Jump to content



0

Errors


4 replies to this topic

#1 Primordial Ooze OFFLINE  

Primordial Ooze

    Dragonstomper

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

Posted Tue Apr 15, 2008 12:38 PM

I keep getting the following error:

Quote

---------- Capture Output ----------
> "C:\Atari2600\bB\2600bas.bat" C:\Projects\Atari2600\OpenSourcePong\opensourcepong.bas
(124) Error: invalid operator: 1
Compilation failed.

> Terminated with exit code 0.

Code:
   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 ballvx = a

   rem set an alias for the ball's y velocity
   dim ballvy = b
   
   rem set an alias for troggling the 2 player mode
   dim vsplayer = c
   
   rem set an alias to determine if sound effects
   rem should be playing
   dim sfxplaying = d
   
   rem set an alias to keep track of how many frames the
   rem sound effects have played
   dim sfxtimer = e
   
   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 bla
   
   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 set the Audio Control for Channel 0 to a pure tone
   AUDC0 = 12

   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 if the left switch is set to B, paddle 1 controls the
   rem computers paddle, otherwise paddle controller 2 controlls
   rem it
   if !switchleftb then vsplayer = 1 else vsplayer = 0
   
   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
   rem ballx = 80

   rem set ball's inital y positon
   rem bally = 45

   rem randomly choose a player to serve the ball
   temp1 = rand

   rem if the number is less then 128 then the computer serves
   rem the ball
   if temp1 < 128 then ballx = 20 : bally = 45 : ballvx = 1 : ballvy = 1 else ballx = 135 : bally = 45 : ballvx = -1 : ballvy = -1


   rem set the ball's initial x velocity
   rem ballvx = 1
   
   rem set the ball's initial x velocity
   rem ballvy = 1
   
   rem reset player 1's score
   player0score = $00

   rem reset player 1's score
   player1score = $00
   
   rem reset the sound playing boolean to 0
   sfxplaying = 0
   
   rem reset the sound effects timer
   sfxtimer = 0

   rem turn off all sound effects from the previous game
   AUDV0 = 0
   
   rem finished reseting all the game variables changed during
   rem the course of the game
   
   rem start of the game loop
gameLoop
   rem if the user presses the reset switch, start a new game
   if switchreset then startNewGame
   
   rem if the colorswitch is in the black/white position pause
   rem the game and stop any sound effects already playing
pauseloop
   if switchbw then COLUP0 = 140 : COLUP1 = 28 : drawscreen : AUDV0 = 0: goto pauseloop

   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
   if vsplayer <> 1 then firstpaddle
   
   rem this alternates paddles per frame
   currentpaddle=currentpaddle ^ 1
   
   rem if currentpaddle equals 2 then position the second paddle
   if currentpaddle = 1 then secondpaddle

firstpaddle
  
   rem read paddle 0, use it to position player 1's paddle 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
   goto computerai

secondpaddle  
   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
   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
   
computerai
   rem one player game, player 2's y position to the balls y position
   if vsplayer <> 1 then player1y = bally + 1
  
   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 + ballvx
   bally = bally + ballvy
   
   rem make sure the ball doesn't go off the top screen
   if bally < 9 then ballvy = 0 - ballvy
   
   rem make sure the ball doesn't go off the bottom screen
   if bally > 77 then ballvy = 0 - ballvy
   
   rem if the ball collides with player 1's paddle
   rem play the pure tone with a frequency of 4 and volume of 10
   rem move the ball a bit so it doesn't stick
   rem and reverse its x velocity
   if collision(player0, ball) then sfxplaying = 1 : AUDF0 = 23 : AUDV0 = 10 : ballx = ballx - 3 : ballvx = 0 - ballvx

   rem if the ball collides with player 2's paddle
   rem play the pure tone with a frequency of 5 and volume of 10
   rem move the ball a bit so it doesn't stick
   rem and reverse its x velocity
   if collision(player1, ball) then sfxplaying = 1 : AUDF0 = 28 : AUDV0 = 10 : ballx = ballx + 3 : ballvx = 0 - ballvx
   
   rem if the a effect is playing update the sound timer
   if sfxplaying = 1 then sfxtimer = sfxtimer + 1
   
   rem if the sound effect timer is 60 frames, stop the sound effect
   if sfxtimer = 30 then sfxplaying = 0 : sfxtimer = 0 : AUDV0 = 0
   
   rem if the ball goes past player 1's paddle
   rem increase player 2's score by 1
   rem have the player serve the ball
   rem reverse the balls x velocity
   if ballx > 160 then player0score = addbcd(player0score,1) : ballx = player0x - 3 : bally = player0y - 3 : ballvx = 0 - ballvx
   
   rem if the ball goes past the computer paddle
   rem increase player 1's score by 1
   rem have the computer serve the ball
   rem reverse the balls x velocity
   if ballx < 1 then player1score = addbcd(player1score,1) : ballx = player1x + 6 : bally = player1y - 3 : ballvx = 0 - ballvx
   
   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 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 bcd math helper
   inline bcd_math.asm

   rem inline for player scores multikernel
   inline playerscores.asm

The line thats giving me problems is:
   rem if the number is less then 128 then the player 2 serves
   rem the ball, otherwise player 1 serves the ball
   if temp1 < 128 then ballx = 20 : bally = 45 : ballvx = 1 : ballvy = 1 else ballx = 135 : bally = 45 : ballvx = -1 : ballvy = -1

I don't see any problems wth the code with the exception of it being very long!

Sincerely,

Open Source Pong

Edited by Open Source Pong, Tue Apr 15, 2008 12:39 PM.


#2 Nukey Shay OFFLINE  

Nukey Shay

    Sheik Yerbouti

  • 20,458 posts
  • Location:The land of Gorch

Posted Tue Apr 15, 2008 1:27 PM

Does bB allow you to imbed the else instruction (i.e. past a colon)? If not, use a goto to skip over an added line that holds the "else" conditions...


if temp1 < 128 then ballx = 20 : bally = 45 : ballvx = 1 : ballvy = 1 : goto nextline

ballx = 135 : bally = 45 : ballvx = -1 : ballvy = -1

nextline


#3 SeaGtGruff OFFLINE  

SeaGtGruff

    River Patroller

  • 4,543 posts
  • Location:Georgia, USA

Posted Tue Apr 15, 2008 3:43 PM

View PostNukey Shay, on Tue Apr 15, 2008 3:27 PM, said:

Does bB allow you to imbed the else instruction (i.e. past a colon)? If not, use a goto to skip over an added line that holds the "else" conditions...


if temp1 < 128 then ballx = 20 : bally = 45 : ballvx = 1 : ballvy = 1 : goto nextline

ballx = 135 : bally = 45 : ballvx = -1 : ballvy = -1

nextline
Yes, bB v1.0 does have an if...then...else statement. I seem to recall from personal experience that you do have to be careful with it sometimes, or the compiler won't handle it right-- but I don't remember if it's the number of statements in the else portion, or the complexity of the if portion, or some other situation, that can cause problems for the compiler.

However, in this case, I'm more inclined to suspect the "= -1", which I think needs to be changed to "= 255" or it might not compile. Subtraction like "= 0 - 1" is fine, but "= -1" tends to be problematic.

In any case, your suggestion is a good one. :)

Michael

#4 batari OFFLINE  

batari

    )66]U('=I;B$*

  • 6,236 posts
  • begin 644 contest

Posted Tue Apr 15, 2008 5:46 PM

It's true the bB 1.0 doesn't like long lines, and it does issue a warning after a certain point, but I'm not sure if the lack of a warning necessarily means that you are safe.

I will agree that -1 is sketchy in 1.0 for a number of reasons, but the next version of bB should handle this correctly.

#5 Random Terrain ONLINE  

Random Terrain

    Visual batari Basic User

  • 20,910 posts
  • Controlled Randomness
    Replay Value
    Nonlinear
  • Location:North Carolina (USA)

Posted Tue Apr 15, 2008 5:59 PM

View Postbatari, on Tue Apr 15, 2008 7:46 PM, said:

I will agree that -1 is sketchy in 1.0 for a number of reasons, but the next version of bB should handle this correctly.
That will be nice.




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users