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.tap file code not execut...
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Exit from more than one l...
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put small ASM programs li...
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Creating +3 Menus - Loadi...
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Randomize not very random...
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Scope rules
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Using constants not allow...
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404 page not found
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03-08-2025, 07:16 PM
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Spectrum keywords codes
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03-08-2025, 11:00 AM
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ZXodus][Engine
Forum: ZX Basic Compiler
Last Post: boriel
02-19-2025, 11:43 PM
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sgn fails if the argument is a variable |
Posted by: britlion - 04-08-2017, 04:18 PM - Forum: Bug Reports
- Replies (2)
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zxb version 1.4.0-s1980
Code: dim y as uByte=1
print sgn y
print sgn 2
This wont compile. sgn <number> is fine. sgn variable isn't.
Code: Traceback (most recent call last):
File "zxb.py", line 348, in <module>
File "zxb.py", line 274, in main
File "ast_\ast.pyc", line 34, in visit
File "arch\zx48k\translator.pyc", line 340, in visit_UNARY
api.errors.InvalidOperatorError: Invalid operator "SGN"
Build Failed!
Definitely a regression, as it worked fine with an older compiler!
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Help understand where things end up in memory |
Posted by: emook - 03-12-2017, 05:02 PM - Forum: Help & Support
- Replies (4)
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Hello,
I've been using ZXBC for some projects I am doing, one of the things is that I working with very limited memory. I'm writing my code to start at 25000.
When I am doing an ASM include no matter where in the code I place it, there is still ZXBC code after.
If I place all my inlcudes at the end of my program, they still appear around 40-50 bytes in. I need to be able to tag the includes on at the end of the file, not in the middle as once I have moved them to another located they can be discarded but with ZXBC code appear AFTER the includes it means I keep running into trouble.
I know about ORG in ASM but I'd rather ZXBC obey me when I have a include as the last lines to see in memory that it also appears at the end of the code.
Any ideas?
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Space Ship |
Posted by: symbolshift - 03-02-2017, 09:51 AM - Forum: Gallery
- No Replies
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A friend of mine is a graphic artist in the C64 demo scene from the Level64 group. Some weeks ago he wanted to experiment with ZX screen graphics and did this wonderful screen linked below. I added some small animation for the copkit with Boriel basic.
<!-- m --><a class="postlink" href="http://level64andmore.blogspot.com.es/2017/01/no-solo-de-commodore-64-vive-el-hombre.html">http://level64andmore.blogspot.com.es/2 ... ombre.html</a><!-- m -->
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