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creaothceann
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Editor
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But that code doesn't check the number of games, just the number of controllers?
Amaraticando
It/Its
Editor, Player (162)
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Yes. And I guess it would fail if controllers 1 an 3 are connected, but 2 isn't. I'll test and improve.
Pokota
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creaothceann wrote:
But that code doesn't check the number of games, just the number of controllers?
For DualGambatte, it's the same principle. Controller 1 is the first game boy, and Controller 2 is the second. E: Just tested, DualGambatte only recognizes the first two games in the XML generated by the Multi Disk Bundler. So really there's no reason to have max be anything higher than 20. Though now I want to see how this behaves with the Apple][.
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Pokota wrote:
For DualGambatte, it's the same principle. Controller 1 is the first game boy, and Controller 2 is the second. E: Just tested, DualGambatte only recognizes the first two games in the XML generated by the Multi Disk Bundler. So really there's no reason to have max be anything higher than 20. Though now I want to see how this behaves with the Apple][.
As far as I am aware, the most disks that the Apple II used, is eight. The most I think ANY game could use, in theory, is Monster Rancher. As it allows, in theory, infinite Discs.
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Samsara
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http://pastebin.com/0xR8kVkH I don't know how specific this script is to Aria of Sorrow, but it was written years ago for VBA and I'm having serious trouble converting it to LuaHawk. Could someone point me in the right direction or, maybe, if you'll be so kind, try converting it for me because I have no clue what I'm doing? EDIT: http://pastebin.com/wKHX37Zn <--- Thanks Anty-Lemon <3
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Isn't the conversion of the addresses something like take out the 02000000 part and then add +8000 and that gives you the address for Bizhawk?
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AntyMew
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samurai goroh wrote:
Isn't the conversion of the addresses something like take out the 02000000 part and then add +8000 and that gives you the address for Bizhawk?
Iirc Bizhawk's default memory domain is WRAM, which starts at 0x02000000. Though that script in particular accesses ROM, so a simple subtraction doesn't work
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Excuse me, but how do I update the value of
local y = client.screenheight()-10
while the script is running and I manually change the screen size? It seems to only takes the value when I run the script, rather than inside the loop every frame.
Amaraticando
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Are you sure this code is inside the loop? I use something similar and it definitely is updated every frame (and can be updated even when the emulator is paused).
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Amaraticando wrote:
Are you sure this code is inside the loop? I use something similar and it definitely is updated every frame (and can be updated even when the emulator is paused).
Language: lua

memory.usememorydomain("EWRAM") gui.DrawNew("native") client.setwindowsize(2) --Sets size so that everything fits client.SetGameExtraPadding(0, 0, 0, 20) local peppermints = 0x3DE9 --6%+ total local bottles = 0x3E11 --3% total local brassHeart = 0x3E13 --6% total local events = 0x3EA2 --17% total local candyBox = 0x4730 --1% total local keyItems = 0x4731 --11% total local toys = 0x4732 --12% total local toys2 = 0x4733 -- 10% total local waterguns = 0x4734 --16% total local gear = 0x4735 --12% total + 3% at gear+1 local characters = {'DJ','Chowder','Jenny'} local water = {0x37D0,0x37D2,0x37D4} --Water supply local water2 = {0x3DF6,0x3DF8,0x3DFA} --Water capacity; only updates when gun is upgrade via chest --Checks the bit of 'mem' at position 'pos' and returns 'value' if it's 1 function addFlags(mem,pos,value) if bit.check(mem,pos) then return value else return 0 end end function percent() local percent = 0 --Checks if the player has the peppermints percent = memory.read_s8(peppermints) + percent --Check if the player has all 3 bottles (1% each) percent = addFlags(memory.read_s8(bottles),0,1) + percent --All Bottles are 1% percent = addFlags(memory.read_s8(bottles),1,2) + percent --But getting the 2nd bottle makes the value for the above 0 --Check if the player has a brass heart (2% each) percent = memory.read_s8(brassHeart) * 2 + percent --Check if the player has the Candy box (1%) percent = addFlags(memory.read_s8(candyBox),1,1) + percent --Checks if the player has the following: Fuse (3%), Dynamite (3%), Elevator Gear (3%), Walkie-Talkie (1%), Flashlight (1%) percent = addFlags(memory.read_s8(keyItems),3,1) + percent --Flashlight percent = addFlags(memory.read_s8(keyItems),4,1) + percent --Walkie-Talkie percent = addFlags(memory.read_s8(keyItems),5,3) + percent --Elevator Gear percent = addFlags(memory.read_s8(keyItems),6,3) + percent --Dynamite percent = addFlags(memory.read_s8(keyItems),7,3) + percent --Fuse --Checks if the player has the following: Rover's bone (2%), RC Car (2%), Chicken doll (2%), Boomerang (2%), Chowder's basketball (2%), Skull's action figure (2%) percent = addFlags(memory.read_s8(toys),2,2) + percent --Skull's action figure percent = addFlags(memory.read_s8(toys),3,2) + percent --Chowder's basketball percent = addFlags(memory.read_s8(toys),4,2) + percent --Boomerang percent = addFlags(memory.read_s8(toys),5,2) + percent --Chicken doll percent = addFlags(memory.read_s8(toys),6,2) + percent --RC Car percent = addFlags(memory.read_s8(toys),7,2) + percent --Rover's bone --Checks if the player has the following: Watergun ugrade (DJ 1, 1%), ?? (1%), Wendy the Dancing Walrus doll (1%), Jenny's wagon (2%), Tricycle (2%), Penguin doll (2%), Bone's kite (2%) percent = addFlags(memory.read_s8(toys2),0,2) + percent --Bone's kite percent = addFlags(memory.read_s8(toys2),1,2) + percent --Penguin doll percent = addFlags(memory.read_s8(toys2),2,2) + percent --Tricycle percent = addFlags(memory.read_s8(toys2),3,2) + percent --Jenny's wagon percent = addFlags(memory.read_s8(toys2),4,1) + percent --Wendy the Dancing Walrus doll percent = addFlags(memory.read_s8(toys2),5,0) + percent --Doombringer unlocked; placeholder for this script percent = addFlags(memory.read_s8(toys2),7,1) + percent --Watergun upgrade for DJ --Checks if the player has the following: Watergun ugrade (Jenny 1, 2%), Watergun ugrade (Jenny 2, 2%), Watergun ugrade (Jenny 3, 2%), Watergun upgrade (Chowder 1, 2%), Watergun upgrade (Chowder 2, 2%), Watergun upgrade (Chowder 3, 2%), Watergun ugrade (DJ 2, 2%), Watergun ugrade (DJ 3, 2%) percent = addFlags(memory.read_s8(waterguns),0,2) + percent --Watergun upgrade for DJ percent = addFlags(memory.read_s8(waterguns),1,2) + percent --Watergun upgrade for DJ percent = addFlags(memory.read_s8(waterguns),2,2) + percent --Watergun upgrade for Chowder percent = addFlags(memory.read_s8(waterguns),3,2) + percent --Watergun upgrade for Chowder percent = addFlags(memory.read_s8(waterguns),4,2) + percent --Watergun upgrade for Chowder percent = addFlags(memory.read_s8(waterguns),5,2) + percent --Watergun upgrade for Jenny percent = addFlags(memory.read_s8(waterguns),6,2) + percent --Watergun upgrade for Jenny percent = addFlags(memory.read_s8(waterguns),7,2) + percent --Watergun upgrade for Jenny --Checks if the player has the following: Trash can (1%), Slingshot upgrade (3%), Slingshot (1%), Cold Syrup (1%), Water balloon upgrade (3%), Water balloon (1%), Brass Key (1%) percent = addFlags(memory.read_s8(gear),0,1) + percent --Camera percent = addFlags(memory.read_s8(gear),1,1) + percent --Brass Key percent = addFlags(memory.read_s8(gear),2,1) + percent --Water balloon percent = addFlags(memory.read_s8(gear),3,3) + percent --Water balloon upgrade percent = addFlags(memory.read_s8(gear),4,1) + percent --Cold Syrup percent = addFlags(memory.read_s8(gear),5,1) + percent --Slingshot percent = addFlags(memory.read_s8(gear),6,3) + percent --Slingshot upgrade percent = addFlags(memory.read_s8(gear),7,1) + percent --Trash Can percent = addFlags(memory.read_s8(gear+1),0,3) + percent --Camera upgrade --Checks the story events done if memory.read_s8(events) > 14 then percent = percent + 1 end if memory.read_s8(events) > 18 then percent = percent + 1 end if memory.read_s8(events) > 24 then percent = percent + 1 end if memory.read_s8(events) > 30 then percent = percent + 2 end if memory.read_s8(events) > 32 then percent = percent + 1 end if memory.read_s8(events) > 37 then percent = percent + 2 end if memory.read_s8(events) > 41 then percent = percent + 1 end if memory.read_s8(events) > 45 then percent = percent + 1 end if memory.read_s8(events) > 50 then percent = percent + 2 end if memory.read_s8(events) > 54 then percent = percent + 3 end if memory.read_s8(events) > 57 then percent = percent + 1 end if memory.read_s8(events) > 62 then percent = percent + 1 end gui.text(0, client.screenheight()-42, 'Percent: '..percent) end function miscflags() local y = client.screenheight()-10 gui.text(0, y-18, 'Flags: ') --Checks if the player has obtained the Camera flash at least once if bit.check(memory.read_s8(candyBox),7) then gui.drawRectangle(0, y, 4, 10, 'WHITE', 'WHITE') end --Checks if the player has obtained candy at least once if bit.check(memory.read_s8(candyBox),2) then gui.drawRectangle(5, y, 4, 10, 'RED', 'RED') end --Checks if the player has obtained soda at least once if bit.check(memory.read_s8(candyBox),3) then gui.drawRectangle(10, y, 4, 10, 'GREEN', 'GREEN') end --Checks if the player has obtained marbles at least once if bit.check(memory.read_s8(candyBox),6) then gui.drawRectangle(15, y, 4, 10, 'BLUE', 'BLUE') end --Checks if the player has obtained water at least once if bit.check(memory.read_s8(keyItems),0) then gui.drawRectangle(20, y, 4, 10, 'AQUA', 'AQUA') end --Checks if the player has obtained water bottle at least once if bit.check(memory.read_s8(gear+1),1) then gui.drawRectangle(25, y, 4, 10, 'DARKCYAN', 'DARKCYAN') end --Checks if the player has unlocked the Toys tab if bit.check(memory.read_s8(keyItems),2) then gui.drawRectangle(30, y, 4, 10, 'DARKKHAKI', 'DARKKHAKI') end end function displaypos() local x = (memory.read_u32_le(0xF9D8)+30720)/65536.0 --Adds 30720 for actual X local y = (memory.read_u32_le(0xF9DC)+20480)/65536.0 --Adds 20480 for actual Y gui.text(0, 60, 'X: '..string.format('%.5f',x) ..' Y: '..string.format('%.5f',y)) local char = memory.read_s8(0x3DE8) if char < 3 then -- just in case local supply = memory.read_s16_le(water[char+1]) --Char uses 0,1,2 but lua arrays are 1,2,3 local capacity = memory.read_s16_le(water2[char+1]) gui.text(0, 75, characters[char+1]..'('..supply..'/'..capacity..')') end end while true do percent() miscflags() displaypos() emu.frameadvance() end
At function "miscflags", for some odd reason, not only is "y" not updating, but the rectangles don't update. If I changed it to text (for example:)
function miscflags()
	local y = client.screenheight()-10
	gui.text(0, y-18, 'Flags: ')
	--Checks if the player has obtained the Camera flash at least once
	if bit.check(memory.read_s8(candyBox),7) then gui.text(0,0,'TESTING') end
	--Checks if the player has obtained candy at least once
	if bit.check(memory.read_s8(candyBox),2) then gui.drawRectangle(5, y, 4, 10, 'RED', 'RED') end
	--Checks if the player has obtained soda at least once
	if bit.check(memory.read_s8(candyBox),3) then gui.drawRectangle(10, y, 4, 10, 'GREEN', 'GREEN') end
	--Checks if the player has obtained marbles at least once
	if bit.check(memory.read_s8(candyBox),6) then gui.drawRectangle(15, y, 4, 10, 'BLUE', 'BLUE') end
	--Checks if the player has obtained water at least once
	if bit.check(memory.read_s8(keyItems),0) then gui.drawRectangle(20, y, 4, 10, 'AQUA', 'AQUA') end
	--Checks if the player has obtained water bottle at least once
	if bit.check(memory.read_s8(gear+1),1) then gui.drawRectangle(25, y, 4, 10, 'DARKCYAN', 'DARKCYAN') end
	--Checks if the player has unlocked the Toys tab
	if bit.check(memory.read_s8(keyItems),2) then gui.drawRectangle(30, y, 4, 10, 'DARKKHAKI', 'DARKKHAKI') end
end
gui.text(0,0,'TESTING') actually works, but the rectangles still won't update, nor will y. Edit: Stopping the script clears the text, but not the rectangles. Is that intended?
Amaraticando
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Editor, Player (162)
Joined: 1/10/2012
Posts: 673
Location: Brazil
You're using GBA core, alright? I'm testing on it and the position of the text is indeed changing if I resize the window. This script shows the actual value changing.
Language: lua

while true do local height =client.screenheight() gui.text(10, 40, height) emu.frameadvance() end
However, the functions that use the native surface (all but gui.text) don't care about the screen size, but about the buffer size: client.bufferheight() and client.bufferwidth(). You should probably be aware of those two issues[1, 2], that were only fixed after the latest release.
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Hint:
Language: lua

--== Shortcuts ==-- local rb = memory.read_u8 local rw = memory.read_u16_be local rws = memory.read_s16_be local rl = memory.read_u32_be local box = gui.drawBox local text = gui.drawText local line = gui.drawLine local AND = bit.band local SHIFT= bit.lshift
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
AntyMew
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Posts: 425
Why is bit.lshift SHIFT? What about rshift and arshift? Personally I'd use LSL, LSR, and ASR to match their ARM opcodes
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Whatever. That was just the particular one I needed in that particular script. And it is basically an example. I used it to make Gens code compatible, but its (and fceux') library uses SHIFT() with positive and negative values, while bizhawk's one uses 2 different functions.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Pokota
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Posts: 779
Quick question. If I'm going to require a file in a subfolder, do I use forward slashes (like in *nix) or backslashes (like in windows)?
Adventures in Lua When did I get a vest?
Amaraticando
It/Its
Editor, Player (162)
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Posts: 673
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Windows accepts \ and /, so / is better. And \ is an escape character, so another reason to use /.
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Sorry for asking, but when I try something like gui.text(0, 30, '\226\131\151') but it gives me â and uses only \226. How would I make it use the arrow? Using gui.text(0, 30, '\20D7') gui.text(0, 30, '\8407') or gui.text(0, 30, '\\u20D7') doesn't seem to work.
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gui.text uses a bitmap font, and there's a limited amount of characters that the generator used for it supports for Currier. http://www.angelcode.com/products/bmfont/
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Masterjun
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Site Developer, Expert player (2047)
Joined: 10/12/2010
Posts: 1185
Location: Germany
Lua escapes "\ddd" sequences byte by byte (see llex.c in the lua source for reference), however, you can simply do gui.text(0, 30, "⃗") in Lua (yes, the arrow is in there). Anyways, feos already mentioned why it still wouldn't work in Bizhawk. Additional information: Bizhawk still uses Lua 5.1, however, since Lua 5.3 you can either escape a UTF-8 character by using "\u{20D7}" or you can use utf8.char(0x20D7).
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Pokota
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Joined: 2/5/2014
Posts: 779
Resource file is commented out as I'm not confident in requiring it yet. Issue I'm having is the script isn't drawing either way. It's intended for use with Pokemon Red, Blue, and Yellow. It's not throwing any errors, though, so I'm not sure how to trace what's going wrong here. E: I think I figured it out - I was displaying white text on a white background >.< E2: Oh joy things breaking because overly sensitive laptop touchpad. I need another pair of eyes, it's still not drawing.
Language: lua

--require res/RBY-Arrays.lua domain = "System Bus" repoint = 0 foeCR = 0 foeMV = {} foeML = {} inBattle = false function initPointers() game = memory.readbyte(0x013C) if game == 0x59 then repoint = 1 end foeHP = 0xCFE7 - repoint foeCR = 0xD007 - repoint foeMV = {0xCFED - repoint, 0xCFEE - repoint, 0xCFEF - repoint, 0xCFF0 - repoint} foeML = {"Dummy","Dummy","Dummy","Dummy"} end function isInBattle() result = false pointer = 0xD057 - repoint test = memory.read_u8(pointer) if test ~= 0 then result = true end return result end function isNotTrainer() result = true pointer = 0xD057 - repoint test = memory.read_u8(pointer) if test > 1 then result = false end return result end function drawCatch(value) x = 20 y = 10 gui.drawText(x,y,value,"Green","Green") end function drawLife(value) x = 20 y = 25 gui.drawText(x,y,value,"Red","Red") end function drawMoveset() x = 50 base_y = 40 for i=1,4 do new_Y = base_y + (15 * (i - 1)) text = foeML[i] gui.drawText(x,new_Y,text,"Blue","Blue") end end function updateCatchRate() numerator = memory.read_u8(foeCR) percentage = math.floor((numerator / 256) * 100) drawCatch(percentage) end function updateStats() value = memory.read_s16_le(foeHP) drawLife(value) end function updateMoveset() for i=1,4 do index = memory.readbyte(foeMV[i]) foeML[i] = index -- foeML[i] = moveList[index] end drawMoveset() end function core() if (isInBattle()==true) then if (isNotTrainer()==true) then updateCatchRate() end updateStats() updateMoveset() else gui.clearGraphics() end end gui.DrawNew("native") memory.usememorydomain(domain) initPointers() while true do core() emu.frameadvance() end
Adventures in Lua When did I get a vest?
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http://fontstruct.com/gallery/category/1/pixel_optimized Install in your system and they magically become available in bizhawk.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Pokota
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Posts: 779
meanwhile gui.foo is still being a butt for me, so as a workaround I'm using a form to show the data... Eeeeexcept it doesn't update on the fly - leaving form commands within the main loop led to major slowdown which is bad for my purposes. On the plus side, I'm learning how to forms.
Language: lua

require "RBY-Arrays.lua" infobox = forms.newform(360,360,"Pokegear Version 1") forms.button(infobox,"Update Values",core,250,250) domain = "System Bus" repoint = 0 foeCR = 0 foeMV = {} foeML = {} mapID = 0 inBattle = false foeHP = 0 function initPointers() game = memory.readbyte(0x013C) if game == 0x59 then repoint = 1 end foeHP = 0xCFE7 - repoint foeCR = 0xD007 - repoint foeMV = {0xCFED - repoint, 0xCFEE - repoint, 0xCFEF - repoint, 0xCFF0 - repoint} foeML = {"Dummy","Dummy","Dummy","Dummy"} mapID = 0xD35E - repoint end function isInBattle() result = false pointer = 0xD057 - repoint test = memory.read_u8(pointer) if test ~= 0 then result = true end return result end function isNotTrainer() result = true pointer = 0xD057 - repoint test = memory.read_u8(pointer) if test > 1 then result = false end return result end function updateCatchRate() numerator = memory.read_u8(foeCR) x = 20 y = 20 out = "Catch Rate: " .. numerator forms.label(infobox,out,x,y) end function updateStats() hpcur = memory.read_s16_le(foeHP) x = 20 y = 50 out = "Foe Current HP: " .. hpcur forms.label(infobox,out,x,y) end function updateMoveset() for i=1,4 do index = memory.readbyte(foeMV[i]) -- foeML[i] = index foeML[i] = moveList[index] end x = 50 base_y = 80 for i=1,4 do new_Y = base_y + (22 * (i - 1)) text = foeML[i] forms.label(infobox,text,x,new_Y) end end function core() inBattle = isInBattle() if (inBattle == true) then updateCatchRate() updateStats() updateMoveset() else thisMap = memory.read_u8(mapID) mapName = thisMap -- mapName = mapsByID[thisMap] gui.addmessage(mapName) end end memory.usememorydomain(domain) initPointers() while true do emu.frameadvance() end
Adventures in Lua When did I get a vest?
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Not sure where else to ask, so: How do I restart a script in BizHawk after I'm done editing it other than remove and readd the script?
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The refresh button?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Skilled player (1743)
Joined: 9/17/2009
Posts: 4986
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
feos wrote:
The refresh button?
I tried. If I get an error during a refresh, the button doesn't seem to work even after I fix the script. It won't give additional errors however.
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