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When decompiling WiiU scripts, and viewing the scripts in a hex editor, there is 1 extra . (0D in hex) when compared to 3DS scripts.
Here are some examples:
WiiU: MoveDef AttackHi3..{...Main()...{....Asynchronous_Timer
3DS: MoveDef AttackHi3.{..Main()..{...Asynchronous_Timer
Those extra . are an extra bit added before the other ones, here they are in hex.
Example 1 is the space between Hi3 and the first {
Example 2 is the space between the first { and Main
Example 3 is the space between the second { and Asynchronous
WiiU:
Example 1: 0D 0A Example 2: 0D 0A 09 Example 3: 0D 0A 09 09
3DS:
Example 1: 0A Example 2: 0A 09 Example 3: 0A 09 09
Edited because I mixed some stuff up, oops.
The text was updated successfully, but these errors were encountered:
When decompiling WiiU scripts, and viewing the scripts in a hex editor, there is 1 extra . (0D in hex) when compared to 3DS scripts.
Here are some examples:
WiiU:
MoveDef AttackHi3..{...Main()...{....Asynchronous_Timer
3DS:
MoveDef AttackHi3.{..Main()..{...Asynchronous_Timer
Those extra . are an extra bit added before the other ones, here they are in hex.
Example 1 is the space between Hi3 and the first {
Example 2 is the space between the first { and Main
Example 3 is the space between the second { and Asynchronous
WiiU:
Example 1:
0D 0A
Example 2:0D 0A 09
Example 3:0D 0A 09 09
3DS:
Example 1:
0A
Example 2:0A 09
Example 3:0A 09 09
Edited because I mixed some stuff up, oops.
The text was updated successfully, but these errors were encountered: