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Morf [WIP]


Lavalamp

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  • 1 month later...
4 hours ago, Muddyfunster said:

Looking good!, are you using Tiled to build the screens?

Yes using Titled for the levels, Tiled works great for me,

 

 I do have an annoying hard crash after four levels that I cant seem to get around. I suspect it's memory related.

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  • 1 month later...

Have a road block, something changed and now I get the following error, anyone know what this is?

 

--- Unresolved Symbol List
interrupthold            0000 ????         (R )
pokeykeysupport          0000 ????         (R )

I tried blocking out large chunks of code, no difference , inspected the code for any introduced typos , at loss... Is 0.7.4 got any issues, cant seem to roll it back...

Edited by Lavalamp
added what I tired doing.
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33 minutes ago, Karl G said:

Can you post the full compile messages in case that offers any clue?

Verifying compiler files exist...
Starting build of Morf.bas...
7800basic v0.19 Dec 31 2021 00:14:23

*** (): INFO, GFX Block #0 starts @ $A000
        brickTiles waterTiles greenTiles brownTiles scoredigits_tikidays
        key0 key1 key2 key3 key4 key5 bubbleSprite0 bubbleSprite1
        bubbleSprite2 bubbleSprite3 bubbleSprite4 bubbleSprite5
        bubbleSprite6 points0 points1 points2 points3
*** (): INFO, GFX block #0 has 32 bytes left (2 x 16 bytes)


*** (): INFO, DMA hole #0 starts @ $B000
        no code defined for DMA hole

*** (): INFO, GFX Block #1 starts @ $C000
        morf0 morf1 morf2 morf3 morf4 morf5 morf6 morf7 morf8 morf9 morf10
        morf11 morf12 morf13 morf14 morf15 morf16 morf17 morf18 morf19 morf20
        morf21 drip0 drip1 drip2 drip3 drip4 spider1 spider2 rat1 rat2 rat3
        fishy1 fishy2 fishy3 health1 health2 health3 health4 health5 health6
        health7 health8 health9 health10 tikidays00 tikidays01 tikidays02
*** (): INFO, GFX block #1 has 112 bytes left (7 x 16 bytes)


*** (): INFO, DMA hole #1 starts @ $D000
        no code defined for DMA hole

*** (): INFO, GFX Block #2 starts @ $E000
        tikidays03 tikidays04 tikidays05 morfeyes00 morfeyes01
        basiclogo00 basiclogo01 basiclogo02
*** (): INFO, GFX block #2 has 864 bytes left (54 x 16 bytes)


7800basic compilation complete.

User-defined 7800.asm found in current directory

--- Unresolved Symbol List
interrupthold            0000 ????         (R )
pokeykeysupport          0000 ????         (R )

   stack allowance: 19 nested subroutines.
   the canary is situated at: $1d7
   15907 bytes of ROM space left in the main area.
     $1880 to $1fff used as zone memory, allowing 31 display objects per zone.
     1506 bytes left in the 7800basic reserved area.

c:\Atari 7800\Morf\Morf.bas.asm (6082): error: Branch out of range (136 bytes).

Fatal assembly error: Source is not resolvable.

Cartridge size not a multiple of 4K bytes!


7800header 0.13 Dec 31 2021 00:14:28
*** WARNING: The file size of c:\Atari 7800\Morf\Morf.bas.bin isn't correct.

  opened parameter file a78info.cfg

  The ROM 'c:\Atari 7800\Morf\Morf.bas.bin' is compatible with CC2.

7800makecc2 v0.1

Exit code: 1

Cleaning up files generated during compilation...

 

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7 minutes ago, Lavalamp said:

c:\Atari 7800\Morf\Morf.bas.asm (6082): error: Branch out of range (136 bytes).

I think opening the generated Morf.bas.asm and looking at what is at and around line 6082 may give a hint as to what is going on. I seem to remember something about a plotsprite being in a conditional sometimes giving a branch out of range error? 

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On 6/3/2022 at 7:13 AM, Karl G said:

I think opening the generated Morf.bas.asm and looking at what is at and around line 6082 may give a hint as to what is going on. I seem to remember something about a plotsprite being in a conditional sometimes giving a branch out of range error? 

 

Hi thanks for helping out!

 

c:\Atari 7800\Morf\Morf.bas.asm

 

Isn't being generated from what I can see, I have .78 and .bin no .asm

 

I also tried an older version of the code, this complies and runs. I did notice that this older code creates and populates a /BIN directory, my current project file doesn't? -confused face- whats changed?

Edited by Lavalamp
Further observations.
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54 minutes ago, Lavalamp said:

 

Hi thanks for helping out!

 

c:\Atari 7800\Morf\Morf.bas.asm

 

Isn't being generated from what I can see, I have .78 and .bin no .asm

 

I also tried an older version of the code, this complies and runs. I did notice that this older code creates and populates a /BIN directory, my current project file doesn't? -confused face- whats changed?

Are you using Atari Dev Studio? There's an option to clean up compilation files which, if checked, deletes the .ASM file and others.  Uncheck it if it is checked, and try your compile again.

 

1252707906_ScreenShot2022-06-03at6_14_53PM.thumb.png.ce2cb3dc27e5f1ef54c37825b12b8e58.png

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22 hours ago, Karl G said:

Are you using Atari Dev Studio? There's an option to clean up compilation files which, if checked, deletes the .ASM file and others.  Uncheck it if it is checked, and try your compile again.

 

1252707906_ScreenShot2022-06-03at6_14_53PM.thumb.png.ce2cb3dc27e5f1ef54c37825b12b8e58.png

Brilliant, that led me to rem the suspect line and identify the bit I need to troubleshoot, it compiles and runs again, great tip.

Edited by Lavalamp
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Discovered it was this addition to the line:

 

score0 = score0 + points

Also tried

score0 = score0 + 25

Causes the game to not compile, was there something I missed setting up score0 to be used?

 

Aha! Realised the word "addition" was my clue the line was too long, had to move it all into a sub routine.?

 

Edited by Lavalamp
Found fix
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On 9/13/2020 at 9:33 PM, Trebor said:

A7800 is much closer to accurate hardware emulation than ProSystem and comes highly recommended.  Extra bonus, it inherits a built-in debugger from MAME. 

 

However, if you are looking for something with an interface closer to ProSystem but with much better console emulation, BupSystem is next in line.

Just get a Real 7800.

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