THis is the corrected version. Tested with Ooze source, compiles and seems to work (except for the fact that 37 bytes needed to be trimmed first, did so by removing pf-scrolling module.) Enjoy!
Ok, I'll take the hint! --Thanks. I'll give this a whack soon.
Kind of dismayed about the reduced avaliable space though. I believe the game was floating around ~200 bytes free. Oh well, the functions, improved bit ops and proper gosub should free most of that back.
Need to finish current work project first though. (money first, games second!)
The compiler compiled on Linux, so that's a good sign. Haven't tried the code converter yet, but will soon. The little scripts I wrote to compile things didn't bring me much joy using the included sample.bas file. Which shipped with some bad lines in it... were those for testing?
This is what I was doing for version 0.2:
cat 2600basic.asm sample.asm 2600basicfooter.asm > test.asm
./dasm test.asm -f3 -oooze.bin
I made the filename change from 2600bas to 2600basic and let the rest go. Before I go posting a bunch of crap, can someone briefly summarize the compile steps? Something has changed and I should know what that is before I start the next version of Ooze in Bb0.35.
I just had some minor surgery that will keep me at home for the next day or two. Just the perfect time to futz with this!
Before I do too much, I'll be reading the help docs this late evening as well to catch up on the many changes discussed over the last few weeks. Man, you think you have a handle on it, but you just don't until the process of using it begins!
Edited by potatohead, Wed Sep 7, 2005 1:04 AM.