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Any way to simplify this code? Thanks!


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So every time I walk through a door, I want to be taken to a random play field. There are 8 play fields in the game and they are named "1","2","3","4","5","6","7","8"

 

This section of my code looks like this:

if player0x>160 then a=(rand/32)+1

if a=1 then gosub 1

if a=2 then gosub 2

if a=3 then gosub 3

if a=4 then gosub 4

if a=5 then gosub 5

if a=6 then gosub 6

if a=7 then gosub 7

if a=8 then gosub 8

 

Is there any way to simplify this to save space? I know there has to be a way but I can't get anything to work. Thank you for your help.

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Looks like you are using batari Basic. You might want to post future questions in the batari Basic forum:

 

atariage.com/forums/forum/65-batari-basic/

 

Seems like you'd want to use on…gosub.


   dim _PF_Jump = a

   if player0x > 160 then _PF_Jump = (rand/32)

   on _PF_Jump gosub __PF0 __PF1 __PF2 __PF3 __PF4 __PF5 __PF6 __PF7


  . . .


__PF0

   blah blah blah

   return


__PF1

   blah blah blah

   return


__PF2

   blah blah blah

   return


__PF3

   blah blah blah

   return


__PF4

   blah blah blah

   return


__PF5

   blah blah blah

   return


__PF6

   blah blah blah

   return


__PF7

   blah blah blah

   return

You could also use on…goto instead and have the places you jump to jump back to a label.


   dim _PF_Jump = a

   if player0x > 160 then _PF_Jump = (rand/32)

   on _PF_Jump goto __PF0 __PF1 __PF2 __PF3 __PF4 __PF5 __PF6 __PF7

__PF_Jump_Back


  . . .


__PF0

   blah blah blah

   goto __PF_Jump_Back


__PF1

   blah blah blah

   goto __PF_Jump_Back


__PF2

   blah blah blah

   goto __PF_Jump_Back


__PF3

   blah blah blah

   goto __PF_Jump_Back


__PF4

   blah blah blah

   goto __PF_Jump_Back


__PF5

   blah blah blah

   goto __PF_Jump_Back


__PF6

   blah blah blah

   goto __PF_Jump_Back


__PF7

   blah blah blah

   goto __PF_Jump_Back
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Looks like you are using batari Basic. You might want to post future questions in the batari Basic forum:

 

atariage.com/forums/forum/65-batari-basic/

 

Seems like you'd want to use on…gosub.


   dim _PF_Jump = a

   if player0x > 160 then _PF_Jump = (rand/32)

   on _PF_Jump gosub __PF0 __PF1 __PF2 __PF3 __PF4 __PF5 __PF6 __PF7


  . . .


__PF0

   blah blah blah

   return


__PF1

   blah blah blah

   return


__PF2

   blah blah blah

   return


__PF3

   blah blah blah

   return


__PF4

   blah blah blah

   return


__PF5

   blah blah blah

   return


__PF6

   blah blah blah

   return


__PF7

   blah blah blah

   return

You could also use on…goto instead and have the places you jump to jump back to a label.


   dim _PF_Jump = a

   if player0x > 160 then _PF_Jump = (rand/32)

   on _PF_Jump goto __PF0 __PF1 __PF2 __PF3 __PF4 __PF5 __PF6 __PF7

__PF_Jump_Back


  . . .


__PF0

   blah blah blah

   goto __PF_Jump_Back


__PF1

   blah blah blah

   goto __PF_Jump_Back


__PF2

   blah blah blah

   goto __PF_Jump_Back


__PF3

   blah blah blah

   goto __PF_Jump_Back


__PF4

   blah blah blah

   goto __PF_Jump_Back


__PF5

   blah blah blah

   goto __PF_Jump_Back


__PF6

   blah blah blah

   goto __PF_Jump_Back


__PF7

   blah blah blah

   goto __PF_Jump_Back

Thanks for the help.

Ok so I did all that and hit compile, and I get an error with this line in red

 

on _PF_Jump gosub __PF0 __PF1 __PF2 __PF3 __PF4 __PF5 __PF6 __PF7

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Did you create the labels and did you use DIM?

 

randomterrain.com/atari-2600-memories-batari-basic-commands.html#dim

Yes, I did everything you said and its still not working. Still won't compile

 

Is there any other way?

 

like for example:

 

a=(rand/32)+1

gosub a

 

I know this won't work, but is there anything similar?

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  • 3 weeks later...

you can create your own version of on gosub and on goto with just a little assembly



asm
jmp (temp5)
end



will jump to whatever location you specify in variables temp5, temp6

with the lo byte of the location in temp5 and the hi byte in temp6


Bb prepends a "." to labels, "my_label" in Bb becomes ".my_label" in the assembly


labels are 16 bit but you can specify the lo byte, "<.my_label" or the hi byte, ">.my_label"


you can't generally use "<.my_label" in Bb but you can in a constant declaration or a data statement


so




const ml_lo = <.my_label
const ml_hi = >.my_label

temp5 = ml_lo : temp6 = ml_hi

asm
jmp (temp5)
end



works in Bb and is sort of like




goto my_label



for on a gosub it would be something like



set optimization noinlinedata

if player0x > 160 then a = (rand/32)

gosub on_a



on_a
temp5 = jump_table_lo[a] : temp6 = jump_table_hi[a]

asm
jmp (temp5)
end

data jump_table_lo
<.PF0, <.PF1, <.PF2, <.PF3, <.PF4, <.PF5, <.PF6, <.PF7
end

data jump_table_hi
>.PF0, >.PF1, >.PF2, >.PF3, >.PF4, >.PF5, >.PF6, >.PF7
end


PF0
rem some stuff
return

PF1
rem some stuff
return

PF2
rem some stuff
return

PF3
rem some stuff
return

PF4
rem some stuff
return

PF5
rem some stuff
return

PF6
rem some stuff
return

PF7
rem some stuff
return



of course it's more trouble than a simple on gosub

and it uses 3 more bytes (provided you use the

noinlinedata optimization which saves you three

bytes per data statement. Bb inserts a hidden goto to go

past the data whether it needs to or not, of course

you have to be sure you have no in line data)


on gosub is limited to what you can fit on a single line

while data statements can have up to 256 items and span multiple lines




I second the "post your code" suggestion



I'd suggest that you use rand16 if you can affored the extra byte of ram



since you've got 8 things you're choosing amongst and 8 is a power of 2

and if you're zero based you can lose the "+ 1"

so you can do this instead and save a few bytes



a = rand & 7
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