tgilmoretriosinccom
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Post by tgilmoretriosinccom on Apr 14, 2004 8:28:06 GMT -5
I had problems loggin in / registering.
Also I just installed the SEGA basic interpretor program including placing the SNASM68.exe in the same directory as the basic interpretor program (0.10). I always get a message saying it was unsuccessfully compiled with a runtime error of 53. Please help !!
tgilmore@triosinc.com
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Post by tdg8934 on Apr 14, 2004 8:33:27 GMT -5
OK...I saw that the password was emailed to me so at least I can login now. How does one use this program? I would very much like to use this SEGA BASIC compiler/interpretor.
tgilmore@triosinc.com
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
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Post by oompa loompa on Apr 14, 2004 20:37:48 GMT -5
I always get a message saying it was unsuccessfully compiled with a runtime error of 53. whatcha mean by 53, are two different windows displayed? but anyways, when it says "unsuccessfully compiled", it means that the compiler could not identify what the error was, but it knows that there was an error. when it does this, there should be a new window that appears that is called error log that will display the error that occured within the assembler. basically, something's goofed up in your source code. not having snasm68k in your directory will not make it do this, if snasm68k is not found, it will tell you that the file's missing.
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Post by tdg8934 on Apr 14, 2004 20:51:50 GMT -5
So once I get the program working with no errors what I have done is as follows:
Run the program and open an example BAS file. Then what do I do...Compile, Assemble it, Run the emulator (didn't work either). When I Compile or Assemble it I get the Error 53 with another window with Mnuemonics for the registers. Is there a tutorial or help on what to do when you start the program?
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Apr 14, 2004 20:56:10 GMT -5
r u running windows xp? i think i know what's wrong
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Post by tdg8934 on Apr 14, 2004 20:58:38 GMT -5
Yes Windows XP Professional.
I also notice when I open a command prompt (DOS) window and run SNASM68K.exe ... I get the same or similar Mneumnonic error message.
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Apr 14, 2004 21:00:02 GMT -5
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Post by tdg8934 on Apr 14, 2004 21:05:37 GMT -5
It appears to be the same file (ie size and name). However, it still gives me the same error 53. I will reboot. Any other sugestions?
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Apr 14, 2004 21:07:24 GMT -5
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Post by tdg8934 on Apr 14, 2004 21:22:24 GMT -5
The 3rd SNASM68K.exe apparently did something as I was able to compile a BASIC.BIN file. How do I get the Run Emulator menu item to work? Also the Assembler causes the error 53 still.
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Apr 14, 2004 21:27:31 GMT -5
to get "run emulator" to work, you need to go into your options menu and modify the path+filename to your emulator exe.
the assembler you'll probably never use. the ide can compile two things: basic and assembly. The assembler button compiles your source code in assembly, and the compile button compiles it in BASIC. if you compile BASIC code as ASM code, it'll probably not work, and will make snasm crash =P
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Post by tdg8934 on Apr 14, 2004 21:32:25 GMT -5
Thanks so much. Thats what I needed to hear!
I have an XBOX with a modchip that allows emulators to run. I have a SEGA emulator on the XBOX that would be great to run programs off of it. I have always wanted to write my own programs/games to play on my XBOX. Its not exactly an XBOX game but its close enough.
Thanks again for your persistance. Is there any other links to help out a newbie with things like sprites or more example coding?
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Apr 14, 2004 21:54:07 GMT -5
cool, a modded xbox is the only way to have an xbox =D
unfortunately, there are no other sites about basiegaxorz. and if you find a basic tutorial on the net about sprites or graphics, its not gonna help ya out b/c basiegaxorz uses a different structure to handling graphics. looking for a sprite tutorial? its right here =D i'll type it up now
To start using sprites, you need to create a sprite handler. to do this, use this:
var_handler=addsprite(1,1)
this will add a 8x8 sprite to the sprite handler. you can replace var_handler with any other variable you wish. but keep in mind, you will need to use that variable again if you want to do anything with your sprite. Sprite sizes can be changed by changing "1,1" to any other number between 1 and 4.
to give your sprite a character, you will need to use the spriteprop command. for example:
spriteprop var_handler,65,0
this will give your sprite look like character A. Noticed that we used var_handler again to communicate that we want to set the properties of a specific sprite. To change your character, modify 65 to any other value. The thrid argument, 0, defines what color pallette we want to use. For now, we'll use the default pallette, 0.
So what? how do i see my sprite? well, sprites are hidden when they are first added. To move your sprite to the screen where the user will see it, you will need to use the movesprite command. To show your sprite at the very left-top corner, try this:
movesprite var_handler,128,128
Sprites are placed on a coordinate system. The region between 0 and 128 makes the sprite appear off the screen. x=128, and y=128 are the top-left origin to start displaying sprites. You can move your sprite anywhere else other the the top-left corner by modifying the second and third argument. the second argument is the x coordinate, and the third argument is the y coordinate.
now here's a trick that will be useful for when programming games. You know, when you have your character on the screen, you will need to move it back and forth, just like any other game. To do that, you will need to save your players position into a variable, so you dont lose track of where your player is located. Well, there's a special command to skip that step, and that's using the shiftsprite command. try this:
shiftsprite var_handler,10,5
That will move your sprite 10 pixels to the right, and 5 pixels down from where it was before. Tada, and also, if you put in a negative number, your sprite will either move up, or to the left.
try this simple test program:
var_handler=addsprite(1,1) propsprite var_handler,65,0 movesprite var_handler,128,128 while 1 ' meaning we want to loop forever shiftsprite var_handler,1,0 sleep 1 ' just make a simple delay wend
wow!
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Post by dragonforce on Apr 22, 2004 1:57:53 GMT -5
omfg! thanx dude! ;D so now even i got it to run. Can you make some tutorials please? this would really help the nOObs under us to begin developing our first game some simplete turorials like how to draw something on a screen, or hot to add music to it, etc
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Apr 22, 2004 16:38:55 GMT -5
[glow=orange,2,300]NP [/glow] currently, you can't play any music with the compiler, unless you make your own assembly for the z80 or something. there is a psg command to make sound effects though. i just made a graphics tutorial right here (the post before yours). if its too hard to understand, just holler
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