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Post by Deleted on May 18, 2016 8:05:12 GMT -5
Flood away my friend! Let me know if there are any other bugs or issues Hi elusive, i have some free time from work this week, and my idea is to test secondbasic. But before, there is any readme or manual about the differences from BEX? i dont found anything in help Most of my BEX works dont compile in secondbasic, and I dont want to post any problem, without know first possible diferences, and change my code first Ah, ont thing, is possible for a future release, that secondbasic dont maximize whrn you open it, and remember size and position? i preffer to work in a window, and everytime I open, i need to restore the window Thanks a lot All of the commands in SecondBASIC should act just like the commands in BEX. If it the commands don't highlight with the rest of the keywords, then that command isn't supported (all supported commands are in the documentation). Some of the major changes: - User defined functions must have a "AS <type>" in the declaration - Keywords can't be used as variable names (such as Joypad = Joyapd() is no longer valid) - Else If isn't support, it needs to be ElseIf - XGM is enabled by default. If you have Stef's BEX wrappers in your code, use Option XgmOff (or turn it off in the preferences) - All broken commands have been removed, and misspelled commands have been removed (Pallettes and Pallette no longer work, use Palette and Palettes, AscB(), AscL(), and AscW() have been removed and only Asc() works, Collide, etc). If you're getting errors, let me know what errors you're getting and the line that's triggering the error(s). BEX did fix some things when compiled, or ignored some incorrect syntax in some instances. For example, in Stef's BEX wrapper, one of the ASM line labels doesn't have a ":" after it. BEX will fix this and make it a line label, SBS won't. As for the window resizing, I'll think about it. I want to get the compiler working as close to perfect before adding little tweaks
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Post by salamiboy2 on May 30, 2016 6:13:51 GMT -5
I'm liking the compiler, but for some reason when I compile this:
me=AddSprite(2,2)
PropSprite me,1,1
MoveSprite me,128,128
While 1
j=JoyPad(0)
If j.3 Then ShiftSprite me,1,0
Sleep 2
Wend nothing happens and when I compile this:
locate 1,1 print "hi" I just get a | (broken bar). I'm using Windows XP SP2. What's happening??
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Post by Deleted on May 30, 2016 10:53:13 GMT -5
Did you download the patch file as well? There's an issue with the HEAPSTART defaulting to 0 with the installed version (it'll work after closing and opening it a few times). If that doesn't work, let me know and I'll push out another release candidate this week
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Post by salamiboy2 on May 30, 2016 12:51:27 GMT -5
Did you download the patch file as well? There's an issue with the HEAPSTART defaulting to 0 with the installed version (it'll work after closing and opening it a few times). If that doesn't work, let me know and I'll push out another release candidate this week Yes. It works very well now. However, I'm trying to compile some BEX code. It isn't really compiling right in Second Basic though. I've attached the music (I'm no musician), the code, the BEX compiled file, and the SB compiled file. Attachments:why_sb.zip (25.3 KB)
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Post by Deleted on May 30, 2016 13:12:21 GMT -5
Let me take a look. There are some things that I may have missed, so these issues with source helps greatly when trying to troubleshoot and fix things
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Post by Deleted on May 30, 2016 13:25:06 GMT -5
Okay, so the first thing you'll need to do is put in: Option XgmOff (or you can go into the Preferences, and under the Misc tab you can shut it off permanently). Xgm conflicts with TFM (and vice versa, pretty much all sound drivers conflict with each other). If you want to use XGM, you can use VGM Music Maker (comes bundled with SecondBASIC), and compose your music in there (use only the first 5 FM channels and the first 3 PSG channels only). Then, export to a VGM file, and you can convert it to the XGM format in the SecondBASIC IDE under the Tools Menu. From there, you can add the file to your project under the Project Browser (add it to the Music Files folder), double click, and it'll insert the code for you to play your track XGM works on the z80 co-processor, so you won't need to worry about handling the music. The current downside to XGM is that it plays very fast on clone consoles, and PAL and NTSC require different music tracks, otherwise they'll play faster or slower, depending on region. There is a bug with SecondBASIC while using the TFM driver that I'll have to figure out. The Option XgmOff plays the music, but it's missing a channel all together for some reason.
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Post by salamiboy2 on May 30, 2016 13:42:33 GMT -5
I did do what you said, and it did play (channels were missing like you said) I also did an XGM track. I did double click ("XgmTrack untitled2vgmxgm") but I can't figure out how to play it. I looked in the help file and it said to put "XgmStartTrack" but It simply says "SUB or FUNCTION not defined" and "Xgm_StartPlayMusic" does nothing at all.
Sorry to seem dumb or something.
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Post by Deleted on May 30, 2016 14:18:07 GMT -5
You'll have to turn xgm on if you're going to use xgm If you disabled it in the preferences, you can to: Option XgmOn
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Post by salamiboy2 on May 30, 2016 15:15:23 GMT -5
I did turn on the XGM drivers.
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Post by Deleted on May 30, 2016 16:33:28 GMT -5
Hm, that's strange. See if the XGM example in the examples folder compiles for you. If not, add "Option XgmOn" and see if that helps.
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Post by salamiboy2 on May 31, 2016 4:28:29 GMT -5
I just get a "Runtime Error 76 - Path not found"
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Post by salamiboy2 on May 31, 2016 4:46:55 GMT -5
Nevermind It works now
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Post by salamiboy2 on May 31, 2016 5:02:16 GMT -5
I'm loving the driver. Just a little question; what sample rate should my PCM sounds be?
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Post by Deleted on May 31, 2016 5:21:56 GMT -5
I believe it should be 8k mono. Look on the first or second page in these forums for Stef's thread with details
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Post by Deleted on May 31, 2016 7:06:27 GMT -5
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