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jwierer

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Posts posted by jwierer


  1. Potentially buggy, and I can't remember how macros work. I wouldn't worry about documenting things yet. I'd recommend using it, however, as it does fix some bugs and your code will almost certainly compile to a shorter length, especially if you use the peephole optimizer (-O switch.)

    ok maybe this is a stupid question, but which executable would I use the peephole optimizer (-O) with?

     

    Thanks,

    Jeff


  2. As the topic from http://www.atariage.com/forums/index.php?showtopic=123849 - i tried to run VisualbB_1.0_Build_535.zip on Wine (Linux Ubuntu 8.10), and i couldn't get it running...

    Some questions:

    1- do someone tried to run VisualbB on Linux successfully, and which step-by-step instructions may i follow?

    2- is it planned to VisualbB being ported to Linux, using Mono or something similar?

     

    The result, from the terminal, about the try of running VisualbB on Wine/Linux is at http://pastebin.com/f1dfe3229

    thanks! =)

     

    There won't be a Linux port. It's written using the .NET Framework 2.0 so if that isn't installed, it's not going to work.

     

    -Jeff


  3. I just tried it on Windows XP and it crashed on me twice. Basucly by clicking the mouse on a couple of places including 'Load'.

     

    Allan

     

    It seems you can still use the keyboard to navigate but for some reason the darn thing crashes

    when using the mouse commands.

     

    It works fine as a debug release. MicroSoft strikes again! According to JagMod(my coding partner),

    Its works fine on Vista. Maybe someday MS will learn how to develop an OS where there is TRUE

    backward/forward or whatever ward compatibility!!!

     

    Perhaps I should upload the debug version and see if that is causing others issues.

     

    GRRRRRR!!!! :x

     

    anyway, thanks for the report Allan.

     

    Steve

    I tested it on Vista and it works fine. What is it written in? You're probably just calling a library that isn't installed by default in XP. Looks like the default MFC icon?

     

    -Jeff

     

     

    Yeah, Scott(JagMod) said it worked fine in Vista. I think its the MFC42.DLL. That is the compalint I get in the IDE when I run it in

    release mode. In debugger mode it works fine.

    You're probably better off creating a setup project that packages up all the dependencies. With MFC42.dll I believe there were different versions so an XP user might have the DLL, but it be an earlier version of it. It also might be the first of a series of dependent libraries that XP doesn't have by defaul.

     

    -Jeff


  4. I just tried it on Windows XP and it crashed on me twice. Basucly by clicking the mouse on a couple of places including 'Load'.

     

    Allan

     

    It seems you can still use the keyboard to navigate but for some reason the darn thing crashes

    when using the mouse commands.

     

    It works fine as a debug release. MicroSoft strikes again! According to JagMod(my coding partner),

    Its works fine on Vista. Maybe someday MS will learn how to develop an OS where there is TRUE

    backward/forward or whatever ward compatibility!!!

     

    Perhaps I should upload the debug version and see if that is causing others issues.

     

    GRRRRRR!!!! :x

     

    anyway, thanks for the report Allan.

     

    Steve

    I tested it on Vista and it works fine. What is it written in? You're probably just calling a library that isn't installed by default in XP. Looks like the default MFC icon?

     

    -Jeff


  5. i have two 5200's both 4 ports

     

    1 has screen play, but the player 1 port doesn't work i have another 5200 that does work so the controller is not the problem. and there is no sound.

     

    the other one has the green screen, someone said it could be bad rom????

     

    and for the one with no controll or sound what could be the problem?? port one had a couple of those little prongs pushed in a bit so i took a pair of needle nose pliers, and pulled them out. didn't work. i pulled out all the ic's out of their sockets. didn't work still. the solder on port 1 are not cracked or loose.

     

    So i need to know which ones are the rom chips.

     

    if thats the problem????

    For the board with the green screen try taking the ram (row of small chips on the left) from the board where the controller doesn't work and see if that's the problem. If that doesn't work, you could also try replacing the larger IC's one by one between those two boards. On my 5200's the ram was the most common problem causing a green screen.

     

    -Jeff

     

    ram was fine, the 4 main chips in the middle the 4 bigs ones!!! the top left one near the cartridge slot, that one did not work on the one with the bad controller port and no sound. but the good one did on the 5200 with the green screen.......well yes and no. it didn't give any pic at all but a black one.

     

    so i started looking around the board somemore "the green screen board" and i saw a burn mark right underneth the cart slot. not the side where all the chips are but the other side. i took pic of it but my digycam is a pile of crap.

     

    So is there any thoughts on what could be wrong with the 5200 board that has no sound and player 1 port isn't working???

    I've used the field services manual with some success available from here. For sounds try swapping out the Pokey between the two units that are semi-working.

     

    -Jeff


  6. i have two 5200's both 4 ports

     

    1 has screen play, but the player 1 port doesn't work i have another 5200 that does work so the controller is not the problem. and there is no sound.

     

    the other one has the green screen, someone said it could be bad rom????

     

    and for the one with no controll or sound what could be the problem?? port one had a couple of those little prongs pushed in a bit so i took a pair of needle nose pliers, and pulled them out. didn't work. i pulled out all the ic's out of their sockets. didn't work still. the solder on port 1 are not cracked or loose.

     

    So i need to know which ones are the rom chips.

     

    post-19641-1226466448_thumb.jpg

     

    if thats the problem????

    For the board with the green screen try taking the ram (row of small chips on the left) from the board where the controller doesn't work and see if that's the problem. If that doesn't work, you could also try replacing the larger IC's one by one between those two boards. On my 5200's the ram was the most common problem causing a green screen.

     

    -Jeff


  7. I really appreciate the time you spent verifying these steps for me RT. I followed your aforementioned instructions from start to finish, but the same thing still happens when I compile zombie_chase.bas or any .bas for that matter. It comes up with the same message every single time.

     

    I guess I’ll take it for what it is and give it a rest for now. Thank you to everyone for their help!

    If you just go to your bB folder and type 2600bas <path of .bas file> what happens?

     

    -Jeff


  8. It's compiling, but not assembling. If it were you would see something like this.

     

    2600 Basic compilation completed.
    DASM V2.20.07, Macro Assembler ©1988-2003
         bytes of ROM space left
         91 bytes of ROM space left
         91 bytes of ROM space left
    Compilation completed at 11/2/2008 4:30:06 PM
    view output file:///F:/Emulation/VisualbB/bB/samples/bin

     

    This means that DASM is never run as if it's not installed, or installed incorrectly?

     

    -Jeff

     

    Well I tried it with DASM missing and this is the error you get so DASM must be installed, but not working.

     

    Compile started at 11/2/2008 7:57:36 PM
    Compiling F:\Emulation\VisualbB\Packer\Packer\Packer.bas
    [color="#FF0000"]Could not locate the DASM Assembler.  Please check your settings and try again.
    Precompilation failed, aborted at 11/2/2008 7:57:36 PM[/color]


  9. It's compiling, but not assembling. If it were you would see something like this.

     

    2600 Basic compilation completed.
    DASM V2.20.07, Macro Assembler ©1988-2003
         bytes of ROM space left
         91 bytes of ROM space left
         91 bytes of ROM space left
    Compilation completed at 11/2/2008 4:30:06 PM
    view output file:///F:/Emulation/VisualbB/bB/samples/bin

     

    This means that DASM is never run as if it's not installed, or installed incorrectly?

     

    -Jeff


  10. I can compile with VbB with no problems now which is a great thing. Now, my question is: after compiling I try to run the program and VbB states it can't find the .bin file; what did I forget to do? :?:

    Compiled, but with or without errors? You can always right click on the project and select browse in Windows Explorer to see if a bin file was actually created. If it compiled correctly then there should also be a link in the information pane.

     

    -Jeff


  11. Someone should make a music sequencer for Windows that allows you to write a song and it will output bAtari Basic code for you.

    If you know the music webTune will gets you closer. (correct link)

     

    -Jeff


  12. I installed the newst build so I could try out the Score Editor, but was disappointed to find that it only edits digits 0-9 (as found in the standard version). I often use a 16 digit score_graphics.asm. I know that's a bit of extra work, but if you are willing, I can help you with the technical details

    Sure send me the details. I'll see what I can do.

     

    -Jeff


  13. Is there a way to add an option in VBB to do this?

     

    http://www.atariage.com/forums/index.php?s...&hl=listing

     

    That would be great. Maybe be able to turn the list generation on and off.

     

    I am adding a title screen to some code someone helped me with and it's not compiling. I'm gonna go use Crimson Editor and the help in that post to generate

    a list for now.

    That would be useful, but I don't need to use another editor to generate a .lst file. Take a look at this post:

     

    http://www.atariage.com/forums/index.php?s...t&p=1520604

     

    I did what SeaGtGruff said and I get a .lst file every time while still using VbB. If VbB could give me an easy way to turn it off and on, that would be nice, but for now I have it fixed so I always get those files.

    I could add a feature allowing you to select an alternate batch file, instead of defaulting to 2600bas.bat.

     

    -Jeff


  14. Same error. Just downloaded Stella again. Same thing. I have 2.6.1 for Win32. Same at home.

    That is freakin' weird. Even when a person doesn't have the correct files to run a .bas file, the .bin file usually works fine.

     

    The only thing I can think of would be for you to make sure the Type setting under Game Properties is set to Auto-detect. That's how mine is set and the .bin file works fine. If that doesn't help, maybe somebody with a huge brain will pop in and figure this out.

     

    It works fine for me?

     

    -Jeff


  15. Does PFCOLORS work with SET ROMSIZE 8KSC and PFRES?

     

    On the bB page it states:

     

    "pfcolors

    Specifies colors of each playfield row. Must specify 11 values, one to a line, followed by end. You can specify this as many times as you want."

     

    I need to specify more than 11. How do I go about this?

     

    I have included a file skulltitle.bas. I didn't put any comments in there because it's very simple.

     

    It sets options, then displays frames of a title screen. The skeleton opens his mouth to spell the word SKULL. The

    background should be black, the skeleton should be white, and the word SKULL should be in red. After it opens up,

    it then closes. It keeps repeating.

    It appears to work, though if you want your colors as described then

     

    COLUBK = $00 and the pfcolors should be $0E.

     

    Also the way the logic currently stands the mouth never fully closes. You could change too

     

    loop1

    frame = frame + 1

    if frame > 11 then frame = 0

    on frame goto skull1 skull1 skull2 skull3 skull4 skull5 skull6 skull5 skull4 skull3 skull2 skull1

     

    -Jeff


  16. New build posted to first post Here is a list of new changes

     

    First based on feedback, setup and configuration needs to be easier. This is accomplished through

    1. A wizard based configuration for first time setup. For first time VbB users a wizard will launch walking you through the essential settings to get started.
    2. When you go to the configuration tab you can hover over any setting and get tooltips for each settings
    3. We now have help, what actually a configuration guide. Big thanks to Random Terrain for writing an online guide to VisualbB available here.

    Other changes

    • Dialog boxes like Find, Palette, Score Editor, Sprite Animator, etc... would not remember their position. Quite annoying actually. VisualbB now remembers these.
    • Variable GIF animation speed. Now when you save an animated sprite you can choose the delay between frames
    • Improved preview playfield in emulator. Now you have the choice to select Standard Kener No_blank_lines
    • Aspect ratios for playfields and sprites look more like they do in emulation
    • You can now show/hide the Information Pane at the bottom
    • File and Project deletes default to the Recycler Bin. In case you delete something you can now restore it
    • Printing now works. If you tried printing before it would only print the first page. Works as should now.

    Enjoy,

    Jeff


  17. This is just awesome. I have been so grateful for the editors Would there be future plans to have a gif import funtion so that frames can just fall into place for an animation and then just tweak the seting a bit after the import? Just as long as the image is 8 pixels wide. :)

     

    Something like that came up before. I think the idea of using an image to ASCII converter would be easiest way to achieve a playfield or sprite import.

     

    -Jeff


  18. I agree setup is probably not the most user friendly. I should probably launch a wizard that asks a series of questions for the novice so they aren't confronted with a configuration screen that won't make sense at first. RT is correct that the editor was meant mostly for editing, copy/paste, & undo of small sprites. Basically there is pain when you try to do diagonal lines. I could change it so there is a select mode/edit mode, but I'd have to check how much that breaks the undo functionality.

     

    -Jeff


  19. Here's a small update with some new features and bug fixes. New build posted to first post

     

    [New] Added Score Table Editor for editing score_graphics.asm

    [New] Sound Editor will launch ToneToy if an emulator is set and ToneToy.bin are present

    [improved] Playfield Preview should work better for larger playfields

    [bug]Hitting Compile when no code is open generates unhandled error

    [bug]Index 0 is out of range error when closing VbB occurs when only one emulator is set

    [bug]Debug Cyclescore Compiler Directive missing from Command List

    [bug]Save All gives "object reference error" when playfields are open

     

    post-5778-1220307942_thumb.jpg

     

    And perhaps a few things I've forgotten.

     

    -Jeff

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