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kisrael

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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

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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 by SeaGtGruff
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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.

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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."

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  • 4 weeks later...

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.

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  • 3 months later...

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

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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)?

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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

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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.

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  • 10 months later...

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. :(
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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
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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/

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  • 1 year later...

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.

  1. Whenever I start it up, no matter how many times, it always takes me to the VisualBB Setup Wizard. It is pretty annoying.
  2. 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.
  3. 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.

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  • 3 months later...

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

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  • 4 months later...

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