn't exactly hard, but not easy either and I want to have a rough estimate for what I will get myself into.

  10. Ugh, I still don't like the hot springs and think that they don't fit in at all. Especially because of the fact that the story would be serious this time.

    Mister, what would you love to do in between, you know, WAR?!

    Considering they are most of the time fighting, practicing, working, etc, I think it is rational for them to try to kick back.

    Besides, washing?

    feplus:

    How are they incentivized? a) It will most likely work just like it did in awakening anyway. Why would support level have any significant change on that? And on that matter, I am sure joker was speaking about speaking with your units in my castle without face rubbing.

    b) it's optional.

    c) If you don't like it and don't want to use it, consider it a challenge run. or play full-on-classic and don't deal with it. nobody is forcing you to waste your time in a way you don't like.

    And seriously, if you are already thinking of Apeotheosis (or however it is spelled), you are doing it wrong :/ And for that, just do without. Strategists are not required to fall back on everything the game offers. Or just swallow your pride and deal with it.

    BrightBow:

    Uh... no, since you need money and weapons in that game and money isn't just given away. It isn't optional. You are required to get money and weapons someway. Or accessing certain Gaiden Chapters.

    However, Face rubbing ≠ FE5 capture

    I would be seriously surprised if you need a certain amount of face rubs to reach chapter 8x or something, and you probably as well.

    Topazd: Well, yes, since you can just, you know, ignore the optional parts you don't like and focus on the stuff you like to do in the game.

    And it is not like face rubbing or my castle is 90% of the game. If 90% of the game is fanservice, I wouldn't bother with the game unless I am into fanservice. The game wouldn't qualify as a good strategy game anyway. Besides, if the remaining 10% are amazingly executed, would you still be annoyed by the fanservice?

    This game is not Fire emblem Infinite Fanservice. This is Fire emblem (what) if...?

    So, and Thanks shadow of chaos for the translation.

  11. Well, okay, Meg. She would actually be the only special case in the rule, methinks... I have played only Fe8, 10,12 and 13 so I am not entirely sure.

    oh and Brom fits in the same category as well. Not truly ugly, but physically speaking not the most attractive person. Okay, we have found exceptions to the standard rules.

    On fanservicy Armored units though, yeah somewhat troublesome. :/ though what exactly are the classes in FE 13 that give up protection for fanservice? If I remember correctly, great knights, Armor Knights and Generals had a lot of Armor. Cavaliers a bit less than their Male Counterparts at spots that barely matter (Shoulders and upper legs?), except of course if we look at that realistically, where we probably would need riding pants, and the lack of shoulder Pads are potential targets for archers, who at the same time would probably shoot in the characters face, killing them instantly because of the lack of helmet, where the missing shoulder pads wouldn't even factor in. Realistically speaking, the battlesprites for neither male nor female cavalier should differ, which would make sully and stahl just look like generics since both armors are stupid if the head is exposed.

    Besides, they probably wanted to make it look more feminine. Those shoulder Pads would look kinda weird if you are trying to convey a character that is female, at least in my opinion.

    Similar thing with Dragon riders and lords and Griffon rider. As Archer, the only Physical unit able to reach those shoulders without a problem, why would you aim at the shoulders if you can just Headshot them? The bare part of the legs is also pretty much out of range for everything.

    And Lancer would in all riding cases kill either the mount first, or gang up on the rider, get him off the mount and then, due to having lost balance and being in a fairly thick armor, the rider would be an easy kill, as long as the armor is heavy enough. Griffon rider might be able to recover, but everything else can be strangled to death at that point. And again, no helmet. Lance or sword in the face will due the job as well, not to forget the fall from the stead.

    While I think that the armor designs look partly ridiculous in awakening (Generic great knight, knight, general), I wouldn't say that female armored units are that worse protected, considering where realistic threads would be coming from, in my opinion.

    In game, Enemy Units attack only the upper body area/mounts anyway, so having a breastplate and some mount armor is in that universe good enough, apparently.

    ... making Vaike the most ill suited character in the game.

    Though, yeah, he is the exception, but truly, are the females, besides shoulders and upper legs which are hard for the enemy to reach anyway and said enemies would attack either with bow the head or with lance the mount, resulting in a quick kill, so differently from the males anyway? Is it even worth debating over this? Debating wether or not include a pants/noPants option?

  12. And to make a gender comparison, how would you men feel if they designed a shirtless knight character (so no chest plate either)? that IMO would be a male equivalent of Camilla's outfit.

    ^ Neither do I care lol

    This is a video game, not reality nor representation of reality. Nothing in it even matters for reality.

    Besides, didn't we have Vaike, who ran around shirtless with like an 8-pack? I would't call him attractive, personality wise, but he was most definitely drawn oversexualized since it is incredible stupid to be on a medieval-like battlefield without some sort of upper-body Protection and he was of course incredible muscular. Isn't that female fanservice? Are you truly telling me that he was designed for men because he has an 8-pack? Not for the average female that choses an attractive looking man over the ugly, but nice guy? I am not an Expert on medieval battlefields, but getting stabbed in the heart or head was probably not very uncommon, considering that they probably figured out as well that heads kinda are what makes you live, and striking the heart kinda makes them bleed to death, so shouldn't he wear at least a Breastplate, even if it hides his 8-pack?. Also, by the realism logic, shouldn't they all wear helmets as well? Or have short or Ponytailed Hair as well? Just imagine being in the thick of an fight and your hair gets in your face and you fail to see the incoming attack and die. Doesn't happen with short hair.

    To go even further with realism, shouldn't the DEF values be maxed out instantly because of the Designs for amours? In real life, there is no way for you to get so strong that someone with a knife can't hurt you, and the only thing protecting you would be your clothes/armor. So if fire emblem was realistic, wouldn't the DEF statistic vanish entirely or couldn't grow?

    The other way around:

    Isn't Vaike badass by taking blades to the stomach (and not getting hurt (if his DEF is high enough))?

    Isn't Camilla badass by not giving a single fuck about what others are thinking? (Besides, whats wrong with fanservy anyways, unless, of course, it is out of character, which I understand then. But otherwise...?)

    Even if both of them are dumb for having obvious weak spots, as well as the entire cast for not wearing helmets or at least some sort of head protection?

    Also, How come there are ugly guys, mostly on the enemy side though, but every female looking either beautiful or hot? Is there even a female with like a scar on her face? Or a Man in ANY fire emblem game that didn't look decent? Why is that? Because nobody, in a game, wants to play as ugly, fat or old guys. Or as an unattractive Woman for that matter. And Again, this goes both ways.

    If you dislike it, it is your personal taste. But don't sit there and complain that it was the worstest thing ever because they didn't wear pants and they should have had pants. The Designers chose the design. Let them choose what they like and state your opinion on it. Like it? good for you. Dislike it? good for you. I mean, what is it even with these Pants arguments? Most Women would beat you with a stick for telling them how they should dress. We have no indication that the characters dislike how they dress. Let them. What's this pants thing even? Why the hell does it matter if a character wears pants or not? Someone mind to explain?

    Also, what do you propose we do? Design the Characters the way you would like them to be? Include a pants/noPants and feet/noFeet options at the beginning of the game?

    So to make my stance clear:

    This is a game, realism has no place in the designs. Story and characters --> different issue

    Saying this game is more realistic if armor is not fanservy is wrong because then everybody should wear armor, and more importantly, helmets or head protection.

    Sexualized Characters go both ways.

    Designers design the way they want to design.

    we need an Feet/noFeet option

    And my favorite Character Designs are probably Felicia, Ryouma, Marx and Elise. I actually like them all, the chosen win barely though.

  13. I probably worded my first post poorly...

    Maybe to clarify: I am trying to edit the Units in the game. I am not trying to create more.

    The thing is that the Movement is not to be found within the chapter events, like, at all. I've searched through the events of Zaha Woods and I want to change the Reinforcement Group that spawns the three Skeletons. The turn events, which are the Reinforcement trigger, since I was able to edit when the Enemies spawn, lead to label 23, label23 leads to label43, then to 30 back to 43, and it ends there. No Movement. I can also edit their Starting location with the UNIT part... Or I could, If they were to be found there... The Nightmare module has them, though... And it can edit them, and they start differently and they start from the closest edge of the map, but they move directly to their old end location that I theorize to be probably designated to the Pointer of the UNITs. At least, as a complete and total Event assembler newb.

    Or I am really just not seeing the overly obvious. Code is here, only change from Vanilla is TurnBasedEvents, 2. trigger is from 2, 4 to 1, 5, which works just the way I want it to.

    Label33 should be the intro cutscene, Label 41 and 38 are L'arachel (Mid-battle and Ending scene), the labels with only a single unit should be opening scene as well. Skirmish labels are for skirmish and they all work, label 40 is endingscene.

    Do you have any Idea?

    
    //////////////////////////////////////////////////////////////////////
    //                                                                  //
    // Disassembled with Nintenlord's Event Assembler                   //
    // Version: 9.4.4459.38025                                          //
    // Game: FE8                                                        //
    // File: 1997 - Fire Emblem - The Sacred Stones (U)(TrashMan)-1.gba //
    // Offset: $9E8B20                                                  //
    //                                                                  //
    //////////////////////////////////////////////////////////////////////
    
    
    
    ORG $591F40
    label30:
    _0x1020 0x1
    _0x0220 0x2
    _0x0320 0x8
    _SETCONDITION 0x0 0xC 0x0
    FADU 16
    ENIF 0x0
    _0x1020 0x0
    ENDA
    
    label21:
    _0x1020 0x1
    _0x0220 0x2
    _0x0320 0x8
    _SETCONDITION2 0x0 0xC 0x0
    FADI 16
    ENIF 0x0
    _0x1020 0x0
    ENDA
    
    //The next line is for re-assembling purposes. Do not delete!
    MESSAGE Original ending offset is $591F88 and the new ending offset is CURRENTOFFSET
    
    ORG $591FD8
    label37:
    GOTO label21
    _0x2220
    _0x3E20
    _0x2220
    ENDA
    
    //The next line is for re-assembling purposes. Do not delete!
    MESSAGE Original ending offset is $591FF0 and the new ending offset is CURRENTOFFSET
    
    ORG $592104
    label28:
    _0x1020 0x4
    ASMC 0x85375
    ENDA
    
    //The next line is for re-assembling purposes. Do not delete!
    MESSAGE Original ending offset is $592114 and the new ending offset is CURRENTOFFSET
    
    ORG $8B4904
    Units1:
    UNIT 0x1 0x2 0x0 0x8 [5,2] 0b 0x0 0x0 0x0 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]
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    UNIT
    
    label33:
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    UNIT
    
    label34:
    UNIT 0xB7 0x4A 0x0 0xD [4,10] 0b 0x0 0x0 0x0 [0x4B,0x53,0x0,0x0] [0x0,0x3,0x0,0x0]
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    UNIT 0xAA 0x26 0x0 0x15 [7,9] 0b 0x0 0x0 0x0 [0x38,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAA 0x4E 0x0 0xD [6,7] 0b 0x0 0x0 0x0 [0x14,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
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    UNIT 0xAC 0xF 0x0 0x1D [6,11] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
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    label36:
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    label39:
    UNIT 0xC 0x26 0x0 0x8 [1,11] 0b 0x0 0x1 0x8B488C [0x38,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0]
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    //The next line is for re-assembling purposes. Do not delete!
    MESSAGE Original ending offset is $8B4C24 and the new ending offset is CURRENTOFFSET
    
    ORG $8B4CD8
    label38:
    UNIT 0x19 0x4B 0x1 0xB [13,0] 0b 0x0 0x1 0x8B48CC [0x4C,0x0,0x0,0x0] [0x0,0x0,0x0,0x0]
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    UNIT
    
    label40:
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    UNIT
    
    label41:
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    UNIT
    
    SkirmishUnitsAlly1:
    UNIT 0x2 0x7 0x1 0x50 [2,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
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    UNIT 0x2 0x7 0x1 0x50 [3,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x2 0x7 0x1 0x50 [4,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x2 0x7 0x1 0x50 [3,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x2 0x7 0x1 0x50 [1,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x2 0x7 0x1 0x50 [2,3] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
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    UNIT
    
    SkirmishUnitsEnemy1:
    UNIT 0x5F 0x54 0x0 0x45 [13,13] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
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    UNIT 0xAC 0x54 0x0 0x3D [13,12] 0b 0x0 0x0 0x0 [0x14,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xB3 0x9 0x0 0x2D [9,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [9,9] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [7,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [11,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
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    UNIT 0xB3 0x9 0x0 0x2D [1,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
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    UNIT 0xAC 0x2 0x0 0x2D [13,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
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    UNIT 0xAA 0x0 0x0 0x2D [12,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x12,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [9,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAB 0x1 0x0 0x2D [7,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
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    UNIT
    
    SkirmishUnitsAlly2:
    UNIT 0x2 0x7 0x1 0x50 [2,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
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    UNIT 0x2 0x7 0x1 0x50 [3,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x2 0x7 0x1 0x50 [4,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x2 0x7 0x1 0x50 [3,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x2 0x7 0x1 0x50 [1,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x2 0x7 0x1 0x50 [2,3] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x2 0x7 0x1 0x50 [0,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
    UNIT
    
    SkirmishUnitsEnemy2:
    UNIT 0x5F 0x53 0x0 0x45 [13,13] 0b 0x0 0x0 0x0 [0xAE,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAA 0x52 0x0 0x3D [12,12] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAA 0x52 0x0 0x3D [14,12] 0b 0x0 0x0 0x0 [0xAD,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xB3 0x9 0x0 0x2D [9,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [9,9] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [7,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [11,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAC 0x2 0x0 0x2D [9,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [3,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xB3 0x9 0x0 0x2D [1,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [3,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]
    UNIT 0xB3 0x9 0x0 0x2D [5,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [6,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [7,3] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [10,4] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x11,0xC,0x0]
    UNIT 0xAC 0x2 0x0 0x2D [13,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xB5 0x9 0x0 0x2D [13,8] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [12,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x12,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [9,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAB 0x1 0x0 0x2D [7,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [6,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT
    
    SkirmishUnitsAlly3:
    UNIT 0x2 0x7 0x1 0x50 [2,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x2 0x7 0x1 0x50 [1,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x2 0x7 0x1 0x50 [3,2] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x2 0x7 0x1 0x50 [4,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x2 0x7 0x1 0x50 [3,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x2 0x7 0x1 0x50 [1,0] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x2 0x7 0x1 0x50 [2,3] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
    UNIT 0x2 0x7 0x1 0x50 [0,1] 0b 0x0 0x0 0x0 [0x17,0x4,0x6D,0x0] [0x0,0x0,0x0,0x0]
    UNIT
    
    SkirmishUnitsEnemy3:
    UNIT 0x5F 0x58 0x0 0x45 [13,13] 0b 0x0 0x0 0x0 [0xAF,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xB0 0x58 0x0 0x3D [12,12] 0b 0x0 0x0 0x0 [0x8B,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xB0 0x58 0x0 0x3D [14,12] 0b 0x0 0x0 0x0 [0x8B,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xB3 0x9 0x0 0x2D [9,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [9,9] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [7,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [11,10] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAC 0x2 0x0 0x2D [9,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [3,11] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xB3 0x9 0x0 0x2D [1,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [3,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]
    UNIT 0xB3 0x9 0x0 0x2D [5,14] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [6,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [7,3] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x0,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [10,4] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x11,0xC,0x0]
    UNIT 0xAC 0x2 0x0 0x2D [13,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xB5 0x9 0x0 0x2D [13,8] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [12,5] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x12,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [9,6] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAB 0x1 0x0 0x2D [7,13] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT 0xAA 0x0 0x0 0x2D [6,7] 101b 0x0 0x0 0x0 [0x0,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
    UNIT
    
    //The next line is for re-assembling purposes. Do not delete!
    MESSAGE Original ending offset is $8B54F8 and the new ending offset is CURRENTOFFSET
    
    ORG $9E8A88
    TurnBasedEvents:
    TURN 0x0 label22 [2,0] 0x4
    TURN 0x0 label23 [1,5] 0x0
    TURN 0x8 label24 [1,255] 0x0
    AFEV
    
    CharacterBasedEvents:
    AFEV
    
    LocationBasedEvents:
    VILL 0x0 label25 [1,11] 0x10
    LOCA 0x0 [1,10] 0x20
    VILL 0x0 label26 [8,2] 0x10
    LOCA 0x0 [8,1] 0x20
    AFEV
    
    MiscBasedEvents:
    AFEV 0x3 EndingScene 0x6
    AREA 0x7 label27 [0,9] [14,14]
    AFEV 0x0 label28 0x65
    AFEV
    
    Dunno1:
    AFEV
    
    Dunno2:
    AFEV
    
    Dunno3:
    AFEV
    
    Tutorial:
    AFEV
    
    PointerList:
    POIN TurnBasedEvents
    POIN CharacterBasedEvents
    POIN LocationBasedEvents
    POIN MiscBasedEvents
    POIN Dunno1 Dunno2 Dunno3 Tutorial
    POIN Traps1 Traps2
    POIN Units1 Units1
    POIN SkirmishUnitsAlly1 SkirmishUnitsAlly2 SkirmishUnitsAlly3
    POIN SkirmishUnitsEnemy1 SkirmishUnitsEnemy2 SkirmishUnitsEnemy3
    POIN BeginningScene EndingScene
    
    //The next line is for re-assembling purposes. Do not delete!
    MESSAGE Original ending offset is $9E8B70 and the new ending offset is CURRENTOFFSET
    
    ORG $9ED9AF
    Traps1:
    ENDTRAP
    
    //The next line is for re-assembling purposes. Do not delete!
    MESSAGE Original ending offset is $9ED9B0 and the new ending offset is CURRENTOFFSET
    
    ORG $9EDEA0
    Traps2:
    ENDTRAP
    
    //The next line is for re-assembling purposes. Do not delete!
    MESSAGE Original ending offset is $9EDEA1 and the new ending offset is CURRENTOFFSET
    
    ORG $9EE0C0
    label35:
    _0x1927
    _SETCONDITION 0x0 0xC 0x0
    _GOTO_HELL
    ENIF 0x0
    ENDA
    
    //The next line is for re-assembling purposes. Do not delete!
    MESSAGE Original ending offset is $9EE0DC and the new ending offset is CURRENTOFFSET
    
    ORG $9EE1B8
    label44:
    _0x3325 0xFFFF
    _SETCONDITION 0x0 0xC 0x2
    GOTO label29
    ENIF 0x0
    ENDA
    
    label29:
    _0x1929
    _0x0620 0xC2
    _0x0221 0xFFFF
    _0x0228 0x7
    ENDB
    
    //The next line is for re-assembling purposes. Do not delete!
    MESSAGE Original ending offset is $9EE1E8 and the new ending offset is CURRENTOFFSET
    
    ORG $9EE274
    label43:
    _0x1020 0x4
    GOTO label30
    _0x0228 0x9
    _LOAD_WHATEVER 0x1
    ENUN
    _0x0220 0x9
    _0x1020 0x0
    ENDA
    
    //The next line is for re-assembling purposes. Do not delete!
    MESSAGE Original ending offset is $9EE29C and the new ending offset is CURRENTOFFSET
    
    ORG $9EE2C4
    label32:
    _0x0320 0x8
    _SETCONDITION2 0x80BD 0xC 0x0
    FADI 16
    ENIF 0x80BD
    TEXTSTART
    _0x2220
    FADU 16
    ENDA
    
    label31:
    _0x0320 0x8
    _SETCONDITION2 0x80D2 0xC 0x0
    FADI 16
    ENIF 0x80D2
    _0x1A21
    _0x2140 0xFFFF 0x0 0x0
    FADU 16
    ENDA
    
    label42:
    GOTO label31
    _0x0620 0x32
    TEXTSHOW 0xFFFF
    TEXTEND
    GOTO label32
    ENDA
    
    //The next line is for re-assembling purposes. Do not delete!
    MESSAGE Original ending offset is $9EE330 and the new ending offset is CURRENTOFFSET
    
    ORG $9F17A4
    BeginningScene:
    _LOAD2 0x1 label33
    ENUN
    MUS1 0x52
    CUMO 0x1
    STAL 60
    CURE
    _SETVAL 0x2 0x23
    GOTO label31
    TEXTSHOW 0x9A3
    TEXTEND
    REMA
    FADI 16
    _0x2220
    _LOAD1 0x1 label34
    ENUN
    FADU 16
    MUS1 0x25
    CUMO 0x1
    STAL 60
    CURE
    TEXTSTART
    TEXTSHOW 0x9A4
    TEXTEND
    REMA
    FADI 16
    _0x2620 0xE00
    FADU 16
    MUNO
    CUMO [1,11]
    STAL 60
    CURE
    _SETVAL 0x2 0x2
    GOTO label31
    TEXTSHOW 0x9A5
    TEXTEND
    REMA
    MUSI
    _SETVAL 0x2 0x89F1C60
    GOTO label35
    FADI 16
    _0x2220
    _0x2620 0x0
    FADU 16
    _LOAD1 0x1 label36
    ENUN
    CUMO 0x13
    STAL 60
    CURE
    TEXTSTART
    TEXTSHOW 0x9A6
    TEXTEND
    REMA
    _SETVAL 0xB 0x6000B
    MOVE 0xFFFE [9,3]
    ENUN
    CUMO 0x13
    STAL 60
    CURE
    TEXTSTART
    TEXTSHOW 0x9A7
    TEXTEND
    REMA
    _SETVAL 0xD 0x0
    _SETVAL 0x1 0x0
    _SAVEFORBATTLE
    _SETVAL 0x1 0x10000
    _SAVEFORBATTLE
    _SETVAL 0x1 0xFFFFFFFF
    _SAVEFORBATTLE
    _SETVAL 0xB 0x30009
    FIG1 0x13 0xFFFF 0x3F
    _SETVAL 0xB 0x30009
    _0x342D 0xFFFE
    _0x342E 0xFFFE
    _SETVAL 0x2 0x89F1C80
    GOTO label35
    CUMO 0x1
    STAL 60
    CURE
    TEXTSTART
    TEXTSHOW 0x9A8
    TEXTEND
    REMA
    _SETVAL 0x2 0x89F1CA4
    GOTO label35
    GOTO label37
    _0x2620 0x0
    FADU 16
    MUS1 0x9
    CUMO 0x13
    STAL 60
    CURE
    TEXTSTART
    TEXTSHOW 0x9A9
    TEXTEND
    REMA
    _SETVAL 0x2 0x89F1CC4
    GOTO label35
    _0x0229 0x8
    _0x0228 0x7
    ENDA
    
    label22:
    CAM1 [7,0]
    STAL 15
    _LOAD1 0x1 label38
    ENUN
    MUS1 0x2A
    CUMO 0x19
    STAL 60
    CURE
    TEXTSTART
    TEXTSHOW 0x9AC
    TEXTEND
    REMA
    _MOVE 0x18 0x19 [15,2]
    _MOVE 0x18 0x1A [15,1]
    _MOVE 0x18 0x1C [15,1]
    ENUN
    _0x342B 0x0
    _0x0228 0x7
    ENDA
    
    EndingScene:
    MUS1 0x31
    _0x3320 0xC
    _SETCONDITION2 0xA 0xC 0x0
    _SETVAL 0x2 0x2
    GOTO label31
    _0x3322 0x13
    _SETCONDITION 0x0 0xC 0x0
    _SETVAL 0x2 0x9AD
    ELSE 0x1
    ENIF 0x0
    _SETVAL 0x2 0x9AE
    ENIF 0x1
    TEXTSHOW 0xFFFF
    TEXTEND
    REMA
    FADI 16
    _LOAD1 0x1 label39
    ENUN
    ENIF 0xA
    MUS1 0x32
    _SETVAL 0x2 0x18
    GOTO label31
    _0x3322 0x13
    _SETCONDITION 0xB 0xC 0x0
    _0x3322 0xC
    _SETCONDITION 0xB 0xC 0x0
    _SETVAL 0x2 0x9AF
    ELSE 0xC
    ENIF 0xB
    _SETVAL 0x2 0x9B0
    ENIF 0xC
    TEXTSHOW 0xFFFF
    TEXTEND
    REMA
    FADI 16
    _0x1324 0x7FFF
    _0x2220
    CAM1 [7,7]
    _0x342A 0x0
    _0x342C 0x0
    _0x342B 0x0
    _LOAD2 0x1 label40
    ENUN
    FADU 16
    _LOAD1 0x1 label41
    ENUN
    MUS1 0x2A
    CUMO 0x19
    STAL 60
    CURE
    _SETVAL 0x2 0x18
    GOTO label31
    TEXTSHOW 0x9B1
    TEXTEND
    REMA
    _0x0229 0xD2
    _0x0229 0xBB
    _0x0229 0xBE
    _0x0229 0xBF
    _0x0229 0xE6
    _0x0229 0xCD
    MNCH 0x6
    ENDA
    
    label25:
    MUS2 0x30
    STAL 33
    _0x2E21
    _SETVAL 0x7 0x13
    _SETCONDITION 0x0 0xC 0x7
    _SETVAL 0x7 0x1
    _SETCONDITION 0x1 0xC 0x7
    _SETVAL 0x2 0x2
    _SETVAL 0x3 0x9B4
    GOTO label42
    ELSE 0x2
    ENIF 0x0
    _SETVAL 0x2 0x2
    _SETVAL 0x3 0x9B2
    GOTO label42
    ELSE 0x2
    ENIF 0x1
    _SETVAL 0x2 0x2
    _SETVAL 0x3 0x9B3
    GOTO label42
    ENIF 0x2
    MURE 0x4
    _LOAD1 0x1 label39
    ENUN
    _0x0228 0x7
    ENDA
    
    label26:
    MUNO
    _SETVAL 0x2 0x2
    _SETVAL 0x3 0x9B5
    GOTO label42
    MUSI
    GOTO label30
    _SETVAL 0x3 0x1F
    _GIVEITEMTO 0xFFFF
    _0x0228 0x7
    ENDA
    
    label23:
    _SETVAL 0x2 0x88B4C88
    GOTO label43
    _0x0228 0x7
    ENDA
    
    label27:
    _SETVAL 0x2 0x0
    GOTO label44
    _0x0221 0x8
    _0x0228 0x7
    ENDA
    
    label24:
    _SETVAL 0x2 0x88B4C24
    GOTO label43
    _0x0228 0x7
    ENDA
    
    //The next line is for re-assembling purposes. Do not delete!
    MESSAGE Original ending offset is $9F1C60 and the new ending offset is CURRENTOFFSET
     

    (I may have worded the name of the thread badly as well. If the mods deem this to be, could you be so kind to name it to something more appropriate, please? English is not my natural language and I am fairly new to creating threads, so I may have ended up with a misleading or bad thread name...)

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