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Unknown Keyword Inline?


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#1 Primordial Ooze OFFLINE  

Primordial Ooze

    Dragonstomper

  • 504 posts
  • Quacker Blaster Lead Programmer
  • Location:United States of America

Posted Mon Mar 31, 2008 4:02 PM

I get the following error when i try to compile my code:

Quote

---------- Capture Output ----------
> "C:\Atari2600\bB\2600bas.bat" C:\Projects\Atari2600\OpenSourcePong\OpenSourcePong.bas
(265): Error: Unknown keyword:


Compilation failed.

> Terminated with exit code 0.

Here we go:
   rem Open Source Pong
   rem an Open Source Pong Remake
   rem Updated: March 31, 2008
   rem Website: http://opensourcepong.freepgs.com

   rem setup all the game variables
   
   rem set the rom size
   set romsize 2k
   
   rem turn on smartbranching
   set smartbranching on

   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 2's score color to his sprite color
   player0scorecolor = $1C
   
   rem set player 1's score color to his sprite color
   player1scorecolor = $8C
   
   rem clear the playfield
   pfclear
   
   rem draw the top border of the playfield
   pfhline 0 0 31 on
   
   rem draw the bottom border of the playfield
   pfhline 0 10 31 on

   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 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 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
   rem read paddle 1, use it to position player 2's paddle across the screen
   rem draw the game screen
   rem set player 2's y position to the paddle 2's control's axis
   rem plus 8
   if playervsplayer = 1 then currentpaddle = 1 : drawscreen : player1y = paddle + 8
   
   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
   rem move the ball a bit so it doesn't stick
   rem and reverse its x velocity
   if collision(player0, ball) then ballx = ballx - 3 : ballxvelocity = 0 - ballxvelocity

   rem if the ball collides with player 2's paddle
   rem move the ball a bit so it doesn't stick
   rem and reverse its x velocity
   if collision(player1, ball) then ballx = ballx + 3 : ballxvelocity = 0 - ballxvelocity
   
   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 player 1 scores 11 points then its game
   if player0score > $10 then goto gameover
   
   rem if player 2 scores 11 points then its game
   if player1score > $10 then goto gameover
   
   goto gameLoop
   
   rem end of the game loop code, restart the game loop
   
   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
   player1score = addbcd(player1score,1)   

   rem have the computer serve the ball
   ballx = player1x + 3
   bally = player1y - 5
   
   rem reverse the balls x velocity
   ballxvelocity = 0 - ballxvelocity
   
   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
   player0score = addbcd(player0score,1)
   
   rem have the player serve the ball
   ballx = player0x - 3
   bally = player0y - 5
   
   rem reverse the balls x velocity
   ballxvelocity = 0 - ballxvelocity
   
   return
   
   rem end of player 2 scores 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 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 startNewGame
   
   rem otherwise just keep looping
   goto gameover

   rem inline for player scores multikernel
   inline playerscores.asm
   
   rem inline bcd math helper
   inline bcd_math.asm

The error is refering to these 2 lines:
   rem inline for player scores multikernel
   inline playerscores.asm
   
   rem inline bcd math helper
   inline bcd_math.asm
Any ideas?

Sincerely,

Open Source Pong

Edited by Open Source Pong, Mon Mar 31, 2008 4:02 PM.


#2 SeaGtGruff OFFLINE  

SeaGtGruff

    River Patroller

  • 4,543 posts
  • Location:Georgia, USA

Posted Mon Mar 31, 2008 9:46 PM

You need to swap those two inline includes around:

   rem inline bcd math helper
   inline bcd_math.asm

   rem inline for player scores multikernel
   inline playerscores.asm
You'll still get a message when it compiles, but it will just be a warning, and everything will still work fine:

---------- Capture Output ----------
> "C:\Atari2600\bB\2600bas.bat" "C:\Atari2600\bB\Projects\open_source_pong_20080331.bas"
2600 Basic compilation complete.
DASM V2.20.07, Macro Assembler (C)1988-2003
	  bytes of ROM space left
 --> start f1b6				  

> Terminated with exit code 0.
The "start f1b6" message simply means the address of the "start" line label changed from the first pass to the last pass of the assembly, which is kind of a normal thing to have happen.

Michael




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