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  #25076    
Old May 19th, 2013 (07:46 AM).
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Could someone help me. I download XSE from this tutorial, , and I unzip it, then I try to run the XSE.exe. Whenever I try to run it, it closes suddenly. I was told I am missing the .ini files. Could someone help me.
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  #25077    
Old May 19th, 2013 (08:20 AM).
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Here you go, this should have everything you need.
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  #25078    
Old May 19th, 2013 (09:19 AM).
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I download it, unzip, and try running XSE.exe. Still it continues to close. .-.
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  #25079    
Old May 19th, 2013 (09:41 AM).
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Go into the xse ini and find autoupdatecheck.
put autoupdatecheck = 0.
this prevents it from trying to update, which is the reason why it closes! I found this out the hard way.
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  #25080    
Old May 19th, 2013 (10:35 AM).
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Uzumaki Naruto Jr. Uzumaki Naruto Jr. is offline
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I do not see any .ini file any where in the folder.

Here is a screenshot.
Spoiler:


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  #25081    
Old May 19th, 2013 (11:08 AM).
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Quote originally posted by Uzumaki Naruto Jr.:
I do not see any .ini file any where in the folder.
I got my ini from tajaros's scripting tut: here
It has the .ini with xse.
  #25082    
Old May 19th, 2013 (11:40 AM).
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If you are having a lot of trouble with XSE, I would recommend using PKSV-UI.

I had to switch to it after someone tampered with my computer's Unicode libraries.

I personally prefer PKSV, actually.
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  #25083    
Old May 19th, 2013 (03:00 PM).
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Quote originally posted by Uzumaki Naruto Jr.:
I do not see any .ini file any where in the folder.
Does that screenshot include every file on your XSE folder? There should be a file named 'settings', which you are prompt to open, and along the lines is the 'autoupdatecheck' command.
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  #25084    
Old May 19th, 2013 (03:18 PM).
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Thank you everyone. I finally have a working copy of XSE 1.1.1. Now.. time to learn how to use it. xD Thanks again.
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  #25085    
Old May 19th, 2013 (05:12 PM).
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just follow diegoisawesome's mega-huge xse tutorial
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  #25086    
Old May 19th, 2013 (08:03 PM).
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Does anyone know why this midi sounds distorted after it's assembled into Sappy?
It sounds fine in Anvil Studio.

Distortion.rar
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  #25087    
Old May 19th, 2013 (08:17 PM).
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Quote originally posted by jsziede:
Does anyone know why this midi sounds distorted after it's assembled into Sappy?
It sounds fine in Anvil Studio.

Attachment 68372
It's probably because you haven't used the right voicegroup.

Try editing the instruments in Anvil Studio according to the voicegroup you're gonna use. If you wanna see the group of voicegroups see Magnius' documentation in the Research & Development Forum.
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  #25088    
Old May 19th, 2013 (08:21 PM).
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Nope, I wish that was the problem. It's a different type of distortion, not the beeps and square noises. No matter what instruments I use, the problem persists.
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  #25089    
Old May 19th, 2013 (08:27 PM).
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Quote originally posted by jsziede:
Nope, I wish that was the problem. It's a different type of distortion, not the beeps and square noises. No matter what instruments I use, the problem persists.
Are you sure you did everything right? From the compiling, inserting, etc.?

Or maybe the error is from your Sappy version or your Mid2Agb program. :/
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  #25090    
Old May 19th, 2013 (08:33 PM).
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Yeah, the problem lies within the actual tracks of the midi. I've had this problem before with other midis, but I've managed to fix those. I can't fix this certain one for some reason. The attachment that I uploaded was just two tracks of the entire midi. The other five tracks play fine.
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  #25091    
Old May 19th, 2013 (08:50 PM).
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How do I make a custom starter event in XSE?
  #25092    
Old May 19th, 2013 (09:32 PM).
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Quote originally posted by red5677:
How do I make a custom starter event in XSE?
And by that you mean...? A level script at the beginning of the game, or a new script to how you get your starter pokemon?
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  #25093    
Old May 19th, 2013 (09:42 PM).
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Quote originally posted by red5677:
How do I make a custom starter event in XSE?
You can create a sequence in which givepokemon is utilized.

As for the originally programmed choosing of Pokemon, you'd have to Hex Edit/A-Text the special.
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  #25094    
Old May 19th, 2013 (10:34 PM).
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I have a question!

How do I make a level script run one time only?

And if it helps, here's my script:
Code:
#dynamic 0x750000

#org @start
lock
checkflag 0x6
if 0x1 goto @ended
fadescreen 0x1
preparemsg @msg1
waitmsg
multichoice 0x0 0x0 0x01 0x1
copyvar 0x8000 0x800D
compare 0x8000 0x0
if 0x1 goto @fire
compare 0x8000 0x1
if 0x1 goto @wind
compare 0x8000 0x2
if 0x1 goto @lightning
compare 0x8000 0x3
if 0x1 goto @earth
compare 0x8000 0x4
if 0x1 goto @water
release
end

#org @ended
release
end

#org @fire
setflag 0x1
goto @go1
release
end

#org @wind
setflag 0x2
goto @go2
release
end

#org @lightning
setflag 0x3
goto @go3
release
end

#org @earth
setflag 0x4
goto @go4
release
end

#org @water
setflag 0x5
goto @go5
release
end

#org @go1
msgbox @msg2 0x6
setflag 0x6
fadescreen 0x0
setvar 0x4000 0x1
release
end

#org @go2
msgbox @msg3 0x6
setflag 0x6
fadescreen 0x0
setvar 0x4000 0x1
release
end

#org @go3
msgbox @msg4 0x6
setflag 0x6
fadescreen 0x0
setvar 0x4000 0x1
release
end

#org @go4
msgbox @msg5 0x6
setflag 0x6
fadescreen 0x0
setvar 0x4000 0x1
release
end

#org @go5
msgbox @msg6 0x6
setflag 0x6
fadescreen 0x0
setvar 0x4000 0x1
release
end

#org @msg1
= Choose a town you want to start\nyour adventure from.

#org @msg2
= You have chosen the Fire Town.\nGood luck on your journey!

#org @msg3
= You have chosen the Wind Town.\nGood luck on your journey!

#org @msg4
= You have chosen the Lightning\nTown. Good luck on your journey!

#org @msg5
= You have chosen the Earth Town.\nGood luck on your journey!

#org @msg6
= You have chosen the Water Town.\nGood luck on your journey!
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  #25095    
Old May 19th, 2013 (10:43 PM).
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You need to set the same variable that you put in the Flag number box in Amap at the end of your script.
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  #25096    
Old May 19th, 2013 (10:46 PM).
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Quote originally posted by Spherical Ice:
You need to set the same variable that you put in the Flag number box in Amap at the end of your script.
Ah yes! I did that. Actually it runs perfectly BUT what I actually want to happen is, once I exit the map and return to it, it wouldn't happen again BUT what happens is the opposite! When I exit and return the same thing happens again!
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  #25097    
Old May 19th, 2013 (10:48 PM). Edited May 19th, 2013 by Kurapika.
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@robin22gongon,


EDIT: Did you try with a diferent variable?
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  #25098    
Old May 19th, 2013 (10:49 PM).
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Quote originally posted by robin22gongon:
Ah yes! I did that. Actually it runs perfectly BUT what I actually want to happen is, once I exit the map and return to it, it wouldn't happen again BUT what happens is the opposite! When I exit and return the same thing happens again!
Set another variable, then? Or a flag.
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  #25099    
Old May 19th, 2013 (11:01 PM).
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Quote originally posted by Aemirch:
Set another variable, then? Or a flag.
Still not working. Maybe I just have to make two maps. One with the level script one without.
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  #25100    
Old May 19th, 2013 (11:19 PM).
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Quote originally posted by robin22gongon:
Still not working. Maybe I just have to make two maps. One with the level script one without.
Is the script type correct? As in, type 02 (it says something about validating values)-- and, check if the map has other scripts that resets offsets or pointers and if it does, delete said script.
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