kisrael Posted July 21, 2005 Share Posted July 21, 2005 This thread is for reporting bugs in the Batari BASIC language itself. Please include a description of the problem, any error messages that come up, and ideally a minimal amount of code that would make the problem occur. Quote Link to comment Share on other sites More sharing options...
Jess Ragan Posted July 25, 2005 Share Posted July 25, 2005 Not sure if this counts, but I've noticed something funny with IF/THEN statements. You can specify a line number without writing GOTO if there's only one condition in the IF/THEN statement, but if there are two (using the AND/OR keywords), then GOTO must be specified. For instance: if switchreset && e = 10 then 20 ...will not work. However, if switchreset && e = 10 then goto 20 ...will. JR Quote Link to comment Share on other sites More sharing options...
+batari Posted July 25, 2005 Share Posted July 25, 2005 Not sure if this counts, but I've noticed something funny with IF/THEN statements. You can specify a line number without writing GOTO if there's only one condition in the IF/THEN statement, but if there are two (using the AND/OR keywords), then GOTO must be specified. For instance: if switchreset && e = 10 then 20 ...will not work. However, if switchreset && e = 10 then goto 20 ...will. JR 898026[/snapback] This is confirmed to be a bug... It will be fixed in the next release. Quote Link to comment Share on other sites More sharing options...
kisrael Posted July 26, 2005 Author Share Posted July 26, 2005 Should something like pfpixel xpix[ptr] ypix[ptr] on work? the array offset notation seems to work for simple = but not for this... Quote Link to comment Share on other sites More sharing options...
+batari Posted July 26, 2005 Share Posted July 26, 2005 Should something likepfpixel xpix[ptr] ypix[ptr] on work? the array offset notation seems to work for simple = but not for this... 899142[/snapback] Not yet, but it will in Alpha 0.3 - or at least it's on the list, anyway. Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted July 27, 2005 Share Posted July 27, 2005 Possible bugaboo: I think the compiler is miscalculating nested gosubs. Specifically, when I try to compile the code (see bottom of post) I get this: Max. nested gosubs exceeded in line L022DASM V2.20.10, Macro Assembler ©1988-2004 --- Unresolved Symbol List 0.UserInputSub 0000 ???? (R ) NO_ILLEGAL_OPCODES 0000 ???? (R ) 0.CollisionsSub 0000 ???? (R ) 0.UpdateCountersSub 0000 ???? (R ) 0.NPCsSub 0000 ???? (R ) --- 5 Unresolved Symbols There are no nested gosubs in my code. Commenting out any one of the gosubs causes the program to work fine. What gives? rem smartbranching on rem CONSTANTS dim WHITE = $0E dim BLACK = $00 rem VARIABLES dim FrameCounter = x rem initial setup score = 0 scorecolor = #WHITE rem main game loop MainLoop rem first, setup display variables, update counters, and play music & sound fx gosub UpdateCountersSub rem next, drawscreen drawscreen rem last, game calculations: rem act on collisions rem get user input and take appropriate action rem cause non-player characters to take their appropriate actions rem check boundaries gosub CollisionsSub gosub UserInputSub gosub NPCsSub gosub CheckBoundariesSub goto MainLoop rem subroutines CollisionsSub return UserInputSub return NPCsSub return CheckBoundariesSub return UpdateCountersSub return rem data Quote Link to comment Share on other sites More sharing options...
+batari Posted July 28, 2005 Share Posted July 28, 2005 Possible bugaboo: I think the compiler is miscalculating nested gosubs. 899815[/snapback] yes, I know about this bug. It's been fixed in the current build. But for now, a workaround is to change a gosub to inline asm, as: gosub subroutine would become: asm jsr subroutine end Quote Link to comment Share on other sites More sharing options...
potatohead Posted July 28, 2005 Share Posted July 28, 2005 Possible bugaboo: I think the compiler is miscalculating nested gosubs. 899815[/snapback] yes, I know about this bug. It's been fixed in the current build. But for now, a workaround is to change a gosub to inline asm, as: gosub subroutine would become: asm jsr subroutine end 899933[/snapback] This didn't work for me. I'm going to go ahead and use the goto for the time being. Quote Link to comment Share on other sites More sharing options...
+batari Posted July 28, 2005 Share Posted July 28, 2005 Possible bugaboo: I think the compiler is miscalculating nested gosubs. 899815[/snapback] yes, I know about this bug. It's been fixed in the current build. But for now, a workaround is to change a gosub to inline asm, as: gosub subroutine would become: asm jsr subroutine end 899933[/snapback] This didn't work for me. I'm going to go ahead and use the goto for the time being. 900029[/snapback] "jsr subroutine" needs to be indented... The intendation doesn't show up in the message in some cases. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted July 28, 2005 Share Posted July 28, 2005 "jsr subroutine" needs to be indented... The intendation doesn't show up in the message in some cases. 900047[/snapback] How strange, the indentation works for me here both ways: asm jsr subroutine end asm jsr subroutine end Yes, you can slap me now. Quote Link to comment Share on other sites More sharing options...
potatohead Posted July 29, 2005 Share Posted July 29, 2005 Just confirmed the bit comparison operators appear to work backward. Or, I need a whack with the clue stick! This line: if s(4) then s(4) = 0 : goto shipslow Should set s(4) to 0, if it is currently a 1. (Toggle) However, it seems to do just the opposite. if !s(4) then s(4) = 0 : goto shipslow Works as I think it should. Quote Link to comment Share on other sites More sharing options...
+batari Posted July 29, 2005 Share Posted July 29, 2005 You're right - just tried it out. Another addition to the todo list. Just confirmed the bit comparison operators appear to work backward. Or, I need a whack with the clue stick! This line: if s(4) then s(4) = 0 : goto shipslow Should set s(4) to 0, if it is currently a 1. (Toggle) However, it seems to do just the opposite. if !s(4) then s(4) = 0 : goto shipslow Works as I think it should. 900685[/snapback] Quote Link to comment Share on other sites More sharing options...
potatohead Posted July 29, 2005 Share Posted July 29, 2005 (edited) Are hex values allowed in the data statements? Just tried this a = some number data scoretab $10,$20,$50,$48,$37 end score = score + scoretab[a] Thought I might get around the whole BCD thing with a lookup table. Didn't add to score. Maybe it's the array index in the score function? Tried running it through a variable data scoretab $10,$20,$50,$48,$37 end temp3 = scoretab[y] score = score + temp3 Got this interesting error message: test.asm (1269): error: Value in 'adc #$683' must be <$100. Edited July 29, 2005 by potatohead Quote Link to comment Share on other sites More sharing options...
+batari Posted July 29, 2005 Share Posted July 29, 2005 Are hex values allowed in the data statements? Just tried this a = some number data scoretab $10,$20,$50,$48,$37 end score = score + scoretab[a] yep. The problem is that arrays are not allowed in the score right now. Thought I might get around the whole BCD thing with a lookup table. I suggest supercat's suggestion in the Solar Plexus thread to get around BCD - it was pretty nifty, I think. score = score + temp3[/code] 900710[/snapback] Looks like you found another bug - I think score addition only works with a-z. I should change this. Quote Link to comment Share on other sites More sharing options...
potatohead Posted July 29, 2005 Share Posted July 29, 2005 Are hex values allowed in the data statements? Just tried this a = some number data scoretab $10,$20,$50,$48,$37 end score = score + scoretab[a] yep. The problem is that arrays are not allowed in the score right now. Thought I might get around the whole BCD thing with a lookup table. I suggest supercat's suggestion in the Solar Plexus thread to get around BCD - it was pretty nifty, I think. score = score + temp3[/code] 900710[/snapback] Looks like you found another bug - I think score addition only works with a-z. I should change this. 900713[/snapback] I'll give it a look. --Thanks. Quote Link to comment Share on other sites More sharing options...
Luigi301 Posted July 29, 2005 Share Posted July 29, 2005 Got info on the bit inversion bug: bits 0-5 are inverted, but 6 and 7 are read properly. Figured that out while testing my Breakout program. Quote Link to comment Share on other sites More sharing options...
Luigi301 Posted July 31, 2005 Share Posted July 31, 2005 joy1left and joy1right aren't working for me. DASM gives me an unrecognized symbol error, but my code compiles fine when I comment out the two lines using it. Quote Link to comment Share on other sites More sharing options...
+batari Posted July 31, 2005 Share Posted July 31, 2005 joy1left and joy1right aren't working for me. DASM gives me an unrecognized symbol error, but my code compiles fine when I comment out the two lines using it. 901604[/snapback] Yeah, I realized the other day that I forgot to write those routines in. Alpha 0.3 will have them. But for now, I think you can use the following: Joystick 1 right: if SWCHA(3) then ... Joystick 1 left: if SWCHA(2) then ... I haven't tried this, but I think it will work. Quote Link to comment Share on other sites More sharing options...
Luigi301 Posted July 31, 2005 Share Posted July 31, 2005 wtf? My missile routine is: makemissile m = 1 missile0x = z missile0y = y missile0height = 8 if f = 1 && m = 1 then missile0y = y - 1 goto 70 called by 51 if joy0fire && m = 0 then gosub makemissile 70 drawscreen 71 f = f + 1 72 if f = 2 then f = 0 73 if joy0fire && m = 1 then gosub makemissile 75 goto 5 This works for a few frames, then the game completely weirds out. The screen turns odd colors and both player0 and the missile disappear. This shouldn't be happening because I haven't even written collision detection yet! Quote Link to comment Share on other sites More sharing options...
+batari Posted July 31, 2005 Share Posted July 31, 2005 wtf? My missile routine is: makemissile m = 1 missile0x = z missile0y = y missile0height = 8 if f = 1 && m = 1 then missile0y = y - 1 goto 70 called by 51 if joy0fire && m = 0 then gosub makemissile 70 drawscreen 71 f = f + 1 72 if f = 2 then f = 0 73 if joy0fire && m = 1 then gosub makemissile 75 goto 5 This works for a few frames, then the game completely weirds out. The screen turns odd colors and both player0 and the missile disappear. This shouldn't be happening because I haven't even written collision detection yet! 901825[/snapback] It's probably because you are doing "gosub makemissile" but not using a "return" at the end of the routine. Either that or those gosubs should be gotos. Quote Link to comment Share on other sites More sharing options...
attendo Posted July 31, 2005 Share Posted July 31, 2005 Dont know for sure its a bug in bB or its just a 2600 thing, but I wonder why I cant align 2 sprites just right even using the same y number (40 in this)? 10 COLUP0 = $18 : COLUP1 = $18 20 player0: %11111111 %10010001 %10010001 %11111111 end 30 player0x = 30 : player0y = 40 40 player1: %11111111 %10010001 %10010001 %11111111 end 50 player1x = 38 : player1y = 40 60 drawscreen 70 goto 20 Quote Link to comment Share on other sites More sharing options...
Luigi301 Posted July 31, 2005 Share Posted July 31, 2005 It's probably because you are doing "gosub makemissile" but not using a "return" at the end of the routine. Either that or those gosubs should be gotos. 901912[/snapback] Changing the gosubs to gotos fixed it. Thanks. Quote Link to comment Share on other sites More sharing options...
supercat Posted July 31, 2005 Share Posted July 31, 2005 Dont know for sure its a bug in bB or its just a 2600 thing, but I wonder why I cant align 2 sprites just right even using the same y number (40 in this)? What happens if you set VDELP0 or VDELP1 to 1? Quote Link to comment Share on other sites More sharing options...
Jess Ragan Posted August 1, 2005 Share Posted August 1, 2005 A friend of mine tested Solar Plexus on a real 2600, and had some difficulty loading the game on his Crocodile Cartridge. Apparently, two bytes are missing from the end of the compiled program, a problem he solved by adding the two missing bytes with a hex program. Don't know if that's worth mentioning, but I thought I'd bring it up just in case anyone else was interested in selling their games. JR Quote Link to comment Share on other sites More sharing options...
+batari Posted August 1, 2005 Share Posted August 1, 2005 Dont know for sure its a bug in bB or its just a 2600 thing, but I wonder why I cant align 2 sprites just right even using the same y number (40 in this)? 901954[/snapback] It's the kernel - the sprites are updated on alternate scanlines. However, vdub_bobby rewrote the original kernel to fix this, so by Alpha 0.3 the problem should go away. Quote Link to comment Share on other sites More sharing options...
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