tuatara21 Posted September 26, 2012 Share Posted September 26, 2012 I encountered the following error when attempting to compile a program using the "on...gosub" comamnd. This command is listed in the Visual Batari Basic online guide. However I do not see any reference to on..gosub in the readme files. Please confirm if the command is valid, and if my syntax is correct. I am using bB 1.0 / vbB 1.00 build 544. 2600 Basic compilation failed! LINE --> on x gosub 400 Post compilation files deleted Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted September 27, 2012 Share Posted September 27, 2012 (edited) I'm not sure when "on...gosub" was added. The "on...goto" statement was added before "on...gosub," so you might try changing the line to that to see if it at least compiles. Even if it does compile, you'll need to modify your code before it will run correctly. There was a thread about how to do the equivalent of an "on...gosub" using "on...goto" (before "on...gosub" was added). If your code doesn't compile after changing "on...gosub" to "on...goto," there might be something else wrong with that line of code. For example, is there a line labeled "400"? Edit: I tried a test program with "on...gosub" and it compiles successfully with batari Basic v1.01, so it was added at least by that version. Edited September 27, 2012 by SeaGtGruff Quote Link to comment Share on other sites More sharing options...
tuatara21 Posted September 28, 2012 Share Posted September 28, 2012 I'm using 1.0 so perhaps that is the issue. I found a link for 1.1 beta... is 1.01 still available? If so, please provide a link, and I try that. On..Goto works fine with 1.0, and I can transfer control to that label with the On..Goto without any issues. Appreciate the quick response! Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted September 28, 2012 Share Posted September 28, 2012 I'm using 1.0 so perhaps that is the issue. I found a link for 1.1 beta... is 1.01 still available? If so, please provide a link, and I try that. On..Goto works fine with 1.0, and I can transfer control to that label with the On..Goto without any issues. Appreciate the quick response! I don't know if 1.01 is still posted on the web somewhere (I would think so, if 1.1 is currently in "beta testing" phase)-- but if not, I probably have a zip of it that I could send to you later tonight. Note, if you try to PM me it probably won't work right now as my box is 100% full. I'll clean it up later tonight to free up some room, then PM you. Quote Link to comment Share on other sites More sharing options...
tuatara21 Posted September 28, 2012 Share Posted September 28, 2012 I found a few references to version 1.01 on the web, but have not been able to locate the files. If you could send the zip of bB1.01 to me, that would be greatly appreciated !! Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted September 28, 2012 Share Posted September 28, 2012 Have you tried using bBWin7_64bit.zip? That's what I use and I think on ... gosub works with the version of bB in that folder. (Scroll down to Optional.) Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted September 29, 2012 Share Posted September 29, 2012 Ahh, nevermind! I just realized that my Crimson Editor tools are set up to compile with the bB version 1.1 files no matter *which* folder my program code happens to be in, so I guess "1.01" is equivalent to "1.1." I do have a whole bunch of different versions of batari Basic zip files, but I'll have to do some more testing to figure out which version of the compiler was the first one to allow "on...gosub." Quote Link to comment Share on other sites More sharing options...
iesposta Posted October 27, 2012 Share Posted October 27, 2012 Hit another small problem, using all latest VbB bB 1.1d DPC+ If I add scorecolor: $44 $44 $44 $44 $44 $44 $44 $44 end bblint errors saying 25 "end" statements... That's the only new code. It is in Bank 1 right after define variables here I can choose the option and continue to compile, and it builds and runs just fine. I can comment that out and there is no error, but the score is not visible. Quote Link to comment Share on other sites More sharing options...
jwierer Posted October 27, 2012 Share Posted October 27, 2012 I'd post bblint errors in the original bblint thread http://www.atariage.com/forums/topic/176245-bblint/page__hl__+bblint?do=findComment&comment=2429780 -Jeff Quote Link to comment Share on other sites More sharing options...
RevEng Posted February 26, 2013 Share Posted February 26, 2013 The score bounces when using the standard kernel with no_blank_lines and scrolling. I believe there's a one-off bug during the kernel ending. See this thread for more details and the fix. 1 Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted March 5, 2013 Share Posted March 5, 2013 I don't know if this has been reported yet, but there's a bug in the handling of complex math statements. The following doesn't work correctly: tens = number / 10 ones = number - 10 * tens Specifically, "10 * tens" doesn't compile correctly. You have to flip it around like so: ones = number - tens * 10 Quote Link to comment Share on other sites More sharing options...
Cybearg Posted March 5, 2013 Share Posted March 5, 2013 I don't know if this has been reported yet, but there's a bug in the handling of complex math statements. The following doesn't work correctly: tens = number / 10 ones = number - 10 * tens Specifically, "10 * tens" doesn't compile correctly. You have to flip it around like so: ones = number - tens * 10 Have you tried it with parenthesis for the operations, like ones = number - (10 * times)? Quote Link to comment Share on other sites More sharing options...
RevEng Posted March 6, 2013 Share Posted March 6, 2013 A screen garbling timing bug and fix in the 1.1d DPC+ kernel is posted here Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted March 6, 2013 Share Posted March 6, 2013 Have you tried it with parenthesis for the operations, like ones = number - (10 * times)? Yes, it's still broken with the parentheses. The variable has to come first or the compiler doesn't handle it correctly. Here's an example: include div_mul.asm a = 5 b = 10 * a score = 0 for c = 1 to b : score = score + 1 : next scorecolor = $0E loop drawscreen goto loop The score displays 90. include div_mul.asm a = 5 b = a * 10 score = 0 for c = 1 to b : score = score + 1 : next scorecolor = $0E loop drawscreen goto loop The score displays 50 as expected. Here's the compiled assembly code for 10 * a: .L02 ; b = 10 * a LDA #10 ; <--- here's where the problem is asl asl clc adc a asl STA b Here's the compiled assembly for a * 10: .L02 ; b = a * 10 LDA a asl asl clc adc a asl STA b Quote Link to comment Share on other sites More sharing options...
RevEng Posted March 8, 2013 Share Posted March 8, 2013 I'm running into a recurrence of this bug, except with DPC+ kernels and the conditional code for DPC_kernel_options. It would be nice if bB threw the values for vblank_bB_code and DPC_kernel_options into 2600basic_variable_redefs.h or similar, so dasm would receive the right info for them in the first pass. Quote Link to comment Share on other sites More sharing options...
atariemulater2600 Posted January 26, 2014 Share Posted January 26, 2014 IDK what happens, but when i try to compile my game then it looks that the rom got compiled, but it didnt compiled, when i press "Run" then the next appears Compile started at 26/01/2014 10:05:58 a. m. Compiling C:\Users\PokemonFan\Desktop\My_atari_game\default.bas 2600 Basic compilation completed. And then a error message saying: Could not locate default.bas.bin and could not recompile. Please check to make sure it was compiled correctly. Please help, for now i cant make atari games. Quote Link to comment Share on other sites More sharing options...
jwierer Posted January 26, 2014 Share Posted January 26, 2014 See item #1 http://www.randomterrain.com/atari-2600-memories-batari-basic-vbb.html#troubleshooting Quote Link to comment Share on other sites More sharing options...
atariemulater2600 Posted January 26, 2014 Share Posted January 26, 2014 IDK what happens but this message is very weird 2600 Basic compilation failed! LINE -->Microsoft Windows [Version 6.3.9600] © 2013 Microsoft Corporation. All rights reserved. C:\Users\PokemonFan\Desktop\Testgame>preprocess <default.bas >805e81a5-1f2a-4117-aec8-a362fbbe4e74.tmp C:\Users\PokemonFan\Desktop\Testgame>2600basic -i <805e81a5-1f2a-4117-aec8-a362fbbe4e74.tmp %bB% game .L00 ; rem Generated 26/01/2014 11:36:47 a. m. by Visual bB Version 1.0.0.554 .L01 ; rem ********************************** .L02 ; rem *<filename> * .L03 ; rem *<description> * .L04 ; rem *<author> * .L05 ; rem *<contact info> * .L06 ; rem *<license> * .L07 ; rem ********************************** .L08 ; playfield: ifconst pfres ldx #(11>pfres)*(pfres*pfwidth-1)+(11<=pfres)*43 else ldx #43 endif jmp pflabel0 PF_data0 .byte %11111111, %11111111, %11111111, %11111111 .byte %00000000, %00000000, %00000000, %00000000 .byte %00000000, %00000000, %00000000, %00000000 .byte %00000000, %00000000, %00000000, %00000000 .byte %00000000, %00000000, %00000100, %00000000 .byte %00111110, %00000000, %00011100, %00000000 .byte %00100010, %00000000, %00010100, %00000000 .byte %00000000, %00000000, %00000000, %00000000 .byte %00000000, %00000000, %00000000, %00000000 .byte %00000000, %00000000, %00000000, %00000000 .byte %11111111, %11111111, %11111111, %11111111 pflabel0 lda PF_data0,x sta playfield,x dex bpl pflabel0 . ; . ; .L09 ; COLUPF = $22 LDA #$22 STA COLUPF . ; .draw_loop ; draw_loop .L010 ; drawscreen jsr drawscreen .goto ; goto draw_loop C:\Users\PokemonFan\Desktop\Testgame>@exit Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted January 26, 2014 Share Posted January 26, 2014 IDK what happens but this message is very weird You might want to create your own new thread about it and post your code. This thread tells you how to attach your .bas file if you don't know how: atariage.com/forums/topic/181045-how-to-attach-files-and-images/ Quote Link to comment Share on other sites More sharing options...
atariemulater2600 Posted January 26, 2014 Share Posted January 26, 2014 You might want to create your own new thread about it and post your code. This thread tells you how to attach your .bas file if you don't know how: atariage.com/forums/topic/181045-how-to-attach-files-and-images/ Oh, then i will do that. Quote Link to comment Share on other sites More sharing options...
Gecko1993 Posted March 11, 2015 Share Posted March 11, 2015 I have some problem with VisualBB. Whenever I try to operate it, the following problems occur. Keep in mind that I am using Windows 7 via Bootcamp on a Macbook Pro 13" model. Whenever I start it up, no matter how many times, it always takes me to the VisualBB Setup Wizard. It is pretty annoying. It doesn't showcase the project that I am working on in the recent projects like as if it has forgotten that I was working on a project to begin with. There is always a shield next to the icon VisualBB where it will always ask to run as administrator (I know that the program is safe). This never happened to me on my other computer that uses Windows 7. Is it the current model of computer that I am using? If anyone knows how to overcome this, please be sure to let me know. Quote Link to comment Share on other sites More sharing options...
koplsoplmedia Posted June 27, 2015 Share Posted June 27, 2015 Hi, does everyone tested kernel DPC+ on PAL system??? I can compile .bas file in to .bin with shameless report > Terminated with exit code 0. but I cannot get PAL rom. Other words, .bin file seems to be ntsc in emulator (famous Stella) and on my real system (2600 jr. PAL-europe, 50Hz, +Harmony Cartridge) not working too. Im using set tv PAL set kernel DPC+ set kernel_options collision(player1,playfield) set optimization speed Also sprites are mirrored, but with correct colors... I have same problem with multisprite kernel, without no succes to compile for pal. I cant find any help about this topic. I attach source for small check. But even bigger is that I cannot run DPC+ example as PAL ROM. Please HELP. Thanks koplsopl samuraiDPC00.bas Quote Link to comment Share on other sites More sharing options...
koplsoplmedia Posted June 27, 2015 Share Posted June 27, 2015 Also I forgot... My version of BATARI basic is bB.1.1d.reveng37. So whole problem is that - I can compile DPC+, compiler seems to be ok, but .bin file is NTSC instead of PAL, even though I use set tv PAL !!! Help please. Support europe ATARI scene ! Many thanks. koplsopl Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted June 28, 2015 Share Posted June 28, 2015 Check out this post: atariage.com/forums/topic/237319-first-project/?p=3229370 Quote Link to comment Share on other sites More sharing options...
FireDinoHats Posted November 9, 2015 Share Posted November 9, 2015 Hello, i'm a newbie to Vbb so this might be staring me right in the face, but every time I save a document I get the following message "Default.bas.bin could not be found". Does any one know the answer to this? Quote Link to comment Share on other sites More sharing options...
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