its cause of the datatype.
One byte is a value from 0-255 or also you could say from -127 to 127 (256 possibilities) where the ? means 1 byte and ?? should mean 2 bytes - i never understood the paramidentifiers of BW
Just get a newer missionbuilder (i recommend v1.2) and you can simply leave the identifiers out - it will automaticly use the correct one.
Also a little note: The code interpreter goes from top to the bottom all the way until it finds a jump or something - the game is only executing one command each thread per millisecond! *hope this isnt confusing*
and changing the text has no effect! the number infron of the line is the opcode - the command/operation id/code. So
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
equals
01B4: set_player $PLAYER_CHAR frozen_state 0 (unfrozen)
while
01B4: set_player $PLAYER_CHAR frozen_state 1 (frozen)
equals
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
this is often done wrong in cases like
xxxx: set_player_health $PLAYER_CHAR to 100.0 ;; (cant remember opcode)
equals
xxxx: set_player_armor $PLAYER_CHAR to 100.0 ;; same opcode as above
(;; or // means comment)
when xxxx is the opcode for set player health it wont touch the armor - your text is simply for helping.
0001: wait 1000 ms
can also be written as
0001: 1000
hope this helped you a tiny bit
Edit:Remember kids: threadnames and text display is still looking for your text - though it wont on normal commands/opcodes
Mission Builder 1.3thats the only GOOD - BW MB 1.xx i found left on the net