laqieer Posted February 15, 2014 Share Posted February 15, 2014 I would like to change a unit's affiliation but don't know how to use the command CUSI correctly. I have read this: CUSI, 0x65, 12, -game:FE7 -indexMode:8 Character, 4, 2 Affiliation, 8, 2 And then I wrote this: CUSI, 0x65, 12, -game:FE7 -indexMode:8 Wallace, 4, 2 NPC, 8, 2 However,it didn't work.What's the problem?I'd appreciate it if anyone can help me. Quote Link to comment Share on other sites More sharing options...
Agro Posted February 15, 2014 Share Posted February 15, 2014 Good god, where are you getting that from? Also, can you please show us the whole script, rather than just a few lines? Quote Link to comment Share on other sites More sharing options...
laqieer Posted February 15, 2014 Share Posted February 15, 2014 It can be found in "Event assembler\Language raws\Units\Change affiliation.txt" My script which are associated with the problem: Character_events: CharacterEvent(0x10,Lyn_tTalkToWallace,Lyn_t,Wallace) END_MAIN Lyn_tTalkToWallace: ScrollText(0x133E) CUSI, 0x65, 12, -game:FE7 -indexMode:8 Wallace, 4, 2 NPC, 8, 2 ITGM BraveBowENDA ======================== Test Result: After the text was shown,the game reseted. And then I modify it to this: ---------------------------------------- Lyn_tTalkToWallace:ScrollText(0x133E)ITGM BraveBowENDA ------------------------------------------- Test Result:It worked without any bugs.(Of course the Wallace's affiliation didn't change= =) ============================================= The Whole Script: //Made by markyjoe1990 of Youtube//Modified by Nintenlord #define DISABLE_TUTORIALS#include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0xD80000Pointers:POIN Turn_eventsPOIN Character_eventsPOIN Location_eventsPOIN Misc_eventsPOIN TrapData TrapDataPOIN Bad Bad Bad BadPOIN Good Good Good GoodPOIN Opening_event Ending_event Bad:UNIT Good:UNIT Turn_events:OpeningTurnEvent(Opening_event)END_MAIN Character_events:CharacterEvent(0x10,Lyn_tTalkToWallace,Lyn_t,Wallace)END_MAIN Location_events:Seize(9,9)END_MAIN Misc_events:CauseGameOverIfLordDiesEND_MAIN Opening_event:OOBBLOU1 LordLOU1 BossLOU1 EnemiesENDA Ending_event:MoveToChapter(Final_pt1)ENDA Lord:UNIT Lyn_t Sniper_F Lyn_t Level(1,Ally,False) [19,19] [19,19] [EmblemBow,Rienfleche,Longbow,Vulnerary] NoAIUNIT Empty Boss:UNIT Lyn BladeLord Lyn Level(20,Enemy,False) [9,9] [9,9] [RuneSword,WoDao,KillerBow,Elixir] GuardTileUNIT Empty Enemies:UNIT Rebecca Sniper_F Lyn Level(5,Enemy,True) [0,19] [0,19] [EmblemBow] AttackInRangeUNIT Dart Berserker Lyn Level(10,Enemy,True) [2,19] [2,19] [KillerAxe] PursueWithoutHeedUNIT Nino Sage_F Lyn Level(4,Enemy,True) [2,19] [2,16] [bolting,Physic] HealUnitsUNIT Farina FalcoKnight Lyn Level(10,Enemy,True) [9,8] [16,16] [silverSpear] PursueWithoutHeedUNIT Fiora FalcoKnight Lyn Level(10,Enemy,True) [9,8] [3,14] [braveSpear] PursueWithoutHeedUNIT Jaffar Assassin Lyn Level(18,Enemy,True) [2,19] [1,8] [KillingEdge] PursueWithoutHeedUNIT Wallace General Lyn Level(5,NPC,True) [19,4] [16,2] [Javelin] GuardUNIT MorphDarin General Lyn Level(20,Enemy,True) [3,2] [3,2] [RexHasta] GuardUNIT Sonia Sage_F Lyn Level(15,Enemy,True) [3,14] [3,14] [Fimbulvetr] GuardUNIT Limstella UberSage Lyn Level(18,Enemy,True) [14,14] [14,14] [Fimbulvetr,Physic] HealUnitsUNIT MorphLloyd Swordmaster Lyn Level(20,Enemy,True) [14,4] [14,4] [RegalBlade] GuardUNIT MorphLinus Hero Lyn Level(20,Enemy,True) [13,4] [13,4] [Tomahawk,BraveSword] GuardUNIT MorphUrsula Valkyrie Lyn Level(20,Enemy,True) [5,4] [5,4] [Excalibur,Fortify] HealUnitsUNIT Nergal DarkDruid Lyn Level(20,Enemy,True) [5,12] [5,12] [Ereshkigal] GuardUNIT Lyn_tTalkToWallace:ScrollText(0x133E)ITGM BraveBowENDA TrapData:FIRE [8,10] 0x0 [1,1]FIRE [9,10] 0x0 [1,1]FIRE [9,11] 0x0 [1,1]FIRE [9,12] 0x0 [1,1]GAST [1,16] 0x2 [1,1]GAST [16,16] 0x3 [1,1]GAST [16,2] 0x2 [1,1]GAST [3,2] 0x1 [1,1]GAST [3,14] 0x3 [1,1]GAST [15,2] 0x2 [1,1]GAST [14,14] 0x0 [1,1]GAST [14,4] 0x2 [1,1]GAST [5,4] 0x1 [1,1]GAST [9,8] 0x2 [1,1]BLST [0,0] 0x34 //Normal BallistaBLST [0,19] 0x36 //Killer BallistaBLST [19,0] 0x35 //Iron BallistaBLST [19,19] 0x34 //Second Normal BallistaENDTRAP //BallistaData: //BLST//ALIGN 4 MESSAGE Events end at offset currentOffset//The map for this chapter is at offset: 0xD00000 =========================== It is so long that I don't think you are interested in it,so I only show a few lines which I think are incorrect before.Sorry~~ Quote Link to comment Share on other sites More sharing options...
Baldrick Posted February 15, 2014 Share Posted February 15, 2014 Try using TurnNPC(Wallace) instead. The EA standard library has the codes/macros you want to use. Quote Link to comment Share on other sites More sharing options...
laqieer Posted February 16, 2014 Share Posted February 16, 2014 (edited) Thanks a lot.I have found the macro in the "Unit Helpers.txt". I just searched for the word "affiliation" instead of "side" before so I found nothing>_< Edited February 16, 2014 by laqieer Quote Link to comment Share on other sites More sharing options...
Solum Posted February 17, 2014 Share Posted February 17, 2014 I think you need to check for a player unit; the way it is now it will trigger for any unit, including enemies. Try something like this: IFAT 0x1 0x7A2F1 (Checks for a player unit; will skip to ENIF 0x1 if it is) ENUF 0x(EventID) (otherwise, reset the event ID) ELSE 0x2 ENIF 0x1 (Stuff to do if a player unit steps in) ENIF 0x2 You need to use IFAT because FE7 conditionals suck. Up ! It worked for me. I just failed typing the Name of the event. Well thank you very much ! I'll keep this in my pocket since i'll use it MUCH ! =) Quote Link to comment Share on other sites More sharing options...
ghast Posted February 18, 2014 Share Posted February 18, 2014 Hello all, so I went back on my prologue trying to insert a bunch of opening events like a typical prologue. Anyway I got this error here's the code //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0xD80000 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN TrapData TrapData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Good: UNIT Lyn_t LynLord 0x00 Level(1, Ally, 0) [3,8] [3,8] [ManiKatti, Vulnerary] NoAI UNIT Eliwood EliwoodLord Lyn_t Level(1, Ally, 0) [3,0] [3,0] [Rapier, Vulnerary] NoAI UNIT Bad: UNIT Batta Brigand Eliwood Level(3, Enemy, 0) [12,2] [12,2] [ironAxe] Guard UNIT Bandit Brigand Eliwood Level(2, Enemy, 0) [5,3] [5,3] [ironAxe] AttackInRange UNIT Bandit Brigand Eliwood Level(1, Enemy, 0) [5,7] [5,7] [ironAxe] AttackInRange UNIT Bandit Archer 0x00 Level(4, Enemy, 0) [8,8] [8,8] [ironBow] AttackInRange UNIT Bandit Mercenary 0x00 Level(1, Enemy, 0) [10,3] [10,3] [ironSword]Guard UNIT Turn_events: TURN 0x00 Opening_event [01, 00] 0x0 0x00 TURN 0x00 Turn1 [02, 00] 0x0 0x00 END_MAIN Character_events: CHAR 0x05 EliwoodLyn Eliwood Lyn_t $00000000 END_MAIN Location_events: Village(0x06,Village1,5,2) House(0x07,House2,1,6) House(0x08,House3,11,7) Door(9,2) Seize(12,2) END_MAIN Misc_events: DefeatBoss(Ending_event) CauseGameOverIfLordDies AREA 0x09 RedGemArea [11,0] [11,0] END_MAIN Opening_event: FAWI 10 BACG 0x5B FAWU 10 TEX1 0x0800 SOUN 0x2E9 MORETEXT 0x801 SOUN 0x2EA MORETEXT 0x802 SOUN 0x2ED REMA FAWI 10 LOU1 YoungBramCassander ENUN LOMA 0x2F [7,6] MOVENEXTTO Elbert Zephiel TEX1 0x803 REMA FAWI 10 OOBB CURF [12,2] STAL 20 FADI 10 BACG 0x0D FADU 10 MUS1 0x0012 TEX1 0x0816 REMA LOU1 Good ENUN LOU1 Bad ENUN ENDA Turn1: MUS1 0x0042 TEX1 0x0813 REMA ENDA Ending_event: MNCH 0x01 ENDA EliwoodLyn: MUS1 0x0044 TEX1 0x0815 REMA ENDA Village1: FADI 10 BACG 0x01 FADU 10 TEX1 0x0814 REMA ITGV Vulnerary ENDA House2: FADI 10 BACG 0x01 FADU 10 TEX1 0x0817 REMA ENDA House3: FADI 10 BACG 0x01 FADU 10 TEX1 0x0818 REMA ITGV DoorKey ENDA RedGemArea: ITGV RedGem REMA ENDA TrapData: ENDTRAP //Manual Movement //Units YoungBramCassander: UNIT 0x7A Prince Lyn_t Level(1, Ally, 0) [7,6] [7,6] [ironSword] NoAI // its a unit problem, so is the issue around here? UNIT 0x7B Paladin Lyn_t Level(1, Ally, 0) [7,3] [7,3] [silverSword] NoAI UNIT MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? Quote Link to comment Share on other sites More sharing options...
CT075 Posted February 18, 2014 Author Share Posted February 18, 2014 put ALIGN 4 after ENDTRAP Quote Link to comment Share on other sites More sharing options...
ghast Posted February 18, 2014 Share Posted February 18, 2014 Ah! thanks Quote Link to comment Share on other sites More sharing options...
blyegg Posted February 19, 2014 Share Posted February 19, 2014 How many units can you load overall using E Assembler? IIRC, it was 50 overall, but someone said it could be more... I don't even know anymore... Quote Link to comment Share on other sites More sharing options...
CT075 Posted February 19, 2014 Author Share Posted February 19, 2014 from hextator's doc Player 1 slot 1 0202BD50 Enemy/Player 3 slot 1 0202CEC0 0x0202CEC0 - 0x0202BD50 = 0x1170 bytes between size of the unit struct is 0x48 bytes 0x1170 / 0x48 = 0x3E = 62 entries i haven't run the exact calculations for enemy/npc slots but that should be about the number of units per affiliation you can have i would recommend you steer clear of having 183 units on the map, though Quote Link to comment Share on other sites More sharing options...
Klokinator Posted February 27, 2014 Share Posted February 27, 2014 (edited) I need help with Kenneth's map. I want to alter the conditions for Harken/Karel to show up so that they appear on turn 4, not turn 10. http://puu.sh/7cOCL.txt What part of the events here is what I want to edit? Edited February 27, 2014 by Klok Quote Link to comment Share on other sites More sharing options...
Agro Posted February 27, 2014 Share Posted February 27, 2014 TURN 0x0 label21 [10,0] 0x0 0x0 Probably this line? (change the 10 to a 4) Quote Link to comment Share on other sites More sharing options...
Klokinator Posted February 27, 2014 Share Posted February 27, 2014 Oh, awesome! I thought that was for coordinates. Thanks. Quote Link to comment Share on other sites More sharing options...
Darkelont Posted February 28, 2014 Share Posted February 28, 2014 (edited) Ok i'm so bad at this, but i want to post my question anyway xD Mh i don't know what to do, i've got 3 problems (I'm new in the "fire emblem hacking world"): - Rebecca doesn't appear - When Lyn move anywhere the game crushes or restarts - When it's time to reinforcements (Druid hector) to come the game crushes. Here's the script, warning: there will be a lot of errors, i'm sure. Ah, i tried to do the things that Arch did in his video tutorial... If i did anything wrong in posting this please tell me! Another thing, the 2nd question in the first post says "- Have you tried disassembling a chapter from the vanilla game to see how it's done?" yes, i tried, but can't understand what is exactly writed. Sorry. Oh, the Script: //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,ThisChapter) ORG 0x01000210 ThisChapter: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT Rebecca Archsage 0x00 Level(8,Enemy,True) [2,2] [2,2] [bolting] [0x00,0x00,0x00,0x00] UNIT Empty Good: UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [27,24] [24,26] [Elixir] [0x00,0x00,0x00,0x00] UNIT Empty Reinforcements: UNIT Hector Druid_F 0x00 Level(1,NPC,False) [15,27] [15,26] [Flux] [0x00,0x00,0x00,0x00] Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN 0x00 Turn2 [02,00] 0x0 0x00 ENDA Character_events: ENDA Location_events: ENDA Misc_events: CauseGameOverIfLordDies ENDA Opening_event: LOU1 Good OOBB ENUN ENDA Turn2: LOU1 Reinforcements ENUN TEX1 0x800 REMA ENDA Ending_event: //MNCH 0x?? //STAL 1 //_0x1 ENDA BallistaData: BLST MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: 1000240 Edited February 28, 2014 by Darkelont Quote Link to comment Share on other sites More sharing options...
jjl2357 Posted February 28, 2014 Share Posted February 28, 2014 (edited) 1) You didn't LOU1 Bad, so Rebecca won't appear unless you do that. 2) You forgot UNIT Empty after Hector, that's probably why the game crashes. 2.5) If that doesn't fix the crash, make sure Hector actually is able to make his way to where he needs to go after being loaded. Not sure what's causing Lyn to crash, but try those fixes first and see if that clears up the problem. Edited February 28, 2014 by jjl2357 Quote Link to comment Share on other sites More sharing options...
Darkelont Posted February 28, 2014 Share Posted February 28, 2014 Ohoh, Hector and Rebecca have appeared! Thanks! But there is still a problem, the game crash or restarts when i try to move Lyn or when Rebecca moves. I changed the AI of Rebecca and now she can't move, but how can i make the game not crash any time i move Lyn? Quote Link to comment Share on other sites More sharing options...
Agro Posted February 28, 2014 Share Posted February 28, 2014 What do you mean "move"? Do you mean move through events or move through gameplay? It's not in your events so I assume you mean gameplay, which means that it's probably got nothing to do with events. Have you changed anything else? Map sprites, etc.? Quote Link to comment Share on other sites More sharing options...
Darkelont Posted March 1, 2014 Share Posted March 1, 2014 What do you mean "move"? Do you mean move through events or move through gameplay? It's not in your events so I assume you mean gameplay, which means that it's probably got nothing to do with events. Have you changed anything else? Map sprites, etc.? When any character (Yes, this happens when you move your units, but if a NPC or an enemy moves it happens anyway) moves by gameplay, the game crashes. I changed the map... I'll try to do the events on another clean rom without any map modified... Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 1, 2014 Author Share Posted March 1, 2014 (edited) it's actually quite a simple solution // -----SNIP----- Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN 0x00 Turn2 [02,00] 0x0 0x00 //ENDA TURN //--------------------------------------------- Character_events: //ENDA CHAR //--------------------------------------------- Location_events: //ENDA LOCA //--------------------------------------------- Misc_events: CauseGameOverIfLordDies //ENDA AFEV //--------------------------------------------- // SNIP right now when anything moves it's trying to process an AREA event (which doesn't exist) that consists of the data of a bunch of ENDA's (which doesn't actually mean anything) Edited March 1, 2014 by CT075 Quote Link to comment Share on other sites More sharing options...
Darkelont Posted March 1, 2014 Share Posted March 1, 2014 it's actually quite a simple solution right now when anything moves it's trying to process an AREA event (which doesn't exist) that consists of the data of a bunch of ENDA's (which doesn't actually mean anything) Now it works! Thaaaaaanks!! Quote Link to comment Share on other sites More sharing options...
Shamison Posted March 2, 2014 Share Posted March 2, 2014 Having a problem. Error Message: 35 Errors occured. File PVZ EVENTS.txt line 100 column 1:Code LOU1's offset $D8030E is divisible by 4 ... it goes on with a couple other things like ENUN and ENDA but all the divisible by 4 thing. Code: //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0xD80000 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN TrapData TrapData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT Batta Brigand 0x00 Level(1,Enemy,False) [07,01] [07,01] [Vulnerary] [0x00,0x03,0x00,0x20] Good: UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [3,13] [3,13] [Mine,LightRune,IronBow, WhiteGem] [0x00,0x00,0x00,0x00] UNIT Wil Archer 0x03 Level(2,Ally,False) [7,9] [7,9] [Vulnerary] [0x00,0x00,0x00,0x00] UNIT Sain Archer 0x03 Level(2,Ally,False) [7,15] [7,15] [Vulnerary] [0x00,0x00,0x00,0x00] UNIT Wallace Soldier 0x03 Level(3,Ally,False) [11,12] [11,12] [blueGem] [0x00,0x00,0x00,0x00] Good2: UNIT Kent Soldier 0x03 Level(2,Ally,False) [9,11] [9,11] [Vulnerary] [0x00,0x00,0x00,0x00] UNIT Marcus Soldier 0x03 Level(1,Ally,False) [9,13] [9,13] [Vulnerary] [0x00,0x00,0x00,0x00] UNIT Wave1: UNIT Bandit Brigand 0x87 Level(1,Enemy,False)[15,11] [15,11] [blueGem] [0x00,0x04,0x01,0x00] UNIT Bandit Brigand 0x87 Level(1,Enemy,False)[15,12] [15,12] [Vulnerary] [0x00,0x04,0x01,0x00] UNIT Bandit Brigand 0x87 Level(1,Enemy,False)[15,13][15,13] [blueGem] [0x00,0x04,0x01,0x00] UNIT Wave2: UNIT Bandit Brigand 0x87 Level(1,Enemy,False)[15,11] [15,11] [blueGem] [0x00,0x04,0x01,0x00] UNIT Bandit Brigand 0x87 Level(1,Enemy,False)[15,12] [15,12] [blueGem] [0x00,0x04,0x01,0x00] UNIT Bandit Brigand 0x87 Level(1,Enemy,False)[15,13] [15,13] [Vulnerary] [0x00,0x04,0x01,0x00] UNIT Wave3: UNIT Bandit Brigand 0x87 Level(1,Enemy,False)[15,10] [15,10] [Vulnerary] [0x00,0x04,0x01,0x00] UNIT Bandit Brigand 0x87 Level(1,Enemy,False)[15,11] [15,11] [blueGem] [0x00,0x04,0x01,0x00] UNIT Bandit Brigand 0x87 Level(1,Enemy,False)[15,12] [15,12] [blueGem] [0x00,0x04,0x01,0x00] UNIT Bandit Brigand 0x87 Level(1,Enemy,False)[15,13] [15,13] [Vulnerary] [0x00,0x04,0x01,0x00] UNIT Wave4: UNIT Bandit Brigand 0x87 Level(1,Enemy,False)[15,10] [15,10] [blueGem] [0x00,0x04,0x01,0x00] UNIT Bandit Brigand 0x87 Level(1,Enemy,False)[15,11] [15,11] [blueGem] [0x00,0x04,0x01,0x00] UNIT Bandit Brigand 0x87 Level(1,Enemy,False)[15,12] [15,12] [blueGem] [0x00,0x04,0x01,0x00] UNIT Bandit Brigand 0x87 Level(1,Enemy,False)[15,13] [15,13] [Vulnerary] [0x00,0x04,0x01,0x00] UNIT Wave5: UNIT Bandit Brigand 0x87 Level(1,Enemy,False)[15,10] [15,10] [Vulnerary] [0x00,0x04,0x01,0x00] UNIT Bandit Brigand 0x87 Level(1,Enemy,False)[15,11] [15,11] [blueGem] [0x00,0x04,0x01,0x00] UNIT Bandit Brigand 0x87 Level(1,Enemy,False)[15,12] [15,12] [ironSword] [0x00,0x04,0x01,0x00] UNIT Bandit Brigand 0x87 Level(1,Enemy,False)[15,13] [15,13] [Vulnerary] [0x00,0x04,0x01,0x00] UNIT Bandit Brigand 0x87 Level(1,Enemy,False)[15,14] [15,14] [Vulnerary] [0x00,0x04,0x01,0x00] UNIT Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN 0x00 Turn7 [07,00] 0x0 0x00 TURN 0x00 Turn9 [09,00] 0x0 0x00 TURN 0x00 Turn11 [011,00] 0x0 0x00 TURN 0x00 Turn13 [013,00] 0x0 0x00 TURN 0x00 Turn16 [016,00] 0x0 0x00 END_MAIN Character_events: END_MAIN Location_events: Seize(0x03,Ending_event,7,1) Village(0x06,Village1,1,12) Armory(ArmoryData,0,14) Vendor(VendorData,1,14) END_MAIN Misc_events: CauseGameOverIfLordDies END_MAIN ArmoryData: SHLI IronBow 0x33 ShortBow IronSpear 0x15 0x1C VendorData: SHLI Mine LightRune Vulnerary Opening_event: LOU1 Good LOU1 Good2 LOU1 Bad ENUN OOBB ENDA Turn7: LOU1 Wave1 ENUN ENDA Turn9: LOU1 Wave2 ENUN ENDA Turn11: LOU1 Wave3 ENUN ENDA Turn13: LOU1 Wave4 ENUN ENDA Turn16: LOU1 Wave5 ENUN ENDA Village1: FADI 10 BACG 0x02 FADU 10 TEX1 0x0810 REMA ITGV IronSword ENDA Ending_event: MoveToChapter(0x01) ENDA TrapData: ENDTRAP MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 2, 2014 Author Share Posted March 2, 2014 put ALIGN 4 after every line that contains SHLI Quote Link to comment Share on other sites More sharing options...
Shamison Posted March 2, 2014 Share Posted March 2, 2014 put ALIGN 4 after every line that contains SHLIThanks no more errors. Not sure if this is the right place to ask but I can't find the code to make units appear from villages. Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 2, 2014 Author Share Posted March 2, 2014 you just load them normally? Quote Link to comment Share on other sites More sharing options...
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