I need help to try to modify an order in the game Dragon Ball Z Buus Fury. I put you in situation. The thing is that there is a sequence in which two characters come out and I want one of them to appear instead. And you may ask, why do not you modify the sprite and that's it? Well because I want to introduce a new sprite and not replace the original, because it is also necessary in the game. The theme is that the code does not use a pointer to say that sprite should appear, but use a byte to designate the character what should appear That is, suppose that the code that gives the order is 02 77 00 01, this last byte (01) is the one that according to which hexadecimal number you put, a character or another appears. For example, 01 is Gohan, 02 is Goten, 03 Trunks, etc. It is like a kind of pointer that directs the pointer of the sprite in question, since I tried to leave it in 01 (Gohan) and replacing the pointer of the sprite of this by Vegeta and logically appear Vegeta. I hope to be explaining myself well. . That is, I want to get that for example, changing that byte to 09 for example, read the sprite that I have entered in a free offset. I tried to look a bit for asm, but it turns out that as I change that byte, it also changes the asm code (I checked it in CrystalTile2) For example: with the 01 byte, which is the original, comes the following: mrseq r7, CPSR, if I put 02 (it would be goten) it appears: andeq r7, r0, 80000h, if I put 03 (trunks) what appears to me is ????, if I put 04 (Vegeta) streq r7, [r0], -720h !. The problem is that I tried to find those functions (I do not know if they are called like that) but I can not find anything to explain what they do. I imagine it is normal in games, but apart from translating, re-spooling and modifying sprites, this escapes me a bit. I hope you can help me. Thank you.