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Error 137 help please..


Mclaneinc

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People like @TIX must be giving the collectors apoplexy right now LOL he might release a dozen versions of a gfx hack before he hits a final version he is happy with and every one of those needs to be collected, catalogued, named and versioned or some collector in the future will think he's found some rare version of the game and add it. 

 

Of course in the process of adding these files, no one will say what was unique about the version they are adding and there will be a new (a) version added to the dat for future generations to be confused about.

 

 

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Back in the day I worked a bit with Aaron by sending him disks and magazines etc and what I had as a collection which was pretty big even then so he had a lot on his plate just dealing with my stuff let alone the rest of his archive.

 

Cost me a sodding fortune in post to NZ too :)

 

Its entirely possible that sets we all had picked up were not fully tested, as noticed the TOSEC archive is a MESS of inferior non properly checked images even with the attempts to clean it up. I certainly back then did not have the time to go through stuff, I was working LONG hours. I'm just saying its not always as cut and dried as it seems, yeah sure it would have been ideal to sit and run all this stuff one at a time but in the real world for people doing this as a hobby around their working life, not so easy :)

 

That said I really appreciate the time you guys have given my question re the error and by the look of it, it seems there's corrupt stuff in other collections, so far how I'm spotting the rogue basic files is that almost every one has a mixed case name in long name format and so far its helped in sectioning them.

 

Not the most ideal check but I'd presume there's no nak'ed header to pick out and its random...

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14 hours ago, Mr Robot said:

People like @TIX must be giving the collectors apoplexy right now LOL he might release a dozen versions of a gfx hack before he hits a final version he is happy with and every one of those needs to be collected, catalogued, named and versioned or some collector in the future will think he's found some rare version of the game and add it. 

 

Of course in the process of adding these files, no one will say what was unique about the version they are adding and there will be a new (a) version added to the dat for future generations to be confused about.

 

 

Yes, that's a good point..

 

With me I collect but not to a level where I am grabbing every thing, things like hacks leave me waiting for a final and any tests get looked at and deleted if I know there will be more and a final. Obviously for the completest people looking to charts release histories it must be hell to have so little info re the release.

 

That's too maddening for me....

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Have a look at CHKBas from here https://www.atarimax.com/jindroush.atari.org/asoft.html

 

If you run it on a corrupt file you will get this...

chkbas "Kubert (b).bas"
ChkBas v1.10 (c) 1999-2001 Jindrich Kubec <kubecj@asw.cz>

ChkBas v1.10 (c) 1999-2001 Jindrich Kubec <kubecj@asw.cz>
Atari Basic/Turbo Basic/Basic XL/Basic XE decompiler.
  Latest version can be found at http://www.asw.cz/~kubecj
  Published under GPL. See GPL.TXT.
  Thanks to Russ Gilbert for his SALVAGE programs.

Input file: Kubert (b).bas

Constants & pointers:
Start of Name Table      (VNT)   : 000E
End of Name Table        (VNTE)  : 0052
Lenght of Name Table     (VNTL)  : 0045
Start of Variable Table  (VVT)   : 0053
End of Variable Table    (VVTE)  : 0162
Length of Variable Table (VVTL)  : 0110
Number of Variables      (NV)    : 0022
Start of Code            (STMTAB): 0163
Length of Code                   : 1BD0
Current command          (STMCUR): 1D33
Length of current command        : 0014
First byte after program (STARP) : 1D47
Length of file                   : 1D27
File len difference              : FFFFFFFFFFFFFFE0

File Length Incorrect!

 

But run it on the correct version and you'll get this...

chkbas "PROGRAM.BAS"
ChkBas v1.10 (c) 1999-2001 Jindrich Kubec <kubecj@asw.cz>

ChkBas v1.10 (c) 1999-2001 Jindrich Kubec <kubecj@asw.cz>
Atari Basic/Turbo Basic/Basic XL/Basic XE decompiler.
  Latest version can be found at http://www.asw.cz/~kubecj
  Published under GPL. See GPL.TXT.
  Thanks to Russ Gilbert for his SALVAGE programs.

Input file: PROGRAM.BAS

Constants & pointers:
Start of Name Table      (VNT)   : 000E
End of Name Table        (VNTE)  : 0052
Lenght of Name Table     (VNTL)  : 0045
Start of Variable Table  (VVT)   : 0053
End of Variable Table    (VVTE)  : 0162
Length of Variable Table (VVTL)  : 0110
Number of Variables      (NV)    : 0022
Start of Code            (STMTAB): 0163
Length of Code                   : 1BD0
Current command          (STMCUR): 1D33
Length of current command        : 0014
First byte after program (STARP) : 1D47
Length of file                   : 1D47
File len difference              : 00000000

Variable table:
0001 SCALAR   (00) 00: 144 PAGE
0002 SCALAR   (00) 01: 36864 CHS
0003 SCALAR   (00) 02: 0 XHS
0004 STRINGu  (80) 03: SPoff: 0000 Len: 0 Dim: 0  X$
0005 STRINGu  (80) 04: SPoff: 0000 Len: 0 Dim: 0  Y$
0006 STRINGu  (80) 05: SPoff: 0000 Len: 0 Dim: 0  S$
0007 SCALAR   (00) 06: 3 I
0008 SCALAR   (00) 07: 219 A
0009 SCALAR   (00) 08: 0 K
000A SCALAR   (00) 09: 0 FLG
000B SCALAR   (00) 0A: 0 SC
000C SCALAR   (00) 0B: 0 M
000D SCALAR   (00) 0C: 0 P
000E SCALAR   (00) 0D: 0 LVL
000F SCALAR   (00) 0E: 0 SCM
0010 SCALAR   (00) 0F: 0 DIF
0011 SCALAR   (00) 10: 0 X
0012 SCALAR   (00) 11: 0 Y
0013 SCALAR   (00) 12: 0 H
0014 SCALAR   (00) 13: 0 SBG
0015 SCALAR   (00) 14: 0 CHR
0016 SCALAR   (00) 15: 0 MX
0017 SCALAR   (00) 16: 0 MY
0018 SCALAR   (00) 17: 0 Z
0019 SCALAR   (00) 18: 0 ST
001A SCALAR   (00) 19: 0 XR
001B SCALAR   (00) 1A: 0 YR
001C SCALAR   (00) 1B: 0 SBGM
001D SCALAR   (00) 1C: 0 U
001E SCALAR   (00) 1D: 0 L
001F SCALAR   (00) 1E: 0 W
0020 SCALAR   (00) 1F: 1 C
0021 SCALAR   (00) 20: 0 CH4
0022 SCALAR   (00) 21: 0 MH

Main code starts here:
1 REM ********************
2 REM ****** KUBERT ******
3 REM ** BY KEMAL EZCAN **
4 REM ** FRANKENSTR. 24 **
5 REM ** 6457 MAINTAL 4 **
6 REM ********************
10 PAGE=144:CHS=PAGE*256:GOSUB 30000
20 DIM X$(27),Y$(27),S$(10)
22 RESTORE 25:FOR I=1 TO 27:READ A:X$(I,I)=CHR$(A):NEXT I
23 FOR I=1 TO 27:READ A:Y$(I,I)=CHR$(A):NEXT I
24 FOR I=1 TO 10:READ A:S$(I,I)=CHR$(A):NEXT I
25 DATA 1,5,9,13,17,3,7,11,15,1,5,9,13,17,3,7,11,15,1,5,9,13,17,3,7,11,15
26 DATA 0,0,0,0,0,3,3,3,3,6,6,6,6,6,9,9,9,9,12,12,12,12,12,15,15,15,15
30 DATA 91,72,60,121,45,35,29,144,182,243
49 FLG=1
50 REM SPIELBEGINN
51 POKE 77,0
60 SC=1:M=3:P=0:LVL=1:SCM=15:DIF=0.1
70 GRAPHICS 17:POKE 756,PAGE:SETCOLOR 2,1,14:SETCOLOR 1,3,4:SETCOLOR 3,10,4:SETCOLOR 0,0,8:SETCOLOR 4,0,0
100 REM NACH KAPUTT
110 GOSUB 16000:GOSUB 15000
120 COLOR 188:PLOT X,Y:H=7:SBG=0:CHR=188
130 SETCOLOR 1,INT(6*RND(1))+1,4:SETCOLOR 3,INT(5*RND(1))+10,4
140 A=INT(27*RND(1))+1:MX=ASC(X$(A,A))+1:MY=ASC(Y$(A,A)):LOCATE MX,MY,Z:IF Z<>7 AND Z<>135 THEN 140
141 COLOR 161:PLOT MX,MY:MH=Z
150 REM HAUPTSCHLEIFE
155 Unknown command 4D!!!
COM4D 3
160 POKE 77,0:ST=STICK(0)
170 IF ST=9 AND X>2 AND Y<13 THEN CHR=187:GOSUB 1000:GOSUB 1800
180 IF ST=5 AND X<18 AND Y<13 THEN CHR=188:GOSUB 1100:GOSUB 1800
190 IF ST=10 AND X>2 AND Y>0 THEN CHR=190:GOSUB 1200:GOSUB 1800
200 IF ST=6 AND X<18 AND Y>0 THEN CHR=189:GOSUB 1300:GOSUB 1800
800 IF RND(0)>=DIF THEN 150
810 SOUND 0,146,12,15:COLOR MH:PLOT MX,MY
820 A=INT(27*RND(1))+1:MX=ASC(X$(A,A))+1:MY=ASC(Y$(A,A)):LOCATE MX,MY,Z:IF Z<>7 AND Z<>135 THEN 820
830 COLOR 161:PLOT MX,MY:SOUND 0,0,0,0:MH=Z
990 GOTO 150
991 A=INT(10*RND(1))+1:SOUND 0,ASC(S$(A,A)),10,15
992 COLOR H:PLOT X,Y:X=X+XR:Y=Y+YR:LOCATE X,Y,H:COLOR CHR:PLOT X,Y:Unknown command 4D!!!
COM4D 1
993 SOUND 0,0,0,0
994 RETURN
1000 REM LINKS UNTEN
1010 XR=-1:YR=0:GOSUB 991
1020 XR=-1:YR=1:GOSUB 991
1030 XR=0:YR=1:GOSUB 991
1040 XR=0:YR=1:GOSUB 991:RETURN
1100 REM RECHTS UNTEN
1110 XR=1:YR=0:GOSUB 991
1120 XR=1:YR=1:GOSUB 991
1130 XR=0:YR=1:GOSUB 991
1140 XR=0:YR=1:GOSUB 991:RETURN
1200 REM LINKS OBEN
1210 XR=0:YR=-1:GOSUB 991
1220 XR=0:YR=-1:GOSUB 991
1230 XR=-1:YR=-1:GOSUB 991
1240 XR=-1:YR=0:GOSUB 991:RETURN
1300 REM RECHTS OBEN
1310 XR=0:YR=-1:GOSUB 991
1320 XR=0:YR=-1:GOSUB 991
1330 XR=1:YR=-1:GOSUB 991
1340 XR=1:YR=0:GOSUB 991:RETURN
1600 ? #6;CHR$(125):POKE 756,224
1800 REM LOCATE
1801 IF H=161 THEN H=32:GOTO 4000
1805 IF H=32 THEN 5000
1810 IF H<>7 THEN RETURN
1815 SOUND 0,182,10,15:SOUND 1,121,10,15:SOUND 2,144,10,15
1820 P=P+10:SBG=SBG+1:H=135
1830 COLOR 134:PLOT X-1,Y:COLOR 136:PLOT X+1,Y
1840 COLOR 131:PLOT X-1,Y+1:COLOR 132:PLOT X,Y+1:COLOR 133:PLOT X+1,Y+1
1850 COLOR 137:PLOT X-1,Y+2:COLOR 138:PLOT X,Y+2:COLOR 139:PLOT X+1,Y+2
1860 SOUND 0,0,0,0:SOUND 1,0,0,0:SOUND 2,0,0,0
1870 IF SBG<SBGM THEN RETURN
1880 GOTO 7000
4000 REM KAPUTT DURCH MONSTER
4001 POP :POP :POP
4010 COLOR 32:PLOT X-1,Y:PLOT X+1,Y:PLOT X-1,Y+1:DRAWTO X+1,Y+1
4020 PLOT X-1,Y+2:DRAWTO X+1,Y+2:PLOT X,Y+3:DRAWTO X,Y+5
4030 FOR U=0 TO 150 STEP 30:FOR I=U+100 TO U STEP -10:SOUND 0,I,10,15-(U/10):NEXT I:NEXT U
5000 POP :POP :POP :L=15
5010 COLOR H:PLOT X,Y:Y=Y+1:LOCATE X,Y,H:COLOR CHR:PLOT X,Y:SOUND 0,Y*10,10,L:SOUND 1,Y*10+5,10,L
5015 FOR W=1 TO 10:NEXT W:L=L-(L>0)
5020 IF Y<23 THEN 5010
5030 COLOR H:PLOT X,Y:FOR I=L TO 0 STEP -1:Y=Y+1:SOUND 0,Y*10,10,I:SOUND 1,Y*10+5,10,I:NEXT I
5035 FOR I=15 TO 0 STEP -0.5:SOUND 0,RND(0)*40,8,I:NEXT I
5040 M=M-1:IF M>0 THEN 100
5050 POKE 77,128:IF PEEK(53279)<>6 THEN 5050
5060 GOTO 50
7000 POP :POP :POP
7010 FOR I=15000 TO 0 STEP -170:SOUND 0,I,10,I/1000:NEXT I
7020 P=P+100:LVL=LVL+1
7030 SC=SC+1:IF SC>SCM THEN SC=1
7040 DIF=DIF+0.025
7045 IF LVL>15 THEN SC=INT(14*RND(1))+2
7050 GOTO 100
10000 DATA 0,0,1,0,0,0,1,1,0,0,1,1,1,0,1,1,1,1,1,1,1,1,1,0,0,0,0,10,0
10010 DATA 1,0,1,0,1,1,1,1,1,0,1,0,1,0,1,0,1,0,0,1,1,1,1,0,1,0,1,2,0
10020 DATA 1,1,1,0,0,1,1,1,0,0,1,1,1,0,0,1,1,1,0,0,1,1,1,0,0,0,0,18,12
10030 DATA 0,1,0,1,0,1,1,1,1,1,0,1,0,1,1,0,0,1,1,1,1,1,1,1,1,1,1,10,6
10040 DATA 1,1,0,1,1,1,1,1,1,1,0,1,0,1,1,0,0,1,1,1,0,1,1,1,0,0,1,10,6
10050 DATA 0,1,0,1,1,1,1,1,1,0,1,0,0,1,0,1,0,1,0,1,1,1,1,1,1,1,1,12,3
10060 DATA 1,0,1,0,1,1,1,1,1,0,1,0,1,0,1,1,1,1,1,0,1,0,1,0,1,1,0,10,12
10070 DATA 0,0,1,1,0,0,0,1,1,1,1,0,1,0,1,1,1,1,1,0,1,0,0,1,0,0,0,16,3
10080 DATA 1,1,1,1,0,1,1,1,1,1,1,1,0,1,0,0,0,1,1,1,1,1,1,1,1,1,1,8,3
10090 DATA 1,1,0,1,1,1,1,1,1,0,1,1,1,0,1,1,1,0,0,1,0,1,0,1,1,1,1,10,6
10100 DATA 1,1,1,1,0,1,1,1,1,0,1,0,0,0,1,1,1,0,1,0,1,0,0,0,0,0,0,10,0
10110 DATA 0,0,1,1,0,0,1,0,1,0,1,1,1,1,1,0,1,1,1,1,0,0,1,1,0,0,1,10,6
10120 DATA 1,0,0,0,1,1,1,0,1,0,1,1,1,0,1,0,1,1,0,1,0,1,0,1,0,0,1,16,15
10130 DATA 1,1,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,1,1,1,1,1,0,1,1,1,0,2,12
10140 DATA 1,0,0,1,0,1,1,1,0,0,1,0,1,1,1,0,0,1,1,1,1,1,0,0,1,1,1,14,12
15000 REM SCREENAUFBAU
15010 RESTORE 9990+SC*10:SBGM=0
15020 FOR I=1 TO 27
15030 READ FLG:IF FLG=0 THEN NEXT I:GOTO 15100
15035 X=ASC(X$(I,I)):Y=ASC(Y$(I,I)):SBGM=SBGM+1
15040 COLOR 6:PLOT X,Y:COLOR 7:PLOT X+1,Y:COLOR 8:PLOT X+2,Y
15050 COLOR 3:PLOT X,Y+1:COLOR 4:PLOT X+1,Y+1:COLOR 5:PLOT X+2,Y+1
15060 COLOR 9:PLOT X,Y+2:COLOR 10:PLOT X+1,Y+2:COLOR 11:PLOT X+2,Y+2
15070 COLOR 44:PLOT X+1,Y+3:PLOT X+1,Y+4:COLOR 45:PLOT X+1,Y+5
15080 FOR L=14 TO 0 STEP -2:SOUND 0,45,10,L:SOUND 1,60,10,L:NEXT L
15090 NEXT I
15100 READ X,Y:RETURN
16000 ? #6;CHR$(125):POKE 756,224
16010 POSITION 0,8:? #6;"SCORE ";P
16020 POSITION 0,11:? #6;"LIVES ";M
16030 POSITION 0,14:? #6;"LEVEL ";LVL
16040 POSITION 4,23:? #6;"PRESS BUTTON"
16050 IF STRIG(0)<>0 THEN 16050
16055 POSITION 0,0:? #6;CHR$(125):POKE 756,PAGE
16060 RETURN
28000 DATA 1,60,126,90,219,255,219,165,255
28010 DATA 3,255,255,255,191,175,168,168,168
28020 DATA 4,255,255,255,255,255,255,129,129
28030 DATA 5,255,255,255,253,245,21,21,21
28040 DATA 6,0,0,0,0,15,63,127,255
28050 DATA 7,0,0,0,255,255,255,255,255
28060 DATA 8,0,0,0,0,240,252,254,255
28070 DATA 9,168,168,168,232,104,56,15,0
28080 DATA 10,129,129,129,129,129,129,129,255
28090 DATA 11,21,21,21,23,22,28,240,0
28100 DATA 12,36,24,36,24,36,24,36,24
28110 DATA 13,36,24,36,90,231,219,126,60
28120 DATA 27,60,126,86,215,255,187,199,255
28130 DATA 28,60,126,106,235,255,221,227,255
28140 DATA 29,60,126,126,255,253,254,255,255
28150 DATA 30,60,126,126,255,191,127,255,255,-1
30000 GRAPHICS 18:SETCOLOR 0,1,14
30010 POSITION 0,4:? #6;"EINEN MOMENT BITTE.."
30020 SOUND 0,25,12,4:SOUND 1,78,12,4:SOUND 2,116,12,6:SOUND 3,92,12,4
30030 RESTORE 28000
30040 READ C:IF C<>-1 THEN FOR I=0 TO 7:READ A:POKE CHS+C*8+I,A:NEXT I:GOTO 30040
30050 FOR I=0 TO 3:SOUND I,0,0,0:NEXT I:RETURN

Immediate code starts here:
32768 SAVE "H:KUBERT.BAS"

File may contain some errors!
Done!

 

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