jbs30000
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Everything posted by jbs30000
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OK, for whatever reason, even after making a copy of 2600bas.bat changing all the program names to their 8.3 equivalents and putting the cwsdpmi files in the bB directory, it turns out that you can't compile a bB program under DosBox. Before that, I thought I'd manually go through the compiling process to see which program was the sticking point. Turns out that right off the bat that preprocess doesn't work. I looked at the source code of preprocess, but I've never used lex (or yacc either), and I'm not quiet sure what the program is supposed to do. I'm sure it's pretty obvious, but not to me . Would you mind explaining it for me? Thanks.
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Yes, I tried the set, and the bB directory is in there. I also tried putting c:\bB\ in front of any references to .exe files (I.E. preprocess becomes c:\bB\preprocess) but that didn't work either. If you found a similar problem then I guess it's the Pro version of Windows that's the problem, as I know for a fact that I had no problems when I was using the Home edition. I have a couple of Ideas I'll try, and if either one works, I'll let you know.
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This will be my last post on this topic for a while. I'll do some investigating on my own to see if it's me, or XP Pro that is the problem. Oh, and I tried 2600bas from a command prompt and got the same problem, so it's not Crimson Editor. I don't remember when I switched from XP Home to XP Pro, so I don't remember if the last time bB worked, which version I had. I know for a fact it works with the Home edition, so if it is XP that's the problem, then it's the Pro edition, and not the Home. My memory is usually crap, and I'm not really coming up with anything in my searches, but I want to do a quick review on downloading and setting up. 1. Download the zip file. 2. Unzip it in a directory of your choosing. 3. Set the bB variable as the path to the directory, and add that directory to the path variable. 4. Copy sed.exe from its own directory to the main bB directory. 5. You're ready to go. Now, is there anything I missed?
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Thanks, but that didn't work either. Two questions: Which program, or programs, is having a problem with XP Pro? Does bB work under DOS 6.22?
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OK then, I'll wait and see if you come up with anything. Thank you.
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All it says is: Bad Command or file name I'll search the message board for any necessary changes that should be made, or any problems I've had before, or similar problems other people have had. It worked until a few months ago, so I'm sure there must be something I need to change either in 2600bas.bat, or something like that.
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You know, I got to thinking, I think there was a change or two I made to my last 2600bas.bat which made things work, which is why, when it got overwritten with a new 2600bas.bat, it quit working. Anyway, good idea about taking out the echo off. I'm pretty sure its with my bB setup, and not Crimson Editor. OK, here's the output: ---------- Capture Output ---------- > "C:\bB\2600bas.bat" C:\bB\samples\draw.bas C:\bB>if XC:\bB == X goto nobb C:\bB>if exist sed.exe goto havesed C:\bB>preprocess 0<C:\bB\samples\draw.bas | 2600basic.exe -i C:\bB 1>bB.asm C:\bB>if errorlevel 1 goto bBerror C:\bB>if X == X-O goto optimize C:\bB>postprocess -i C:\bB 1>C:\bB\samples\draw.bas.asm C:\bB>goto nooptimize C:\bB>dasm C:\bB\samples\draw.bas.asm -IC:\bB/includes -f3 -oC:\bB\samples\draw.bas.bin | sed "/Label mismatch/d" | sed "/shakescreen/d;/rand16/d;/debugscore/d;/pfscore/d;/noscore/d;/vblank_bB_code/d;/PFcolorandheight/d;/pfrowheight/d;/pfres/d;/PFmaskvalue/d;/overscan_time/d;/vblank_time/d;/no_blank_lines/d;/superchip/d;/ROM2k/d;/NO_ILLEGAL_OPCODES/d;/minikernel/d;/debugcycles/d;/mincycles/d;/legacy/d;/PFcolors/d;/playercolors/d;/player1colors/d;/backgroundchange/d;/readpaddle/d;/multisprite/d;/PFheights/d;/bankswitch/d;/Unresolved Symbols/d" | sed "2,/-->/!{ /-->/,/-->/d; }" | sed "s/--> 0./Possible duplicate label: /" DASM V2.20.07, Macro Assembler ©1988-2003 C:\bB\samples\draw.bas.asm (1): error: Unknown Mnemonic 'Command'. Complete. C:\bB>rem yes, I know This is the first attempt to make DASM's output more useful! C:\bB>goto end > Terminated with exit code 0.
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OK, I started over pretty much. 1) I re-downloaded the v1.0 from http://bataribasic.com/download.html 2) I put the files and folders in C:\bB 3) I set the Environment Variables as shown in the pic below. 4) My Crimson Editor User Tools settings are in the other pic. 5) Trying to compile the draw.bas file that comes with the bB download gets me: ---------- Capture Output ---------- > "C:\bB\2600bas.bat" C:\bB\samples\draw.bas DASM V2.20.07, Macro Assembler ©1988-2003 C:\bB\samples\draw.bas.asm (1): error: Unknown Mnemonic 'Command'. Complete. > Terminated with exit code 0.
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Well crap. I don't know. I'll just give my computer info, and if anybody has any idea, great. If not, then I had fun writing bB programs. I have Windows XP Pro. I use Crimson Editor. My bB files are in C:\Program Files\Atari2600\bB I set the environmental variables through My Computer. I have tried both with quotes and without quotes. I put quotes on $(FilePath) in the Crimson Editor user tool to compile programs. Everything was working until recently. I don't know what could have changed.
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I played around with the environmental variables. Now I get this: ---------- Capture Output ---------- > "C:\Program Files\Atari2600\bB\2600bas.bat" C:\PROGRA~1\ATARI2~1\bB\samples\draw.bas Files\Atari2600\bB was unexpected at this time. > Terminated with exit code 255. Edit: I see somebody else is having this problem. I'll follow the advice in that thread to try and fix it.
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OK. I already searched the .bas files, and it isn't in any of them. I just now tried to compile draw.bas, a sample program that comes with bB. Here is all that draw.bas.asm says: Bad Command or File name Here is what is in draw.bas.lst ------- FILE C:\PROGRA~1\ATARI2~1\bB\samples\draw.bas.asm LEVEL 1 PASS 1 C:\PROGRA~1\ATARI2~1\bB\samples\draw.bas.asm (1): error: Unknown Mnemonic 'Command'. 1 0000 Bad Command or file name
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Thank you. I clicked the link Batari gave in post 13, and replaced my existing: 2600basic.exe optimize.exe postprocess.exe preprocess.exe files with the new ones. I'm not sure what else I'm supposed to do.
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Hello, it's been a while. I've been dealing with some health issues with my wife, and my last project, an Atari 2600 version of Space Harrier proved to be too much, especially with the problem of sprite 0 having slightly different positioning than sprites 1 through 3. But anyway, I've been keeping an eye on this site, and when I saw there's a new build, albiet still experimental, I decided to download and give it a try. However, when I recompile programs that were compiled sucessfully before, I get an error Unknown Mnemonic 'Command'. Do I need to download something else?
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Wow, pretty awesome shooting control.
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*Ahem*, yes, yes you are. As for this game, the snapshot you posted looks pretty cool. I haven't downloaded it myself, but I'm definitely going to.
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You know (except for the all caps REM ) That's pretty darn good. I'll try sticking into my program sometime later today or tomorrow and see how it works. Thank you.
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Well, you did an excellent job of the theme music for my Tron game. Which I'll have to remake because it's so buggy. But anyway, if you can come up with something that would be great. Thank you.
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Sprites at the same coordinates not overlapping
jbs30000 replied to jbs30000's topic in batari Basic
Oh thank you for answering. After seeing a lot of people read my question but not answer, I was afraid the answer was something obvious and I was asking a stupid question. OK, now that I know that, I can simply set up the score again to track the X and Y of sprite 0, overlap it on sprite 1 and see what the difference is. Thank you. -
I'm editing this post because it had a lot of pointless information. My question is, both sprites, 0 and 1, are both set at coordinates (50, 50) and yet, instead of overlapping, sprite 0 is off to the right of sprite 1. Why is this? And, if it makes any difference, this is a multisprite playfield.
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Thank you. I don't really need a realistic scream, just something that comes close.
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I'll search for heaven's post. As for ripping the sound....I'm not sure how I could make that work for bB. If it's possible, then I've never done anything like that before, and frankly, I wouldn't know where to start. I mean, once I had a wav or mp3, or whatever, I wouldn't know how to use it in bB.
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Wow, I'm really surprised that it's apparently difficult to write a scream routine, especially when there are people like Lord Mike who are really good at music and sound effects.
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I'm working on a 2600 version of Space Harrier. In the arcade, when he gets hit by a weapon he lets out a AAAaaaahhhhhh. Now obviously I can't do as good a job as the arcade, but I'm sure somebody can come up with something better than what I've come up with so far. I cut and pasted the bits from my program that have to do with Space Harrier screaming: dim Crash_Counter=k dim Vol_Count=l.m AUDC1=1: AUDF1=18 Vol_Count=15.0 for Crash_Counter=128 to 0 step -1 AUDV1=Vol_Count drawscreen if Vol_Count>0 then Vol_Count=Vol_Count-0.25 next If anybody can come up with something slightly more realistic or better than what I have I'd appreciate it. Thank you.
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Now that I finished my last final, and will have 5 weeks off, I'll be working on finishing a game I started a few weeks ago. I'll make a post when I'm finished.
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Oh, OK, I see what you're saying.
