Similarly some years ago Norton implemented some tough activation measures to lock down pirate copies. Guess what? The so called activation software had a vulnerability using which many systems where hacked! In other words, the people (& customers) who had legit Norton AV installed on their PC got hacked, while, PCs which had some other AV or NO AV at all, escaped!
I write my own malware to steal peoples details, i use a crypter on the program to make it undetectable from 36 different anti-virus companies. once my program gets onto the target machine; be it via an exploit pack on a hacked web site or by attaching it onto a pirated program; my fully undetected code sails past any anti-virus program installed and set itself up, blocking ay future updates that the antivirus will carry out and in many cases disable many of the security features it provides.
Activation code war commander hack .txt
Now we delve into "EventPointerTable(0x??,ThisChapter)." This goes back to the FE# Event Refences Nightmare Module we learned about in the last chapter. In the folder where the Nightmare Module is, you'll find a file called "Pointers.txt." Let's say I'm doing my hack's Prologue Events, Pointers.txt says "0x06 Prologue Events." Therefore, I'll replace 0x?? with 0x06. I'll include the lists below for easy reference.
The EAstdlib comes bundled with every download of the Event Assembler. It contains a plethora of macros and definitions for you to use (I will be covering a lot of those macros in this tutorial). However, most people would like to make their own custom sets of definitions to match their hack. You can define Character IDs with your hack's character names, you can pretty much define anything. What's important is a definitions file. Notice in the template it has the line "#include EAstdlib.event"? Below that, in your own event files, you can put "#include yourdefinitions.txt" (obviously the file name is changeable) to tell the Event Assembler to read your own set of definitions!
These codes, however, are introducing an important concept: the Event ID. The Event ID is the ID# of an event, the game checks to see if ID# has occurred or not. If an Event ID has already been triggered, it stops the game from triggering the same event twice. Event IDs 0x01 and 0x02 are used by the game, but any other value. There will be a lesson later on manipulating Event IDs, however this much information should suffice in the beginning stages of event hacking. For Turn Events, due to the way they're set up, (with the startTurn and endTurn) we don't need an Event ID to check whether the event has occurred to prevent it from reoccurring. For Turn Events you can simply use 0x00 for your Event ID. However, the Event ID will be important from this point forward.
This essentially covers the text codes available to all three GBAFE games. However, FE7 has several specific text codes that all have conditions written into them. This is a nice transition into the next chapter, so you may want to read it regardless of whether you mainly hack FE7 or not.
These condition codes can be applied to any situation at any time in your events. IFCA can be used in a village to check for a certain visitor, IFTU can be used to set up gaiden conditions, etc. These five are the most commonly used event codes, but there are a few other codes available to hackers.
Mmedia 2.62This viewer can play (wth appropriate codec) and display tags and informations from many multimedia files. Informations are extracted by the MediaInfo library (from ) if present. the player is based on MCI, Mediaplayer 6.4+ or WMP 7.0+ players. Please follow "Readme.txt" instruct...
Ghisler SFTP Plugin 1.4.1SFTP plugin, which is using the libssh2 dll for SFTP commands. The plugin re-uses some code from WebDAV plugin. It offers a similar dialog to configure and make the connection.Note: you also need to get the libssh2 dll from readme.txt on how to ins...
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