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Unknown Keyword Inline?


Primordial Ooze

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

---------- 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
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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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