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  [alphadenshisega-championbaseball] first test
Posted by: nitrofurano - 08-01-2016, 05:38 PM - Forum: Other Archs - No Replies

first test for the Alphadenshi/Sega’s Champion Baseball arcade machine
( the wiki page related to this thread is at <!-- m --><a class="postlink" href="http://www.boriel.com/wiki/en/index.php/ZX_BASIC:Released_Programs_-_AlphadenshiSegaChampionBaseball">http://www.boriel.com/wiki/en/index.php ... onBaseball</a><!-- m --> )



Attached Files
.zip   example01c_working.zip (Size: 29.32 KB / Downloads: 737)
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  Using ZX Basic to create ESXDOS dot commands
Posted by: Uto - 07-16-2016, 12:18 PM - Forum: Help & Support - Replies (5)

Hello all,

I'm new to ZXBasic, but despite of that I've managed to properly build and application using it (<!-- m --><a class="postlink" href="https://github.com/Utodev/ZXCU">https://github.com/Utodev/ZXCU</a><!-- m -->). I've found ZXBasic and its extension a great help to build that application, so first of all, thank you for building this tool.

The application is a menu driven setup application for Zx-Uno spectrum clone, built for latest core avaliable so far. While providing this application as .tap file may be OK, I wanted to try to compile it so it is a ESXDOS dot command, that may be invoked just by .zxuc.

I have built small ESXDOS dot commands before (just proofs of concept), made in assembler, and all that I know, considering they are undocummented, is:

- They are raw machine code binary files, that is, if first instruction is RET the dot command does nothing but returning to prompt. There is no header.
- They start at 0x4000 (ORG 8192)
- They apparently have 8K maximum size (largest one included with ESXDOS, .snaload, takes almost thos 8K)

I have compiled my code using -S 8192 option, but when y run .zxuc ZXUno freezes. I have also tried to compile a very simple code, and do the same, and in that case it doesn't freeze, but it does nothing.

Code:
PRINT "Hello World"

Compiling that code into a .hello command just returns with OK, without printing "Hello World"

I have decompiled what ZXBasic compiles and first instructions are what is expected, but it's way too complicated to debug furthermore.

I have also tried to reduce heap size with -H parameter, but nothing changes.

Any idea what may be wrong?

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  Radastan Mode
Posted by: PeekPoke - 07-15-2016, 03:59 PM - Forum: Help & Support - Replies (10)

Hi to all members of this forum, Big Grin

Are there tutorials on how to use Radastan Mode ( 128 x 96 pixels, 16 colours)
with ZX Basic please ?

Thank you very much.

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  Exit code -1 cause found (SGN)
Posted by: LCD - 07-13-2016, 04:55 PM - Forum: Bug Reports - Replies (2)

If I have a unsigned variable (e.g. UBYTE) and want a SGN of it, the compiler produces a warning that it can then be only 0 or 1, but the compiler exits with exit code -1. Should be the warning not mean, it can be compiled anyway?
I'm using version 1.4.0s1968.

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  [dyna-royalcasino] first test
Posted by: nitrofurano - 07-02-2016, 09:30 PM - Forum: Other Archs - No Replies

A test demo for Dyna’s Royal Casıno arcade machine.
( the wiki page related to this thread is at <!-- m --><a class="postlink" href="http://www.boriel.com/wiki/en/index.php/ZX_BASIC:Released_Programs_-_DynaRoyalCasino">http://www.boriel.com/wiki/en/index.php ... oyalCasino</a><!-- m --> )



Attached Files
.zip   example01f_working.zip (Size: 22.25 KB / Downloads: 777)
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  [ace-sidewinder] first test
Posted by: nitrofurano - 07-02-2016, 03:28 PM - Forum: Other Archs - No Replies

first test for the Ace’s Sidewinder arcade machine
( the wiki page related to this thread is at <!-- m --><a class="postlink" href="http://www.boriel.com/wiki/en/index.php/ZX_BASIC:Released_Programs_-_AceSidewinder">http://www.boriel.com/wiki/en/index.php ... Sidewinder</a><!-- m --> )



Attached Files
.zip   example01e_startingtowork.zip (Size: 26.99 KB / Downloads: 711)
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  Sprites & ATTR
Posted by: jonesypeter - 06-26-2016, 08:13 PM - Forum: Help & Support - Replies (2)

Hi,

I'm quite new to ZX Basic, and just had a few questions:

Is the replacement for the Sinclair BASIC ATTR command attrAdress(x,y)?

Are there any linked sprite libraries that let you use Sprites (larger than 8*8) from BASIC? I did look at the Spanish Fourspriter tutorial, but Google translate is not great with technical translations. Is there an English Language tutorial, and are there any other libraries, without the need to use Assembler?

Thanks

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  Unexpected token 'NEXT'
Posted by: gunduzs - 05-23-2016, 07:09 PM - Forum: Help & Support - Replies (1)

Hello,

this is my 1st post! Total newbie.

I just typed in the 1st program in the book "ZX Spectrum Games Code Club: Twenty fun games to code and learn" by Gary Plowman (from Amazon),
but when I attempt a "zxb ex1.bas" , it throws up a couple of errors.
I've checked the code and it appears valid. Any ideas on what the problem could be?

(I've attached the .bas file)

Regards



Attached Files
.bas   ex1.bas (Size: 3 KB / Downloads: 139)
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  One more optimizer bug (*solved*)
Posted by: einar - 05-07-2016, 04:46 PM - Forum: Bug Reports - Replies (7)

File "test.bas":

Code:
sub test()
    asm
        ld      hl, 56469
        ld      de, 5
        ld      (hl), e
        inc     l
        ld      (hl), d
;        ret
    end asm
end sub

test()

Trying to compile it:

Code:
>zxb.exe -t -O3 test.bas -o test.tap
Traceback (most recent call last):
  File "zxb.py", line 348, in <module>
  File "zxb.py", line 301, in main
  File "optimizer.pyc", line 2290, in optimize
  File "optimizer.pyc", line 1949, in optimize
  File "optimizer.pyc", line 680, in op
  File "optimizer.pyc", line 538, in inc
  File "optimizer.pyc", line 432, in set
TypeError: unsupported operand type(s) for <<: 'NoneType' and 'int'

Compiling it without "-O3" works just fine.

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  Lamega
Posted by: rikokun - 04-24-2016, 09:34 PM - Forum: Gallery - Replies (3)

Hi guys.

I was kinda bored this weekend (being at work and such), so i was making this little thing.
It's no good game by any means, but i had fun coding it and thats what matters to me ^_^
It's called Lamega, as in Lame Galaga ^_^

[Image: KDV0EeF.png]

You can get it here: https://drive.google.com/open?id=0Bw3kIW...zRlQzhnVmc

PS: If you wonder what's the difference between levels, the baddies descent quicker...

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