Quote
---------- Capture Output ----------
> "C:\Atari2600\bB\2600bas.bat" C:\Projects\Atari2600\OpenSourcePong\OpenSourcePong.bas
(235): Error: Unknown keyword: addbcd
Compilation failed.
> Terminated with exit code 0.
> "C:\Atari2600\bB\2600bas.bat" C:\Projects\Atari2600\OpenSourcePong\OpenSourcePong.bas
(235): Error: Unknown keyword: addbcd
Compilation failed.
> Terminated with exit code 0.
Here is my code:
rem Open Source Pong rem an Open Source Pong Remake rem Updated: March 17, 2008 rem Website: http://opensourcepong.freepgs.com goto setup rem setup all the game variables setup rem include for player scores multikernel include playerscores.asm rem include bcd math helper include bcd_math.asm rem set the rom size set romsize 4k rem define the number of player scores const playerscores = 2 rem define noscores constant const noscore = 1 rem set kernel options rem readpaddle - set it so the paddle controlers are read set kernel_options no_blank_lines readpaddle rem set an alias for the ball's x velocity dim ballxvelocity = a rem set an alias for the ball's y velocity dim ballyvelocity = b rem set an alias for troggling the 2 player mode dim playervsplayer = c rem color the background green COLUBK = 198 rem set the color of the playfield to white COLUPF = 14 rem set player 1's score color to his sprite color player0scorecolor = $0E rem set player 2's score color to his sprite color player1scorecolor = $6E rem define the playfield playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end rem define player 1's sprite player0: %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 end rem define player 2's sprite player1: %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 end rem finished seting up the game variables rem start the game loop goto startNewGame rem start a new game and reset everything that was changed during rem the course of the game startNewGame rem set player 1's inital x positon player0x = 140 rem set player 1's inital y positon player0y = 45 rem set a default value for the 2 player troggle playervsplayer = 0 rem if the left switch is set to B, paddle 1 controls the rem computers paddle if !switchleftb then playervsplayer = 1 rem set player2's inital x positon player1x = 15 rem set player2's inital y positon player1y = 45 rem set ball's inital x positon ballx = 80 rem set ball's inital y positon bally = 45 rem set the ball's initial x velocity ballxvelocity = 1 rem set the ball's initial x velocity ballyvelocity = 1 rem reset player 1's score player0score = $00 rem reset player 1's score player1score = $00 rem finished reseting all the game variables changed during rem the course of the game rem go to the game loop goto gameLoop rem start of the game loop gameLoop rem if the user presses the reset switch, start a new game if switchreset then goto startNewGame rem color player 1's paddle COLUP0 = 140 rem color player 2's paddle COLUP1 = 28 rem read paddle 0, use it to position player 1 across the screen currentpaddle = 0 rem draw the game screen drawscreen rem set player1's y position to the paddle control's axis rem plus 8 player0y = paddle + 8 rem make sure player 1 doesn't go off the top screen if player0y < 16 then player0y = 16 rem make sure player 1 doesn't go off the bottom screen if player0y > 79 then player0y = 79 rem if the 2 player mode is activated then paddle 1 controls the rem second paddle if playervsplayer = 1 then gosub player2controls rem otherwise set player 2's y position to the balls y position if playervsplayer = 0 then player1y = bally rem make sure player 2 doesn't go off the top screen if player1y < 16 then player1y = 16 rem make sure player 2 doesn't go off the bottom screen if player1y > 79 then player1y = 79 rem move the ball ballx = ballx + ballxvelocity bally = bally + ballyvelocity rem make sure the ball doesn't go off the top screen if bally < 9 then ballyvelocity = 0 - ballyvelocity rem make sure the ball doesn't go off the bottom screen if bally > 77 then ballyvelocity = 0 - ballyvelocity rem if the ball collides with player 1's paddle if collision(player0, ball) then gosub player1collision rem if the ball collides with player 2's paddle if collision(player1, ball) then gosub player2collision rem if the ball goes past player 1's paddle if ballx > 160 then gosub player2scores rem if the ball goes past the computer paddle if ballx < 1 then gosub player1scores rem if either players scores 11 points start a new game rem if lives < 32 then goto gameover goto gameLoop rem end of the game loop code, restart the game loop rem code for handling collision between player and ball player1collision rem move the ball a bit so it doesn't stick ballx = ballx - 3 rem and reverse its x velocity ballxvelocity = 0 - ballxvelocity return rem end of player collision code rem code for handling when the ball hits player 2's paddle player2collision rem move the ball a bit so it doesn't stick ballx = ballx + 3 rem and reverse its x velocity ballxvelocity = 0 - ballxvelocity return rem code for handling when the ball goes past player 2's paddle rem and the player 1 scores player1scores rem increase player 1's score by 1 addbcd(player0score,1) rem have the computer serve the ball ballx = player1x + 3 bally = player1y rem reverse the balls x velocity ballxvelocity = 0 - ballxvelocity rem increase the score by 10 points score = score + 10 return rem end of player 1 scores rem code for handling when player 1 misses the ball and rem player 2 scores player2scores rem increase player 2's score by 1 addbcd(player1score,1) rem have the player serve the ball ballx = player0x - 3 bally = player0y rem reverse the balls x velocity ballxvelocity = 0 - ballxvelocity return rem end of player 2 scores code rem code for handling when the 2 player troggle is enabled and rem the second paddle controls the computer paddle player2controls rem read paddle 1, use it to position player 2's paddle across the screen currentpaddle = 1 rem draw the game screen drawscreen rem set player 2's y position to the paddle 2's control's axis rem plus 8 player1y = paddle + 8 return rem end of player 2 controls code rem code for handling when either players score reaches 11 rem and its gameover gameover rem if the user presses the reset switch, start a new game if switchreset then goto startNewGame rem color player 1's paddle COLUP0 = 140 rem color player 2's paddle COLUP1 = 28 rem draw the screen drawscreen rem if the user presses the fire button, start a new game if joy0left then goto startNewGame rem otherwise just keep looping goto gameoverAny ideas?
Sincerely,
Open Source Pong
Edited by Open Source Pong, Sat Mar 22, 2008 1:53 PM.













