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  1. So... being a fan of human readable over tokenized source code files, I got the idea in my head that I should convert my tokenized Atari BASIC and BASIC-XL files into text based ones. I did so on about a dozen files by loading in the tokenized version, and then LISTing them out to a text version. I popped them open in The Last Word and they looked real good. So I went ahead and deleted the binary tokenized versions. Oopsy; rather than just verify the listed files came out good, I should have also verified that the would ENTER back in okay. Yes indeed. I am having trouble being able to successfully ENTER them back in. I suspect it has something to do with control code characters. I'm guessing that the ENTER command behaves just as if the user were typing from the keyboard. The problem with that of course is that the user would need to prepend control codes with the escape key to avoid them being interpreted literally, which I doubt the ENTER facility bothers to do. Anyway, does anyone know what the issue might be? Am I onto something or might it be something else? Solutions?
  2. Hi all! To start the new year, and to provide a better Basic for all the new ten-liners, I'm releasing version 4.0 of FastBasic. The major changes in this version are under the hood: The interpreter has been changed from a stack-base virtual machine to a register plus stack, this makes the interpreter from 10% to 20% faster depending in the program. In the SIEVE.BAS benchmark, the Atari version is 13% faster and in the cross-compiler is 19% faster, but programs depending on fast PEEK and POKE should be much faster. There is now a full test-suite to automatically catch regressions in the parser and interpreter, ensuring that bugs don't re-appear. Also, there are some user visible changes: There is now a command-line compiler "FBC.COM", this allows compiling large programs that don't fit in the full editor. Currently, "FBC" accepts the full floating-point syntax. Added minimal support for Player/Missile graphics: PMGRAPHICS (abbreviated PM.) statements setups P/M, PMHMOVE (abbreviated PMH.) horizontal moving a a player/missile, PMADR() returns the address of the given player/missile data. Many small bugs fixed. In this version the integer IDE is 8188 bytes in size (we still have 4 bytes less than 8K), and the floating-point IDE is 9405 bytes. As always, full sources and binaries for Atari, Linux, Windows and MacOS are available over Github: https://github.com/dmsc/fastbasic/releases
  3. I'd like to introduce my latest project: Altirra Extended BASIC, a Turbo-Basic XL compatible interpreter implemented in a banked MaxFlash 1Mbit cartridge. Often when I need to do testing on the physical hardware I just end up using BASIC when the speed and control of assembly isn't needed, as I can just type in the program instead of hooking up the tether to upload one. Problem is, Atari BASIC is missing useful features like hex values, and the Altirra BASIC cartridge is packed like a can of sardines, so I couldn't add anything substantial there. Thus, the idea came to take Altirra BASIC and split it across cartridge banks so that it could be expanded. At the same time, experience had shown that much of the BASIC XL subset wasn't that useful due to the small pool of people who had used it and could run it, but with the extra space I could implement a far more expansive and available language: Turbo-Basic XL. Therefore, once I had gotten the interpreter reorganized into a banked cart, it was then possible to begin reversing TBXL's token format and reimplementing the extended language. Details: Uses a MaxFlash 1Mbit (128KB) cartridge. I chose this cartridge type because of its address-based banking mechanism, which turned out to be faster than data-based banking. Figuring out a usable long jump mechanism was a big obstable to getting this off the ground. Also, I have one of these carts and it's fairly widely emulated in the mega-carts. Currently 7 8K banks are used, 6 of which are split with a 4K shared bank and a 4K variable bank, and the last one being a special full bank for the help system. Half the cartridge is thus currently unused. Unlike Turbo-Basic XL, Altirra Extended BASIC does not occupy memory at MEMLO or memory under the OS ROM. This means that its memory layout is closer to Atari BASIC and it will run on a 400/800, even with 16K. Some TBXL programs are incompatible because they hardcode addresses in the $A000-BFFF range which Altirra Extended BASIC occupies. ATXBasic is binary compatible with Turbo-Basic XL 1.5 save files. However, this means that it is not binary compatible with Altirra BASIC's BASIC XL subset. Conflicting token values, couldn't do both. Some statements like LOMEM have been relocated to new token values above TBXL's. The AltirraOS math routines have been hoisted into the cartridge and reworked for speed. They are not necessarily as fast as TBXL's yet -- haven't touched division or transcendentals yet -- but it should be in competitive range overall. The OS math pack is not used so results are consistent between OSes. I implemented as much of the Turbo-Basic XL language as I could find documented or tokens for, and tried to match TBXL's behavior when it diverged from Atari BASIC, such as the ON statement. One deliberate incompatibility: TIME$ uses the accurate frame rates for NTSC and PAL, no way I was going to use hardcoded 50.0Hz. There is also a built-in help system, which I plan to fill out QBasic-style -- mainly because I am tired of turning away from the Atari to look up OS and hardware addresses. Writing the help directly is a pain, though, so it only has two pages right now. Need to write a help compiler. Preliminary docs are attached, though I still need to edit some old stuff from Altirra BASIC that needs to be changed. All that being said, I could use help testing the TBXL subset. I have a large collection of Atari BASIC programs and have already gotten my classic test suite working (Nazz, SpyPlane, Quadrato, Escape from Epsilon, Valiant, Jenny of the Prairie, etc.) but I have very few TBXL programs. I'd like to get the TBXL subset more solid before jumping into more optimizations or adding more commands, and with Altirra BASIC the community was very good at pointing stuff I didn't know about Atari BASIC. One lengthy TBXL program I've gotten running is Rocket Rescue -- that was fun to fix (PAINT leaks, ugh). atxbasic.bin atxbasic.pdf
  4. Over on the Atari 8 bit forums, they are having a contest where they challenge programmers to "write a game in ten lines of basic"! http://atariage.com/forums/topic/234337-basic-ten-liners-contest-2015/?hl=+basic%20+contest I wondered if I it was possible to write an IntyBasic Game in 10 lines.... Only one way to find out! So I gave it a try.... The result is snake! (Click to animate) Here is the whole program: start: cls : for i = 0 to 19 : poke $200+i,(56*+1 : poke $200 + (20 * 11) + i,(56 * +1 : if i < 11 then poke $200+(20 * i),(56 * +1 : poke $213 + (20 * i) , (56 * + 1 ' line 1 next i : food = 0 : score = 0 ' line 2 dim snake(180) ' line 3 for i = 0 to 179 : snake(i) = 0 : next i : snake(0) = 130 : snake(1) = 131 : slen = 1 : #sdir = 1 : poke $200 + 130,(56 * + 2 : poke $200 + 131, (56 * + 2 ' line 4 loop: wait ' line 5 if food = 0 then food = RAND : if (food > 240) OR (peek($200 + food) <> 0) then food = 0 else poke $200+food,(38 * + 5 ' line 6 if cont1.left then #sdir = -1 else if cont1.right then #sdir = 1 else if cont1.up then #sdir = -20 else if cont1.down then #sdir = 20 ' line 7 if (frame AND $0f) = 0 then #adrs = snake(slen) + #sdir + $200 : if (peek(#adrs) AND $07f8) = (56 * then goto game_over else poke #adrs,(56 * + 2 : if #adrs = (food + $200) then slen = slen + 1 : snake(slen) = #adrs : food = 0 : score = score + 1 else poke $200 + snake(0),0 : for I = 0 to slen : snake(i) = snake(i+1) : next i : snake(slen) = #adrs ' line 8 goto loop ' line 9 game_over: print at 25, "game over" : print at 44, "score = " : print <3> score : wait : if cont2.key = 12 then goto game_over else goto start' line 10 Here is a longer, more readable version (essentially the same program spread over more lines with some comments...) rem snake program rem copyright 2015 rem Catsfolly CONST bluex = (56 * + 1 CONST redx = (56 * + 2 CONST greenf = (38 * + 5 CONST backtab = $200 dim snake(180) ' snake data (offset from start of backtab for each snake piece start: cls ' clear the screen for i = 0 to 19 poke backtab+i,bluex ' draw the top border poke backtab + (20 * 11) + i,bluex ' draw the bottom border if i < 11 then poke backtab+(20 * i),bluex : poke backtab + 19 + (20 * i) , bluex ' top and bottom borders next i food = 0 ' food position. 0 means no food on screen score = 0 ' score rem init snake for i = 0 to 179 : snake(i) = 0 : next i ' clear offsets (probably not necessary…) snake(0) = 130 : snake(1) = 131 ' put first 2 segments in the center of the screen slen = 1 ' there are two segments, number 0 and 1 #sdir = 1 ' direction is "1" (add one to the current address to get to the next square) poke backtab + 130,redx ' draw the first two segments poke backtab + 131, redx loop: wait rem if there is no food then try a random number. If the random number < 240 and the location at backtab rem + the number is blank, then draw the food there and set food to the random number if food = 0 then food = RAND : if (food > 240) OR (peek(backtab + food) <> 0) then food = 0 else poke backtab+food,greenF rem set the direction variable based on the controls (uses exact directions, so probably unplayable with a rem real intelliision controller if cont1.left then #sdir = -1 else if cont1.right then #sdir = 1 else if cont1.up then #sdir = -20 else if cont1.down then #sdir = 20 if (frame AND $0f) <> 0 then goto loop ' slow down the action #adrs = snake(slen) + #sdir + backtab ' get the address of the next square for the snake if (peek(#adrs) AND $07f8) = (56 * then goto game_over ' if its an x, goto game over poke #adrs, redx ' put an x at the new square rem if the new square is where the food was, make the snake longer, set food to zero, and inc the score rem otherwise clear the first square of the snake, and shift the addresses down in the array if #adrs = (food + backtab) then slen = slen + 1 : snake(slen) = #adrs : food = 0 : score = score + 1 else poke backtab + snake(0),0 : for I = 0 to slen : snake(i) = snake(i+1) : next i : snake(slen) = #adrs goto loop game_over: print at 25, "game over" print at 44, "score = " print <3> score : wait if cont2.key = 12 then goto game_over else goto start The game checks for exact up, down, left, and right values on the controls, so it might be difficult to play on real hardware. Here are the files: snake.bas snake_readable.bas snake.rom How about you? Why not take a break from your mega-epic-kroztastic-supergame project, and write a game 10 lines of basic? Catsfolly
  5. Hi all! A new release of FastBasic is available, this is Release 3. This release has with many enhancements, mayor ones: - Added string comparison operators, - Interpreter is about 3% faster in FOR loops and other simple operations. SIEVE benchmark now takes 17 seconds. - The integer-only IDE is now less than 8KB, the floating point IDE is 9.2kB, and there are 200 bytes more available for the programs. - Cross compiler produces smaller executables by only including used parts of the runtime, a simple '? "Hello"' compiles to 453 bytes, including the interpreter and runtime. Minor improvements to the IDE and language: - The IDE now can edit files with lines of up to 255 bytes. - The IDE is a little faster to parse large files. - More abbreviations to the statements, The list of abbreviations is in the manual. Mayor improvements to the cross-compiler and optimizer: - New scripts for the cross-compilers allows passing options to the compiler and linker, also writes label files for debugging. - Cross compiler gives better errors in many cases. - Optimizer for NEG/MUL/DIV/MOD and all bitwise operations. - Optimizer ignores comments and can span multiple lines. - Adds tail-call optimizations (replaces CALL/RET with JUMP and JUMP to RET with RET) And many fixes: - Optimizer no longer ignores negative numbers, - Correct corner cases with MOVE / -MOVE, updates docs. - Cleanup all variables and arrays on run, fixes on memory-clearing function. - Fixes some cases of integer to floating point comparisons. - Fixes parsing of NOT with parenthesis and NOT/NOT. - Fixes errors on line numbers > 255 in the IDE. - Fixes some corner cases in the IDE editor with lines at top/bottom of screen. - Parsing of statements after a ':' ignored errors. As always, full sources and binaries for Atari, Linux, Windows and MacOS are available over Github: https://github.com/dmsc/fastbasic/releases Have fun! Edit: current version is v4, announcement at https://atariage.com/forums/topic/288617-fastbasic-40-tenliners19-release/
  6. Anyone know anything about this program. seems to be a lot like 'the missing link'. I got a copy (from where??) but it only has a little bit of info on it. attached is the .dsk in cf7 format readable by TIdir. XBASIC2.zip
  7. What do you guys think are some of the best games made in the last few years that were done in 100% (or nearly 100%) BASIC? Any version of BASIC for the TI. Compiled BASIC OK. By "best games" I mean the ones you enjoy playing the most and/or show off impressive features.
  8. Hello guys, here my last try to create a pure TI Basic game: ESCAPE! Run, shot the skulls, collect the seeds avoid the bars from the ceiling, fight versus the time! It's a simple game and I hope it's not boring, now I will start definitively to develop games in XBasic and compile them! Hope you have fun! escape.zip
  9. Hi I am trying to figure out a short and simple way to read the keyboard in plain Atari BASIC with no need to have the ATASCII code. I just need to detect if some keys are detected. In a loop I do ... 1300 S=PEEK(764) 1400 if s<>255 THEN ... 1500 POKE 764,255 ... This sort of works but it is not detecting all key-presses... Is there a better solution?
  10. So I'm trying to get a 320B map displayed on the screen and I just can't get it to work. I'm using tiled to create the map and I'm not sure if my tile size is incorrect or what is causing the issue, but any assistance would be appreciated.If I comment out any code relating to the .tmx file, then the code compiles just fine. This is the code: rem * Journey to the West set doublewide off set tv ntsc set romsize 48k set screenheight 224 set basepath gfx_JourneyWest displaymode 320B set zoneheight 16 rem * color palette 0 P0C1=$0F P0C2=$2A P0C3=$45 rem * color palette 4 P4C1=$C9 P4C2=$38 P4C3=$C4 rem * load gfx & mapfile incgraphic wukong_front_top.png 320B incgraphic wukong_front_bot.png 320B incgraphic Tiles.png 320B characterset Tiles incmapfile Level.tmx init clearscreen plotmap Level 4 0 0 20 14 savescreen drawscreen mainloop BACKGRND=$00 restorescreen plotsprite wukong_front_top 0 80 112 plotsprite wukong_front_bot 0 80 128 drawscreen goto mainloop If you need to see the tiled file or anything else, just let me know.
  11. I am coding a 10-liner in Atari BASIC but I cannot copy paste small characters/inverse/small inverse characters onto Altirra or any other emulator. What should I use to edit a BASIC program on the PC in a way that can be transferred on to an emulator? I have tried Memo Pad but its files cannot be opened by Altirra or I don't know how to open them. Altirra cannot even import simple plain small letters by copy/paste without converting them into capital letters.
  12. Hi everyone! I am trying to use Atari BASIC to print some text in graphics mode 1+16 but the position command seems not to do what you would expect. The code below will show "hello" at the center of the top line and not at position 0,0. 10 graphics 1+16 20 position 0,0 30 print #6,"hello" 40 goto 40 How can I have the hello print at the top left corner in this graphic mode?
  13. getting into Color Computer programming. a little BASIC program called Awari. other than the odd editor I found I like the Coco2. game on my Aariage blog. http://atariage.com/forums/blog/528/entry-15384-1st-color-computer-game-awari-updated-with-software-attached/
  14. Hello, Way back in the wild late 70s and early 80s, I never did get my hands on a pair of Keypad Controllers to try out the Basic Programming cartridge. For some reason, and despite the cartridge's obvious limitations, I would still like to try it out, if for anything historical curiosity. Is it possible to use Basic Programming on an emulator without Keypad Controllers? If not, would I need two 2600-daptors to accommodate the Keypad Controllers to USB? I'm hoping to try Basic Programming with as little acquisition as possible, but I know fate sometimes deals cruel hands. Thank you!
  15. little while back I posted a reconsideration of Atari MS BASIC http://atariage.com/forums/topic/249007-reconsidering-ms-basic/ I not long after that started on an Uno game in BASIC. worked on it on and off for while but got series a couple weeks ago. So here it is, Uno programmed in MS BASIC. MS_BASIC_27&uno.ATR attached is a .dsk with a homebrew version of MS BASIC on disk called MS BASIC 2.7. The MS BASIC self boots then boots the Uno game automatically. the Uno game is simple as I just wanted to have a demonstrator for MS BASIC. You play against 3 computer opponents. the game is in graphics 1 with the a little P/M graphics for the Discard card. to play: bottom 4 lines are the letters for your cards segregated by color; red, yellow, green and blue. last line is Spl which is the change color cards. the types of cards beside the colors are 0-9 D=draw 2, S=skip and R=reverse. under Spl are C=change color and F=draw 4. when the human plays you choose Sort, Play and Take. Sort just sorts your cards. Take will take a card from the pile. Play will play 1 of your cards. in Play you type the card you want to play by following the prompts. the game plays a standard game of Uno except; Uno call is automatic and has 1 in 9 chance of 'forgetting to call' penalty which is also automatic. when you Take a card you can not play it even if the card is playable till the next round. on programming in MS BASIC: I found MS BASIC to very capable. lots of additional commands compared to Atari BASIC.It's a fast BASIC. when using integers its very fast. It's also more standard than Atari BASIC and can more easily translate from other computers. I actually started this program on a TI-99 then transferred it to Atari MS BASIC fairly easily. The only real downside to MS BASIC is you only have 21k available. but in this program it really wasn't an issue. I had about 7k left when all done. I'm going to keep programming in MS BASIC and will post other stuff here from time to time. for now enjoy the game.
  16. We would love it if you could check out our Applesoft / Integer BASIC interpreter, DiscoRunner. Unlike most interpreters, we've closely simulated the graphical and sound capabilities of the Apple II, allowing most BASIC listings to run faithfully (it comes with almost a thousand of them!) It has some rudimentary 3D camera support; later versions will add more complex 3D and digital sound capabilities. You can download it for Windows, Mac and Linux at http://discorunner.com Please let us know what you think of it so far! Thanks, April and Melody Ayres-Griffiths
  17. I just finished programming a music program into my Commodore 64 in BASIC. I ran it before saving, and it worked fine. I saved it and turned the computer off, then back on and loaded it, then typed 'list' to make sure all the lines of the program were there. They were. So I ran it. All that I could hear was (the best way I can describe it) a clicking sound rather than the musical melody that was there before saving and loading. The program ran for it's regular cycle and exited like it was supposed to, but the sound was messed up. I tried this a few times with the same results. Thinking that perhaps my sound chip was burned out, I loaded games on both cartridge and floppy disk. They worked fine. So my next step was to type the program again, save it under a different name and on a different disk, and run it. Same results.The last thing I did was turn the computer off and back on, then type the program into it again. I ran it without saving and it worked fine. Bad drive maybe? It's just weird that I can load it and the program shows all the lines, but it won't work right. And only after loading it from a 5.25 floppy. Any ideas or thoughts? Just so you know, I am doing this on original hardware. I am using an actual breadbox C64 with a 1541 disk drive and disks that were brand new in the packages(DD Fujifilm). They formatted just fine too. Any advice you can give would be appreciated. Thanks guys!
  18. Note: a new version is available over this post. Hi all As a new-year present, I released a new version of FastBasic. It's only a minor bugfix release from last one: - Fixes a bug with floating-point comparisons - Adds more usage information to the cross-compiler. - Fixes display corruption in the editor. - Allows comments after any statement. As always, the full source is over github, and you can download the release at https://github.com/dmsc/fastbasic/releases/full manual at https://github.com/dmsc/fastbasic/blob/master/manual.md and sample programs are included in the ATR or in the source at https://github.com/dmsc/fastbasic/tree/master/samples/int and https://github.com/dmsc/fastbasic/tree/master/samples/fp Over github I included the cross-compiler for Linux, Windows and macOS, but I only tested the Linux and Windows ones. For usage instructions of the cross-compiler, see at https://github.com/dmsc/fastbasic/blob/master/compiler/USAGE.md fastbasic-r2.atr
  19. Hi, I'm new here and am happy to release my "3d" tennis. If you find any glitches let me know. Atari_tenis.bin
  20. I'm extremely new to actually using the CoCo 2 and basic code in general. So I found some sample basic code in an old december issue of The Rainbow that does a little Xmas demo and i'm wondering if there is a way to type it in on my modern computer(this one is a Macbook Pro, but I can also run windows so i'm fairly platform agnostic) in a text editor and convert that file to a cassette image or a disk image I can load on the CoCo? Does this even make sense?
  21. since almost a year, i got really excited with a cross-compiler coded in Python that allows to make z80 binaries (z80 asm were used temporarily there in cross-compiling process) from an ansi-basic syntax very closed to zx-spectrum basic - http://www.boriel.com/software/the-zx-basic-compiler/?lang=en - http://www.boriel.com/forum - http://www.boriel.com/files/zxb/ - http://www.boriel.com/wiki/en/index.php/ZXBasic at the Boriel's wiki page, i started to add some information about Mattel Aquarius (if people know more links with very useful information, please add there too) : http://www.boriel.com/wiki/en/index.php/ZX_BASIC:Aquarius for having a version of it cross-compiling to Mattel Aquarius, we may need help from people skilled enough about how to adapt this Python code for the same purpose, and is comfortable enough to use Aquarius technical information there. what do you all think about this?
  22. here is my first attempt on creating Aquarius .rom files from Boriel's ZX-Basic Compiler - i think i'm struggling on the "scramble code" ( http://www.vdsteenov...s/romcheck.html ) or something else? the resulting .rom, the ZX-Basic sources i used, the .asm temporary file (for helping the debug process) and the .sh (bash script on Linux) for the compiling process are all there! the idea was, for now, to do a "cls" with the character 0x41 ("A") and the colour attribute 0x35 (i can't remember now which colours are), and the resulting behaviour looks weird... :S aquarius_borielszxbasiccompiler_experimentalsnippets_201306291704.zip
  23. Hello all, I am a new to this forum. I would like to program the 2600 as a hobby. I have been reading posts this morning on how to begin. I am hoping that some of you nice folks can save me some time. I have read about DASM, batari Basic and others. Can someone answer a few questions for me and save me a great deal of time. Maybe this will help others also. What editor assembler software is used most these days? What do you recommend? Please leave a link. I have downloaded Barair Basic and and IDE and will install it today. Any useful links? Any other software that you folks use? I downloaded Stella and I have ordered a Harmony cartridge. I know these questions have been asked before but I ask for your patience and help. I hope to start writing some code today if I can get the software I need in place. Thanks to all of you in advance. Ed Cheek
  24. Hi all, I'm using Altirra 2.10 to emulate an Atari 800 (or 800XL, or 1200XL, issue is the same). I am booting Atari DOS 2.5 with the BASIC Rev. C cartridge attached, and a host device (H:) to save files. This works fine except for two things: 1. Cannot enter lowercase text at all 2. Cannot enter inverted (high-ATASCII) text at all Yes, I'm kind of a n00b to Atari 8-bit emulation, and would like to try out some BASIC programs which use lowercase and invented chars in PRINT statements. Altirra's helpfile claims that Caps-Lock and End should enable lowercase and inverted text respectively, but it simply does not work. So I'm starting to believe there's something obvious that I'm missing due to my lack of Atari knowledge. Any ideas?
  25. set kernel_options playercolors player1colors dim zombiewalk=a dim zombiewalk2=b dim zombiewalkdelay=c dim zombiewalk2delay=d dim zombiespeed=e dim ballwasshot=f CTRLPF=$21 playfield: ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end player0: %1101100 %0100100 %0100100 %0100100 %0100100 %0010100 %0001000 %0001011 %1111111 %1111111 %0101010 %0011100 %0001000 %0011100 %0100010 %1000001 %1000001 %1000001 %0100010 %0011100 end player1color: $F0 $F0 $F0 $F0 $F0 $F0 $F4 $F4 $F4 $F4 $F4 $F4 $F4 $F4 $C4 $C4 $C4 $C4 $C4 $C4 end player1: %00011001 %00010010 %00010010 %00010010 %00011110 %00010000 %00011110 %10011100 %10011000 %10111101 %10111101 %10111001 %01111110 %00011100 %00011110 %00110001 %00111111 %00110101 %00111111 %00011110 end COLUBK=6 COLUPF=244 player0x=138 player0y=79 player1x=17 player1y=79 zombiespeed=20 ballheight=1 ballx=139 bally=71 ballwasshot=0 loop drawscreen player1: %00011001 %00010010 %00010010 %00010010 %00011110 %00010000 %00011110 %10011100 %10011000 %10111101 %10111101 %10111001 %01111110 %00011100 %00011110 %00110001 %00111111 %00110101 %00111111 %00011110 end if zombiewalk=1 then player1: %01100110 %01000100 %00100100 %00100100 %00011000 %00010000 %00011110 %10011100 %10111000 %10111010 %10111010 %10111010 %01111110 %00011100 %00011110 %00110001 %00111111 %00110101 %00111111 %00011110 end if switchreset then reboot if joy0left then player0x=player0x-1 if joy0right then player0x=player0x+1 if !joy0fire && !ballwasshot then ballx=player0x+1 if joy0fire then ballwasshot=1 if ballwasshot then ballx=ballx-2 if player0x>138 then player0x=138 if player0x<16 then player0x=16 if player1x>138 then player1x=138 if collision(ball,player1) then player1x=16:ballx=player0x+1:ballwasshot=0:score=score+1 zombiewalkdelay=zombiewalkdelay+1 if zombiewalkdelay=zombiespeed then zombiewalk=zombiewalk+1:zombiewalkdelay=0:player1x=player1x+1 if zombiewalk=2 then zombiewalk=0 goto loop The code was compiling and executing fine a while ago, but now, wherever I place my cursor, there is a syntax error there. Any tips?
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