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Bug with the code on my game.


STGraves

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Hello I have found another problem in my code, this time I'm not going to upload the code but a screenshot, I don't understand the problem, can anyone help me?, as you can see on the pic it has a compiling error.

Thanks.

You know what? here is the code.

  set kernel_options pfcolors no_blank_lines player1colors
 rem **********************************
 rem *<E.T.'S Revenge>*
 rem *<Stop E.T. from conquering the world.>*
 rem *<agpkkck@gmail.com>*
 rem *<www.stgravesof.zz.vc>*
 rem **********************************

 rem create reset thing
reset
 pfclear
 goto opening
end

 rem Create the title screen
opening


 playfield:
 .......XXX..XXX.X..XX...........
 .......X.....X..X.X..X..........
 .......XX....X.....X............
 .......X.....X...X..X...........
 .......XXX.X.X.X..XX............
 ................................
 XXX..XXX.X.X.XXX.X..X..XXX.XXX..
 X..X.X...X.X.X...XX.X.X....X....
 X..X.XX..X.X.XX..X.XX.X.XX.XX...
 XXX..X...X.X.X...X..X.X..X.X....
 X..X.XXX..X..XXX.X..X..XXX.XXX..
end


 player1x=0:player1y=0
 player0x=0:player0y=0



 rem Loop the screen until the fire button is pressed
title
 COLUBK = $90
 pfcolors:
 $32
 $32
 $32
 $32
 $32
 $32
 $32
 $32
 $32
 $32
 $32
 $32
 $32
 $32
end

 drawscreen
 if joy0fire || joy1fire then goto skiptitle
 score = 2015 : scorecolor = $AE
 goto title

 rem This function displays after the title is skipped
skiptitle

 rem Player location
 player1x = 70 : player1y = 90
 player0x = 50 : player0y = 20

 rem Score setting and color
 score = 0 : scorecolor = $1E
 rem Missle size and location
 ballheight=1:bally=150
 rem Create a variable to keep up with lives
 
 a = 3

 rem create lives
   lives:
   %01000100
   %11111110
   %11111110
   %01111100
   %00111000
   %00010000
   %00010000
   %00010000
end


 rem Create the playfield
 playfield:
 XXXXXXXXX.........XXXXXXXX......
 XXXXXXXXX.........XXXXXXXX......
 XXXXXXXXX.........XXXXXXXX......
 XXXXXXXXX.........XXXXXXXX......
 XXXXXXXXX.........XXXXXXXX......
 .........XXXXXXXXX........XXXXXX
 .........XXXXXXXXX........XXXXXX
 .........XXXXXXXXX........XXXXXX
 .........XXXXXXXXX........XXXXXX
 .........XXXXXXXXX........XXXXXX
 .........XXXXXXXXX........XXXXXX
end



 rem This main function is what loops constantly
main
 COLUBK = $8A
 pfcolors:
 $04
 $06
 $08
 $0A
 $0C
 $0A
 $08
 $06
 $04
 $02
 $00
end

 if joy0up || joy1up then pfscroll down
 if joy0down || joy1down then pfscroll up
 if joy0right || joy1down then pfscroll left
 if joy0left || joy1left then pfscroll right
 
 rem This is the animation function
animate
 rem This frame variable slows down the animation
 v = v + 1
 rem This code animates the sprites
 if v = 7 && w = 0 then ax
 if v = 7 && w = 1 then bx
 if v = 7 && w = 2 then cx
 if v = 7 && w = 3 then dx

 goto nextstep

 
 rem These four sprites are different stages of the animation

ax
 v = 0
 w = 1

 player0:
 %01110000
 %00110111
 %00011111
 %10011111
 %11111111
 %00011111
 %00001111
 %00000011
 %11000011
 %11111111
 %10011111
 %11111100
end

 goto nextstep
 
bx
 v = 0
 w = 2
 player0:
 %01110000
 %00110111
 %00011111
 %10011111
 %11111111
 %00011111
 %00001111
 %00000011
 %00000011
 %00000011
 %11000011
 %11111111
 %10011111
 %11111100
end
 goto nextstep

cx
 v = 0
 w = 3
 player0:
 %00000111
 %01110011
 %00011111
 %10011111
 %11111111
 %00011111
 %00001111
 %00000011
 %00000011
 %00000011
 %00000011
 %00000011
 %11000011
 %11111111
 %10011111
 %11111100
end
 goto nextstep
 
dx
 v = 0
 w = 0
 player0:
 %00000111
 %01110011
 %00011111
 %10011111
 %11111111
 %00011111
 %00001111
 %00000011
 %00000011
 %00000011
 %11000011
 %11111111
 %10011111
 %11111100
end
 goto nextstep
 rem Create acorn sprite

nextstep
player1color:
 $06
 $00
 $00
 $00
 $00
 $00
 $0C
 $00
 $00
 $00
 $00
 $00
 $0A
 $0A
 $0A
 $0A
 $0A
 $0A
 $0A
 $0A
end
 player1:
 %01100110
 %00100100
 %00100100
 %00100100
 %00111100
 %00111100
 %10000001
 %10111101
 %10111101
 %10111101
 %10100101
 %01100110
 %00011000
 %00100100
 %01111110
 %10000001
 %10000001
 %01111110
 %00111100
 %00011000
end
 

 rem check to see if a missile has already been fired
checkfire
 if bally>100 then goto skip
 bally = bally - 2 : goto draw
 rem if a missile hasn't been fired, then fire missile
skip
 if joy0fire || joy1fire then bally=player1y-2:ballx=player1x+4

 rem Draw output to screen
draw
 drawscreen

 rem Fix player wraparound bug
 if player1x < 8 then player1x = 8
 if player1x > 150 then player1x = 150
 if player1y < 8 then player1y = 8
 if player1y > 84 then player1y = 84

 rem Have player 1 chase player 2
 
 if player0y < player1y then player0y = player0y + 1
 if player0y > player1y then player0y = player0y - 1
 if player0x < player1x then player0x = player0x + 1
 if player0x > player1x then player0x = player0x - 1
 player0x = player0x : player0y = player0y


 rem Detect missile collision with squirrel
 if collision(ball,player0) then score=score+1:player0x=rand/2:player0y=0:bally=255:goto pointsound
 rem Detect squirrel collision with the acorn
 if collision(player1,player0) then score=score-1:player0x=rand/2:player0y=0:bally=255:a=a-1:goto deadsound

 rem joystick movements
 if joy0up || joy1up then player1y = player1y-1 : goto skipmove
 if joy0down || joy1down then player1y = player1y+1 : goto skipmove
 if joy0left || joy1left then player1x = player1x-1 : goto skipmove
 if joy0right || joy1right then player1x = player1x+1 : goto skipmove

 rem refresh the screen
skipmove
 goto main

 rem Play point sound
pointsound
 AUDV0 = 8 : AUDC0 = 12 : AUDF0 = 10
 p = p + 1
 drawscreen
 if p < 2 then pointsound
 p = 0
 AUDV0 = 0 : AUDC0 = 0 : AUDF0 = 0
 goto main

 rem Play dead sound
deadsound
 AUDV1 = 8
 AUDC1 = 7
 AUDF1 = 13
 p = p + 1
 drawscreen
 if p < 5 then deadsound
 p = 0
 AUDV1 = 0 : AUDC1 = 0 : AUDF1 = 0
 if a = 0 then goto restartpf
 goto main
end

 rem create reset thing 2
restartpf
 pfclear
 goto deadscreen
end


 rem Create the dead screen
deadscreen

 playfield:
 XXX..XXX.....XX...XX..XX.XX.XXX.
 X.....X.....X..X.X..X.X.X.X.X...
 XX....X.....X....XXXX.X...X.XX..
 X.....X.....X..X.X..X.X...X.X...
 XXX.X.X.X....XX..X..X.X...X.XXX.
 ................................
 XXX...XX...XX..X..X..X.X.X......
 X..X.X..X.X..X.X.X...X.X.X......
 XXX..XXXX.X....XX....X.X.X......
 X..X.X..X.X..X.X.X..............
 XXX..X..X..XX..X..X..X.X.X......
end




 player1x=0:player1y=0
 player0x=0:player0y=0


 rem Loop the screen until the switch is activated
dead
 COLUBK = $C2
 pfcolors:
 $34
 $34
 $34
 $34
 $34
 $34
 $34
 $34
 $34
 $34
 $34
 $34
end
 score = 2015 : scorecolor = $AE
 playfieldpos = 8
 drawscreen
 if switchreset then goto reset
drawscreen
 goto dead

post-41435-0-17212000-1425144581_thumb.png

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If you click on the Messages button, it will tell you what is wrong. But that's not all that is wrong with the code.

 

You also had extra ends and were using drawscreen as a label. I fixed those things:

 

ets_revenge_2015y_02m_28d_1304t.bin

 

ets_revenge_2015y_02m_28d_1304t.bas

 

 

You might also want to check out this program:

 

atariage.com/forums/topic/235427-tinkernut-world-deluxe-example-program/

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