jbs30000
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Posts posted by jbs30000
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Pretty good, except I can't get past the second level because the player gets stuck too walls too easy, making it impossible to not get hit twice.
Stage 2 is not finished yet
- or do you mean room 2? Then I have to work on the collision-detectionStage, room, whatever
. Anyway, after what I posted I tried again and was able to get further, but still couldn't win the round...but it just might be me. The next people to post here might say they can get to room three just fine. -
Pretty good, except I can't get past the second level because the player gets stuck too walls too easy, making it impossible to not get hit twice.
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Try This
As mentioned above, I have (referring to it as the "MinGW build"). That's when the error shows up. Thanks for the help, though.
How awkward. Sorry about that. -
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Well, I just had to use a different computer. There's something wrong with this one with regards to bB that causes me to get errors that no-one else gets.
So anyway, the problem is fixed now. Thanks.
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Seems like this is your problem:
gosub Main_Screen bank4
Get rid of bank4 and it should work.
Oops, originally I had the playfield in bank 4. Anyway, removing bank4 from the gosub command still gives me the same error.
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This code
set romsize 32kSC const pfres=32 set kernel_options pfcolors no_blank_lines set smartbranching on Game_Start rem Go here when the game first starts or when reset is hit gosub Main_Screen bank4 My_Loop drawscreen goto My_Loop Main_Screen rem The screen displayed when the game is not being played pfcolors: $AC $38 $38 $38 $38 $38 $AC $AC $AC $AC $AC $AC $AC $AC $AC $AC $AC $AC $AC $AC $AC $AC $AC $AC $1E $1E $1E $1E $AC $AC $AC $AC end playfield: ..........XXXXXXXXXXX........... ...X.XXX.....X.XXX..XX..X.XXXX.X ...X....X....X....X...X.X......X ...X.X..X.X..X.XXX..X.X.X.XX.X.X X..X.X..X.X..X.X..X.X.X.X.X...X. .XX...XX...XX..X..X.X.XX..XX..X. ..X.XXXX...XXXXXXXXX...XXXX..X.. .X..XXX...XXXX...XXXX...XXXX..X. X..XXXX...XXXXXXXXXXX...XXXXX..X X..XXXX....XXXXXXXXX....XXXXX..X X..XXXXX....XXXXXXX....XXXXX...X .X..XXXXXXXX.......XXXXXXXX...X. ..X..XXXX...X.....X...XXXX...X.. .X.X.X..XXXXXX...XXXXXX.X...X.X. X...X.X..XXXXX...XXXXX..X..X...X .X...X.X.XXXX.....XXXX.X..X...X. X.XXX..X.XXXXX...XXXXX.X...XXX.X X..X...X.XXXXXXXXXXXXX.X..X.X..X .XX.X..X..XXXXX.XXXXX..X..X.XXX. .XX.X...X..XXX...XXX..X...X.X.X. .X.X.X...XXX..XXX..XXX..XX.X..X. .X..X.XXXX..XXXXXXX..XXX..X...X. ..XX.XXX...............XXX.XXX.. ....XXXXXXXXXXXXXXXXXXXXXXX..... ....X.XXXX.XXX...XXX.XXXX.X..... ...XXX.XX.X...XXX...X.XX.XXX.... ..XXXXX.XX.XXX...XXX.XX.XXXXX... .XXXXXXXXXXXXXXXXXXXXXXXXXXXXX.. ...............................X X......................XXX....XX XX...XXXXXX.X......XXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end return
Gives me this error
--- Unresolved Symbol List pfwidth 0000 ???? (R ) Fatal assembly error: Source is not resolvable. 2600 Basic compilation Failed!
What am I doing wrong?
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I hope this is a music making program. We really need one of those.

An easy-to-use music creation program that plays notes and has the ability to preview your work with your favorite emulator would be great.
Sorry, it's not.
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If you made Visual bB using Visual studio (or just Visual Basic, or Visual C++, or Visual whatever) how did you make the sprite and playfield editors? Or more specifically, what control did you use for the grid the images are drawn on?
I'm trying to make something for bB, but don't worry, it's not a sprite or playfield editor. My program would spit out data statements.
It's the DataGridViewControl.
-Jeff
OK, I thought it might be something like that. Thank you very much.
No problem, PM me if you have trouble understanding the events.
-Jeff
Using Google I see that within the cellclick event that e.ColumnIndex and e.RowIndex will tell me which cell was clicked, but I still need to look up how to select a cell to change its background color.
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If you made Visual bB using Visual studio (or just Visual Basic, or Visual C++, or Visual whatever) how did you make the sprite and playfield editors? Or more specifically, what control did you use for the grid the images are drawn on?
I'm trying to make something for bB, but don't worry, it's not a sprite or playfield editor. My program would spit out data statements.
It's the DataGridViewControl.
-Jeff
OK, I thought it might be something like that. Thank you very much.
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If you made Visual bB using Visual studio (or just Visual Basic, or Visual C++, or Visual whatever) how did you make the sprite and playfield editors? Or more specifically, what control did you use for the grid the images are drawn on?
I'm trying to make something for bB, but don't worry, it's not a sprite or playfield editor. My program would spit out data statements.
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I know I'm posting a lot and probably being a little annoying, so I'll just say this one last thing.
I played around with different files to see if I could pinpoint the problem. I put all the old files back, tried compatibility mode which didn't work, and then put back the minGW files and low and behold everything works fine now. Or at the very least data statements don't cause an error.
I'm not sure what the problem was, and the only thing I did was replace the minGW files with SeaGtGruff's files, and then replaced those with the minGW files again.
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I discovered that it's the preprocessor that's causing the error.
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I am trying to implement a level selection in my current game, and am not quite sure how to do it. I tried making an array like "data tColumn0Level0", and then I wasn't sure how to assign a variable like a pointer to it.
I am on my phone, so I did minimal searching but it's really slow to find info
tColumn0Level0 is the pointer.
This should have the information you're looking for Click Here
I read that, and couldn't find what I was looking for. Here is what I want to do:
dim currentLevel = a dim selectedLevelIndex = b data tColumn0Level0 some data for the first level end data tColumn0Level1 some data for the second level end if selectedLevelIndex = 0 then currentLevel = tColumn0Level0 if selectedLevelIndex = 1 then currentLevel = tColumn0Level1 rem fill in the playfield with the level data var25 = currentLevel[index] var29 = currentLevel[index+1] var33 = currentLevel[index+2]
Is there any way to do something like that?
I see what you're saying and I don't think you can. I assume you tried the code and it didn't work. If so, then there's your answer I'm afraid.
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When I said I couldn't run bB in Windows 7 you gave me some different files. They seemed to work at first, but now I'm getting weird errors. For example, I get an error message if I attempt to use a data statement. Here's code for an example program, and here's the error:
dim Test=a data MyData 0 end
Here's the error:
---------- Capture Output ---------- > "C:\Atari2600\bB\2600bas.bat" C:\Atari2600\bB\samples\Test.bas batari Basic v1.01 (C)2005-2007 (5): Error: Unknown keyword: B Compilation failed. > Terminated with exit code 0.
Do you have any idea of what's going on?
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I am trying to implement a level selection in my current game, and am not quite sure how to do it. I tried making an array like "data tColumn0Level0", and then I wasn't sure how to assign a variable like a pointer to it.
I am on my phone, so I did minimal searching but it's really slow to find info
tColumn0Level0 is the pointer.
This should have the information you're looking for Click Here
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I realize you got it working finally using the build that batari posted, but is this supposed to be the code from the .asm file I asked about? It looks to me like a plain batari Basic program. The batari Basic compiler creates a .asm version of the program that translates all of the batari Basic statements into the necessary 6502 assembly code, which is then assembled (along with all of the necessary include files) by DASM. The error message from DASM was saying that there was an unknown mnemonic on line 1 in the draw.bas.asm file, so I was curious what line 1 of the draw.bas.asm file looked like. I don't know what the batari Basic compiler put on line 1 of the .asm file, but DASM couldn't understand it.
Michael
Oops, I misunderstood you. Anywayway, Batari has it right. I went ahead and tried one last thing before trying Batari's files. I cut and pasted the first line from the 2600bas.bat file, substituting sample.bas for %1%. The commands ran sample.bas through the precompiler and then the compiler and stored the result in bB.asm. Looking at bB.asm it says that 2600basic.exe couldn't be executed.
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Most bB builds will not work under any 64-bit version of Windows. The problem was with the compiler. I posted a build that was compiled with minGW, and that should work with them. You can try the minGW build here:
I went ahead and tried those files even though my OS is 32 bit, and they work. Thank you very much.

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Nope, there isn't.
include div_mul.asm set kernel_options no_blank_lines set romsize 8kSC set smartbranching on const pfres=32 pfclear player0x=10:player0y=7 player0: %11000000 %01100000 110001 011011 001111 011111 111111 end gameloop COLUP0=15 COLUPF=203 if joy0left then player0x=player0x-1:if player0x<10 then player0x=10 if joy0right then player0x=player0x+1:if player0x>137 then player0x=137 if joy0up then player0y=player0y-1:if player0y<7 then player0y=7 if joy0down then player0y=player0y+1:if player0y>99 then player0y=99 skipjoy if joy0fire then gosub plot drawscreen goto gameloop plot rem convert player position to playfield pixel rem divide by 3 vertically g=(player0y-7)/3 h=(player0x-10)/4 if g=i && j=h then return i=g:j=h pfpixel h g flip return
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Most bB builds will not work under any 64-bit version of Windows. The problem was with the compiler. I posted a build that was compiled with minGW, and that should work with them. You can try the minGW build here:
Both my copy of XP and 7 are the 32 bit versions. But thank you anyway.
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After upgrading to XP Pro I had to run bB in a virtual environment because I couldn't compile any programs. The virtual PC was operating under VISTA.
I just upgraded my computer (physical computer, not the virtual one) to Windows 7 Professional, so I downloaded the bB files from the bB homepage, plus the updated files from SeaGtGruff. I then downloaded Visual bB, set up the paths, tried a couple of sample programs (Draw and Zombie Chase), tried to compile them, and for each one got this error:
DASM V2.20.07, Macro Assembler ©1988-2003
draw.bas.asm (1): error: Unknown Mnemonic 'execute'.
Complete.
2600 Basic compilation Failed!
I'm guessing that this is a problem with my computer and nothing's wrong with Windows, bB, or Visual bB, right?

Do you get the same result if you just try to compile using the batch file outside of VbB? I haven't upgrade to Windows 7 yet to test myself.
-Jeff
Happens under Crimson Editor too. Well, at the very least I have my virtual environment.
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After upgrading to XP Pro I had to run bB in a virtual environment because I couldn't compile any programs. The virtual PC was operating under VISTA.
I just upgraded my computer (physical computer, not the virtual one) to Windows 7 Professional, so I downloaded the bB files from the bB homepage, plus the updated files from SeaGtGruff. I then downloaded Visual bB, set up the paths, tried a couple of sample programs (Draw and Zombie Chase), tried to compile them, and for each one got this error:
DASM V2.20.07, Macro Assembler ©1988-2003
draw.bas.asm (1): error: Unknown Mnemonic 'execute'.
Complete.
2600 Basic compilation Failed!
I'm guessing that this is a problem with my computer and nothing's wrong with Windows, bB, or Visual bB, right?


[SOLVED] Windows 7 (64-bit) bB Compilation Issue
in batari Basic
Posted
Yeah, I'm getting the same thing. Some programs compile fine now, but one I'm working on also gives the pfwidth 0000 ???? error too.
I'm glad this time the problems I'm experiencing aren't just me.