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  #3701    
Old April 25th, 2010 (8:56 AM). Edited April 25th, 2010 by Collen.
Collen Collen is offline
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    Ok, the XSE thing is good... But in the tutorial, it doesn't say how to insert the script into the game.
    How would I do that?

    EDIT: I feel like an idiot. Nevermind, I found out.
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      #3702    
    Old April 25th, 2010 (12:51 PM).
    romancandle romancandle is offline
       
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      Hi, I'm having a totally noob problem here:

      My scripts won't compile into the ROM. I'll open the rom in XSE, copy & paste the script, compile, save, copy the dynamic # into Advance Map, save, and click "open script" only to find a blank page. Its been half a year since I last did this. Help, please?
        #3703    
      Old April 25th, 2010 (1:09 PM).
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        Are you sure you're opening the same ROM both times?
        ...
        That's all I've got :\. I have no idea what the problem is otherwise, if you're doing all the steps as you outlined.
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          #3704    
        Old April 25th, 2010 (4:10 PM).
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          Quote:
          Originally Posted by romancandle View Post
          Hi, I'm having a totally noob problem here:

          My scripts won't compile into the ROM. I'll open the rom in XSE, copy & paste the script, compile, save, copy the dynamic # into Advance Map, save, and click "open script" only to find a blank page. Its been half a year since I last did this. Help, please?
          You're copying the offset of the "start" part of the script from the thing that pops up after clicking compile, right?

          Ah, just a quickie of my own. How do I change the direction of the Seagallop Ferry in FR? According to the RHN, it's with 0x8004, but that doesn't work. The in-game scripts...don't exactly do anything in helping me, either. They only set 8006 (for the location, I believe) and 8005 once, not checking for where it's going. @_@
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            #3705    
          Old April 25th, 2010 (4:47 PM).
          Collen Collen is offline
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            Ok, I need help.
            My message comes out allright, but it only uses the first line, as in the text crosses over the other text.
            Spoiler:
            '---------------
            #org 0x168C4A
            msgbox 0x818D3D1 MSG_KEEPOPEN '"MOM: [player]!\nYou should take a ..."
            closeonkeypress
            call 0x81A6C26
            msgbox 0x818D3F8 MSG_KEEPOPEN '"MOM: Oh, good! You and your\nPOKéM..."
            release
            end

            '---------------
            #org 0x168C38
            msgbox 0x818D2F0 MSG_KEEPOPEN '"Mom: [.]Prof. Oak came to Kail to/..."
            return

            '---------------
            #org 0x168C41
            msgbox 0x818D360 MSG_KEEPOPEN '"Mom: [.]Prof. Oak came to Kail to/..."
            return

            '---------------
            #org 0x1A6C26
            fadescreen 0x1
            fanfare 0x100
            waitfanfare
            special 0x0
            fadescreen 0x0
            return


            '---------
            ' Strings
            '---------
            #org 0x18D3D1
            = MOM: [player]!\nYou should take a quick rest.

            #org 0x18D3F8
            = MOM: Oh, good! You and your\nPOKéMON are looking great.\lTake care now!

            #org 0x18D2F0
            = Mom: [.]Prof. Oak came to Kail to/ngive out Pokemon to us/land our neighbors./pIsn't that thoughtful?

            #org 0x18D360
            = Mom: [.]Prof. Oak came to Kail to/ngive out Pokemon to us/land our neighbors./pIsn't that thoughtful?

            What am I doing wrong?
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              #3706    
            Old April 25th, 2010 (6:00 PM).
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              Ah, you're not supposed to use /, use \. Then it'll work fine.
              @Ninja, you'll need to check some of the islands as well as Vermilion and One island. There should be a var change or something there.
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                #3707    
              Old April 26th, 2010 (8:24 PM).
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                Is there a command to buffer a byte at an offset? I've searched XSE, and PC, but nothing came up.
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                  #3708    
                Old April 26th, 2010 (10:44 PM).
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                Quote:
                Originally Posted by shiny quagsire View Post
                Is there a command to buffer a byte at an offset? I've searched XSE, and PC, but nothing came up.
                You have to just manually use copybyte (might be a different name) to copy it to the address of a variable, then use the same commands to buffer a variable as normal.
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                  #3709    
                Old April 27th, 2010 (3:24 AM).
                Collen Collen is offline
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                  Ok, I need help.
                  The script is supposed to make your Dad look at you, then saay "Wait! Come back here!" and then you face up and walk up at normal speed. Instead, it just freezes. It works when I get the pokemon from him first, though. (As in, it doesn't happen at all when I set the flag)
                  Spoiler:
                  '---------------
                  #org 0x801F47
                  checkflag 0x200
                  if 0x1 goto 0x8801F71
                  applymovement 0x2 0x8801F74
                  msgbox 0x8801F7B MSG_NORMAL '"Wait! Come back here!"
                  applymovement MOVE_PLAYER 0x8801F77
                  msgbox 0x8801F93 MSG_NORMAL '"I need to give you your/nPokemon!"
                  release
                  end

                  '---------------
                  #org 0x801F71
                  release
                  end


                  '---------
                  ' Strings
                  '---------
                  #org 0x801F7B
                  = Wait! Come back here!

                  #org 0x801F93
                  = I need to give you your/nPokemon!


                  '-----------
                  ' Movements
                  '-----------
                  #org 0x801F74
                  #raw 0x0 'Face Down
                  #raw 0xFE 'End of Movements

                  #org 0x801F77
                  #raw 0x1 'Face Up
                  #raw 0x11 'Step Up (Normal)
                  #raw 0xFE 'End of Movements

                  Any help?
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                    #3710    
                  Old April 27th, 2010 (3:42 AM).
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                    Quote:
                    Originally Posted by Collen View Post
                    Ok, I need help.
                    The script is supposed to make your Dad look at you, then saay "Wait! Come back here!" and then you face up and walk up at normal speed. Instead, it just freezes. It works when I get the pokemon from him first, though. (As in, it doesn't happen at all when I set the flag)
                    Spoiler:
                    '---------------
                    #org 0x801F47
                    checkflag 0x200
                    if 0x1 goto 0x8801F71
                    applymovement 0x2 0x8801F74
                    msgbox 0x8801F7B MSG_NORMAL '"Wait! Come back here!"
                    applymovement MOVE_PLAYER 0x8801F77
                    msgbox 0x8801F93 MSG_NORMAL '"I need to give you your/nPokemon!"
                    release
                    end

                    '---------------
                    #org 0x801F71
                    release
                    end


                    '---------
                    ' Strings
                    '---------
                    #org 0x801F7B
                    = Wait! Come back here!

                    #org 0x801F93
                    = I need to give you your/nPokemon!


                    '-----------
                    ' Movements
                    '-----------
                    #org 0x801F74
                    #raw 0x0 'Face Down
                    #raw 0xFE 'End of Movements

                    #org 0x801F77
                    #raw 0x1 'Face Up
                    #raw 0x11 'Step Up (Normal)
                    #raw 0xFE 'End of Movements

                    Any help?
                    You need waitmovement 0x0 after putting applymovement.
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                      #3711    
                    Old April 27th, 2010 (6:32 AM).
                    Shiny Quagsire's Avatar
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                      Quote:
                      Originally Posted by Darthatron View Post
                      You have to just manually use copybyte (might be a different name) to copy it to the address of a variable, then use the same commands to buffer a variable as normal.
                      Would the address be like 0x8004? or like 0x800000? I'm confused. :\
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                        #3712    
                      Old April 27th, 2010 (12:07 PM).
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                      NarutoActor NarutoActor is offline
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                      No it's in 0x02000000 section that is where the gba stores the vars, and other things.
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                        #3713    
                      Old April 27th, 2010 (1:37 PM). Edited April 27th, 2010 by Shiny Quagsire.
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                        Quote:
                        Originally Posted by NarutoActor View Post
                        No it's in 0x02000000 section that is where the gba stores the vars, and other things.
                        So, say if I had the variable 0x8004, would the address be 0x02008004?

                        *edit* I found the address for var 0x8005. It's at 0x020370c2. (Found it in an ASM tutorial. )
                        Is each variable 1 byte? or 2?
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                          #3714    
                        Old April 27th, 2010 (2:20 PM).
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                        two bytes XXYY, Every var as a total possibility of 65,535 numerical values, and FFFF hex values.
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                          #3715    
                        Old April 27th, 2010 (2:32 PM).
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                          Man, I just figured that out!

                          How could I convert a variable into a decimal through scripting? or should I just check it and store it as a string at an offset?
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                            #3716    
                          Old April 27th, 2010 (2:35 PM).
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                          NarutoActor NarutoActor is offline
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                          Just use buffervar it dose the converting automatically ;D
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                            #3717    
                          Old April 27th, 2010 (2:58 PM).
                          Shiny Quagsire's Avatar
                          Shiny Quagsire Shiny Quagsire is offline
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                            Quote:
                            Originally Posted by NarutoActor View Post
                            Just use buffervar it dose the converting automatically ;D
                            SWEEEEEET! Thanx for the help man!
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                              #3718    
                            Old April 27th, 2010 (4:00 PM).
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                              Okay, I'm a complete n00b around this stuff, so bear with me.

                              I'm trying to make a person script so when you talk to this guy, you answer yes or no. Yes gives you one mudkip, then if you talk to him after, he won't give you any more. The problem is, every time talk to him and press yes, these weird white boxes saying "0 coins" pop up and only go away after you enter a building or a battle.

                              Script below.
                              Spoiler:

                              #dynamic 0x800000

                              #org @start
                              checkflag 0x828
                              if 0x1 goto @done
                              msgbox @1 0x5
                              compare LASTRESULT 0x1
                              if 0x0 goto @take
                              msgbox @2 0x6
                              release
                              end

                              #org @take
                              givepokemon 0x11B 0x5 0x0 0x0 0x0 0x0
                              fanfare 0x13E
                              msgbox @3 0x4
                              waitfanfare
                              closeonkeypress
                              setflag 0x828
                              msgbox @4 0x5
                              compare LASTRESULT 0x1
                              if 0x1 gosub @name
                              msgbox @5 0x6
                              release
                              end

                              #org @name
                              call 0x1A74EB
                              return

                              #org @done
                              msgbox @6 0x6
                              release
                              end

                              #org @1
                              = I HERD U LIEK MUDKIPZ?

                              #org @2
                              = MAH BOI, U FAIL.

                              #org @3
                              = [black_fr]You received a Mudkip!

                              #org @4
                              = [black_fr]Would you like to give a\nnickname to Mudkip?

                              #org @5
                              = MUDKIPZ ROOL! LOLZ

                              #org @6
                              = NO MOAR MUDKIPZ.LOSER.


                              What am I doing wrong?
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                                #3719    
                              Old April 27th, 2010 (4:38 PM). Edited April 28th, 2010 by Collen.
                              Collen Collen is offline
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                                I need help... (again)
                                This one freezes even though I used waitmovement 0x00.
                                I think it's because I used a script tile, but I was just doing the same thing the rest of the game uses.
                                Lance and Sally both have $000000 as their offsets, and 0201 as their IDs.
                                Here is my script:
                                Spoiler:
                                '---------------
                                #dynamic 0x8050C5

                                #org @start
                                lock
                                checkflag 0x201
                                if 0x1 goto @done
                                msgbox @1 0x6
                                applymovement 0x02 @move
                                waitmovement 0x00
                                applymovement 0x03 @move2
                                waitmovement 0x00
                                msgbox @2 0x6
                                applymovement 0xFF @move3
                                waitmovement 0x00
                                applymovement 0x02 @move4
                                waitmovement 0x00
                                msgbox @3 0x6
                                trainerbattle 0x1 0x01F 0x0 @before @after @later
                                end

                                #org @done
                                release
                                end

                                #org @1
                                = Hey, it's Lance!

                                #org @move
                                #raw 0x1D
                                #raw 0x1D
                                #raw 0x1D
                                #raw 0x1D
                                #raw 0x1D
                                #raw 0x1D
                                #raw 0x1D
                                #raw 0x1F
                                #raw 0x1D
                                #raw 0x1D
                                #raw 0xFE

                                #org @move2
                                #raw 0x62
                                #raw 0x01
                                #raw 0xFE

                                #org @2
                                = [darknavyblue_fr]Lance: Oh no...\nNot another fangirl...\lHey, you! can you get this girl\loff me?\pBattle her or something, please!\lI don't have time for this!

                                #org @move3
                                #raw 0x10
                                #raw 0x10
                                #raw 0x0F
                                #raw 0x0F
                                #raw 0xFE

                                #org @move4
                                #raw 0x02
                                #raw 0xFE

                                #org @3
                                = This is my big challenge?\nSo be it! I will battle you!

                                #org @before
                                = Go! Nidoran\hb5!

                                #org @after
                                = Huh? I guess I wasn't good\nenough. Fine! I'll go train.\pCya 'round!

                                #org @later
                                msgbox @4 0x6
                                applymovement 0x02 @move5
                                waitmovement 0x00
                                applymovement 0x03 @move6
                                waitmovement 0x00
                                msgbox @5 0x6
                                applymovement 0x03 @move7
                                waitmovement 0x00
                                setflag 0x201
                                release
                                end

                                #org @4
                                = [lightgreen_fr]Sally: Well, I guess this is goodbye.

                                #org @move5
                                #raw 0x1E
                                #raw 0x1E
                                #raw 0x20
                                #raw 0x1E
                                #raw 0x1E
                                #raw 0x1E
                                #raw 0x1E
                                #raw 0x1E
                                #raw 0x1E
                                #raw 0x1E
                                #raw 0x1E
                                #raw 0xFE

                                #org @move6
                                #raw 0x02
                                #raw 0xFE

                                #org @5
                                = [darknavyblue_fr]Lance: Well, that was good.\nI was looking around here for\lclues about why the bridge is\lout. I have a theory, but\lI'll have to goto a lab\lto check it.\pFarewell!

                                #org @move7
                                #raw 0x1E
                                #raw 0x1E
                                #raw 0x1E
                                #raw 0x20
                                #raw 0x1E
                                #raw 0x1E
                                #raw 0x1E
                                #raw 0x1E
                                #raw 0x1E
                                #raw 0x1E
                                #raw 0x1E
                                #raw 0x1E
                                #raw 0xFE


                                Ok, I fixed that, but now when I finish the script, this happens...

                                I can't move my character, instead I have a "mirror" version of my player. What's wrong?
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                                  #3720    
                                Old April 28th, 2010 (4:10 AM).
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                                  Okay,so I have tried to make a script where when you would step on the script tile,2 people from offscreen would run some time,stop,say a message,continue running then go off screen.No flags or vars because I want this to happen every time I step on the tile.Yes,I'm aware that you need to reenter the building for the people to reset positions,however even the first time I step on it the game freezes.
                                  Spoiler:
                                  #org $bin
                                  jingle
                                  applymovement 9 $walk
                                  $walk 1 ; #binary 0x1D 0x1D 0x1D 0x1D 0x1D 0x20 0x20 0x20 0x20 0xFE
                                  applymovement 10 $walk1
                                  $walk1 1 ; #binary 0x1D 0x1D 0x1D 0x1D 0x1D 0x1D 0x20 0x20 0x20 0xFE
                                  pausemove 0x0000
                                  message $LOL
                                  $LOL 1 = \c\h01\h03Crazy Guy 1:Give me those papers!\pCrazy Guy 2:NEVER!!!
                                  boxset 6
                                  applymovement 9 $walk2
                                  $walk2 1 ; #binary 0x20 0x20 0x20 0x1E 0x1F 0x1F 0x1F 0x1F 0x1F 0xFE
                                  applymovement 10 $walk3
                                  $walk3 1 ; #binary 0x20 0x20 0x20 0x20 0x1E 0x1F 0x1F 0x1F 0x1F 0xFE
                                  pausemove 0x0000
                                  applymovement 9 $walk4
                                  $walk4 1 ; #binary 0x1D 0x20 0x20 0x20 0x20 0x1E 0x1E 0x1E 0x1E 0xFE
                                  applymovement 10 $walk5
                                  $walk5 1 ; #binary 0x1F 0x1D 0x20 0x20 0x20 0x20 0x1E 0x1E 0x1E 0xFE
                                  pausemove 0x0000
                                  applymovement 9 $walk6
                                  $walk6 1 ; #binary 0x1E 0x1E 0xFE
                                  applymovement 10 $walk7
                                  $walk7 1 ; #binary 0x1E 0x1E 0xFE
                                  pausemove 0x0000
                                  message $LOL2
                                  $LOL2 1 = \c\h01\h08Rewence O.o\nDo I want to work in this place?
                                  boxset 6
                                  release
                                  end

                                  I'm stumped as to what could be the cause of the freeze,as I've tried everything possible.And I'm using Pokescript because I don't have access to downloads on this computer.Anyway,help would be appreciated.
                                    #3721    
                                  Old April 28th, 2010 (5:02 AM).
                                  Mana's Avatar
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                                  I'm not expert on Pokescripting but I would think that Eternity and Collen have the same problem.

                                  On the script tile set the unknown value to 0003 and the var number to 4050
                                    #3722    
                                  Old April 28th, 2010 (11:49 AM). Edited April 29th, 2010 by Collen.
                                  Collen Collen is offline
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                                    Quote:
                                    Originally Posted by SwiftSign View Post
                                    I'm not expert on Pokescripting but I would think that Eternity and Collen have the same problem.

                                    On the script tile set the unknown value to 0003 and the var number to 4050
                                    I did that. Now I'm on my next question: Why is my player "mirrored"?


                                    Ok, my playerer turned into another sprite the was off-screen. It's because of the battle.
                                    How can I fix this?
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                                      #3723    
                                    Old April 29th, 2010 (5:41 AM). Edited April 29th, 2010 by red panda.
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                                      Hi.

                                      I'm a complete Noob at Scripting exept for the talking Script and I need help fixing this script.

                                      So before I put it here, this is what should happen: The NPC is looking left and you can only talk to him while he's facing away. He talks, has a "!" over his head and turns around, talks to the player, and then boots the player away and returns to looking left.

                                      But instead of that, the NPC just looks at me.

                                      Spoiler:
                                      #dynamic 0x800000
                                      Spoiler:


                                      #org @start
                                      lock
                                      faceplayer
                                      if 0x1 goto @done
                                      checkflag 0x1201
                                      msgbox @1 0x6
                                      applymovement 0x23 @move1
                                      waitmovement 0x0
                                      msgbox @2 0x6
                                      setflag 0x1B

                                      release
                                      end

                                      #org @done
                                      applymovement 0x23 @move2
                                      waitmovement 0x0
                                      applymovement 0xFF @move3
                                      waitmovement 0x0

                                      release
                                      end

                                      #org @1
                                      = ...... \pSo this is the \nfamous Elm Pok\hmon \pLab...

                                      #org @move1

                                      #raw 0x56
                                      #raw 0x02
                                      #raw 0xFE

                                      #org @2
                                      = ...What are you \n staring at?

                                      #org @move2

                                      #raw 0x06
                                      #raw 0x04
                                      #raw 0x13
                                      #raw 0x07
                                      #raw 0xFE

                                      #org @move3

                                      #raw 0x3A
                                      #raw 0xFE
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                                        #3724    
                                      Old April 29th, 2010 (5:56 AM).
                                      Shiny Quagsire's Avatar
                                      Shiny Quagsire Shiny Quagsire is offline
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                                        Quote:
                                        Originally Posted by red panda View Post
                                        Hi.

                                        I'm a complete Noob at Scripting exept for the talking Script and I need help fixing this script.

                                        So before I put it here, this is what should happen: The NPC is looking left and you can only talk to him while he's facing away. He talks, has a "!" over his head and turns around, talks to the player, and then boots the player away and returns to looking left.

                                        But instead of that, the NPC just looks at me.

                                        Spoiler:
                                        #dynamic 0x800000
                                        Spoiler:


                                        #org @start
                                        lock
                                        faceplayer
                                        if 0x1 goto @done
                                        checkflag 0x1201
                                        msgbox @1 0x6
                                        applymovement 0x23 @move1
                                        waitmovement 0x0
                                        msgbox @2 0x6
                                        setflag 0x1B

                                        release
                                        end

                                        #org @done
                                        applymovement 0x23 @move2
                                        waitmovement 0x0
                                        applymovement 0xFF @move3
                                        waitmovement 0x0

                                        release
                                        end

                                        #org @1
                                        = ...... \pSo this is the \nfamous Elm Pok\hmon \pLab...

                                        #org @move1

                                        #raw 0x56
                                        #raw 0x02
                                        #raw 0xFE

                                        #org @2
                                        = ...What are you \n staring at?

                                        #org @move2

                                        #raw 0x06
                                        #raw 0x04
                                        #raw 0x13
                                        #raw 0x07
                                        #raw 0xFE

                                        #org @move3

                                        #raw 0x3A
                                        #raw 0xFE
                                        the 'ifs' go after the checkflag. Like so:

                                        checkflag 0x1201
                                        if 0x1 goto @done

                                        Now for my question:

                                        Is there a way to have more than 3 buffers, or to combine buffers together?
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                                          #3725    
                                        Old April 29th, 2010 (11:58 AM).
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                                        NarutoActor NarutoActor is offline
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                                        Depends on what your buffering, you can always copy bytes and store them in temporary vars then use copy var and copy the data to a different var.
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