Seaweed Assault: DEFs to DIMs
I started to get DEF errors again:
www.atariage.com/forums/topic/187092-can-we-use-two-or-more-defs-that-use-the-same-string/
I said in that thread that I'd just keep the DEFs that I had and use DIM for any new BitOp variables, but I realized that I'd eventually become confused or frustrated by having BitOp variables in two separate places, so I spent some time today converting all of my DEFs to DIMs.
Although most of the changes were done using the Replace All button, it was still tedious work, but I'm glad I did it. Now everything is on one place, so it will be easy to add new BitOp variables or share existing ones with other aliases.
I'm never going to waste my time using DEF again. Goodbye DEF and your crazy errors! I'm free!
Here's an example from my DIM section:
rem ================================================================
rem ================================================================
rem =
rem = Create aliases for variables.
rem =
rem ================================================================
rem =
rem = (You can have more than one alias for each variable.)
rem =
rem ----------------------------------------------------------------
rem ================================================================
rem =
rem = All purpose bits for various jobs.
rem =
rem ----------------------------------------------------------------
dim BitOp_All_Purpose_01 = var41
rem ================================================================
rem =
rem = Keeps Reset switch from contaminating other sections of the
rem = ---- game. Reset switch must be released before it will work.
rem = ---- Bit0_Debounce_Reset{0} does double duty in the title
rem = ---- screen and game over loops by including the fire button.
rem =
rem ----------------------------------------------------------------
dim Bit0_Debounce_Reset = var41
rem ================================================================
rem =
rem = Keeps fire button from contaminating other sections of the
rem = ---- game. Fire button must be released before it will work.
rem =
rem ----------------------------------------------------------------
dim Bit1_Debounce_Fire = var41
rem ================================================================
rem =
rem = Shared: Keeps player from holding joystick in one direction
rem = ---- in the title screen loop.
rem =
rem ----------------------------------------------------------------
dim Bit1_Debounce_Joystick = var41
rem ================================================================
rem =
rem = Time to grab the ship.
rem =
rem ----------------------------------------------------------------
dim Bit2_Grab_Ship = var41
rem ================================================================
rem =
rem = The ship has been grabbed, now slide down a bit.
rem =
rem ----------------------------------------------------------------
dim Bit3_Ship_Grabbed_Bounce = var41
rem ================================================================
rem =
rem = Makes the player sprite move down at the start of the game.
rem =
rem ----------------------------------------------------------------
dim Bit4_Game_Started = var41
rem ================================================================
rem =
rem = Alternative missile hitting seaweed sound.
rem =
rem ----------------------------------------------------------------
dim Bit5_Sound_Alt_Mis_Hit = var41
rem ================================================================
rem =
rem = Flips between the current score and the high score.
rem =
rem ----------------------------------------------------------------
dim Bit6_Swap_Scores = var41
_

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