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  [msx] The Ruins of Machi Itcza (based on a Flash version)
Posted by: nitrofurano - 09-14-2013, 05:47 PM - Forum: Other Archs - No Replies

it's not a ready game yet, but it seems to work a bit (still incomplete and with some bugs - some .rom files are availabe to try, from those last messages from me, and they have also their .bas, the .asm for debugging, and the files i used as references )
<!-- m --><a class="postlink" href="http://karoshi.auic.es/index.php?topic=2488.0">http://karoshi.auic.es/index.php?topic=2488.0</a><!-- m -->
(when ready, could be a good example of a msx game made on ZX-Basic Compiler! Wink )

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  This is weird - just plain won't run the code?
Posted by: britlion - 09-05-2013, 07:16 PM - Forum: Bug Reports - Replies (7)

Input code:

Code:
BORDER 2
CLS
Print "Temp File"

(Originally it was just the one print line).

Out put file: <!-- m --><a class="postlink" href="https://dl.dropboxusercontent.com/u/4903664/LawOfChaos.zip">https://dl.dropboxusercontent.com/u/490 ... fChaos.zip</a><!-- m -->

This just crashes the Spectrum.

Build settings: zxb -T -B -a "LawOfChaos.bas"

C:\zxb --version
zxb 1.3.0-s1022

I haven't compiled anything up in a while. But...it's odd it seems to be making a broken result?

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  ZXodus][Engine
Posted by: cheveron - 09-02-2013, 10:44 AM - Forum: ZX Basic Compiler - Replies (69)

[Image: 971988_518944744820483_1531283958_n.png]

The ZXodus][Engine is a game engine for 2D and 3D cRPGs (computer Role Playing Games) for the ZX Spectrum +2B. (It will run imperfectly on other 128s) I'm pleased to announce that the ZXodus][Engine will use ZX Basic for the game logic. All of the tricky stuff will be handled by the engine. It has the following features:

9x9 multi-color (8x1 attrıbute) viewport
16 column text window (6x8 font)
256 multi-color (16x16 pixel) 2D tiles
256 multi-color (16x16 pixel) 3D dungeon tiles
128x128 tile world map
36x36 tile mini-map viewer
16 town maps of 32x32 tiles each
16 NPCs per town
11 character classes
two spell systems
melee and ranged combat
Ultıma 4 style dialog system
AY music player
BEEPer sound effects

Happy to answer any questions.

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  Optimizer bug (*solved*)
Posted by: einar - 08-30-2013, 08:00 PM - Forum: Bug Reports - Replies (2)

Try running this program:

Code:
sub x2()
    DIM a AS UBYTE

    LET a = 129
    IF (a >= 224) OR (a <= 32) THEN
        PRINT "Ops"
    ELSE
        PRINT "OK"
    END IF
end sub

x2()

If compiled using "-O3" it will print "Ops", otherwise it will print "OK".

Tested using ZX BASIC version 1.3.0s1022.

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  Comments inside ASM blocks (*solved*)
Posted by: einar - 08-20-2013, 03:10 PM - Forum: Bug Reports - Replies (2)

Trying to compile the sub-routine below...

Code:
sub test()
    asm
        ex af,af'               ; A'=player
    end asm
end sub

...produces this error message:

Quote:C:\...\zxbasic-1.3.0s1022\dist>zxb test.bas
test.bas:4: Error: illegal preprocessor character '='

However the following sub-routine compiles just fine:

Code:
sub test()
    asm
        ex af,af'               ; A=player
    end asm
end sub

This other sub-routine also compiles just fine:

Code:
sub test()
    asm
        exx                     ; A'=player
    end asm
end sub

ZX BASIC parser is obviously misunderstanding those two apostrophes in the first case.

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  [msx] issues on allocated variables and arrays into ram?
Posted by: nitrofurano - 08-16-2013, 09:07 PM - Forum: Bug Reports - Replies (2)

i'm trying to recode my msx-basic stuff into boriel's zxbasic compiler, but i think i'm struggling a bit - the sprites are not moving and gets the x position as same as y position

<!-- m --><a class="postlink" href="http://img850.imageshack.us/img850/8881/d393.png">http://img850.imageshack.us/img850/8881/d393.png</a><!-- m --> (it should be more like <!-- m --><a class="postlink" href="http://nitrofurano.altervista.org/retrocoding/msx/pics/lg_ChrSprDemoScr4.png">http://nitrofurano.altervista.org/retro ... moScr4.png</a><!-- m --> )

i tried to allocate all variables into ram area, but i think i'm struggling also to allocate arrays there - i tried to simulate that with poke/peek, but it seems it's not resulting

the attachment has the sources, the compiled .rom file, and the .asm for debugging - thanks in advance! Smile



Attached Files
.zip   msx_zxbasiccompiler_chrsprdemo04_201308162200.zip (Size: 23.8 KB / Downloads: 903)
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  COCHES & CICLOPES (Y SATURNO)
Posted by: apenao - 08-09-2013, 11:00 PM - Forum: Gallery - Replies (7)

Hello everyone.

I'd like to share the last two "games" I've done with ZxBC.

They are extremely simple because I've done them upon request from my sons and they are 4 years old.

The first one is called Ciclopes (y Saturno). It's a pong/football twist played by two cyclops (well, they are merely balls with one eye but apparently that's how cyclops looks like for a Little boy) and the ball is the planet Saturn. Keys are QAZX and PLNM.

The second one is Coches. It's a simple super sprint twist for two players. Keys are QAZX and PLNM, but to make thing easier the key Y toggle between the manual and the automatic mode. In the automatic mode you just have to accelerate and brake and the car turns by itself when it finds an obstacle.
With the key H you toggle between the different curses and with the key G you change the color of the cars.

I usually make these games (and the crap games for the CSSCGC compo) to try different things to use if I ever make a non crap game. And in this two games there is a thing I'm proud of: My very first assembler routine. It's a symple sprite XORing routine but with a little trick: When moving the sprites, instead of just erasing the full sprite (XORing it) in the previous location and then printing it in the new coordinates, it does this but one byte after other. The result is that I can get rid of the sprite flashing at the cost of a little tearing, and this is a sacrifice I accept happily because before I wasted too much time re-ordering the sprites (to print first the ones that were higher in the screen) or making dumb cycles waiting for the screen retrace.

I hope you like them.

P.S. If anyone is interested in the code, I warn you it's completely rubbish (untidy, un-commented...).



Attached Files
.zip   CICLOPES.zip (Size: 5.28 KB / Downloads: 944)
.zip   COCHES.zip (Size: 8.79 KB / Downloads: 934)
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  started Philips-VG5000 version
Posted by: nitrofurano - 08-04-2013, 08:07 AM - Forum: Wishlist - No Replies

hi there!
here are some news related to the philips-vg5000 version - the development progress is a bit more complicated than for msx or mattel-aquarius (issues with ix register?)
<!-- m --><a class="postlink" href="http://forum.system-cfg.com/viewtopic.php?f=25&t=4776">http://forum.system-cfg.com/viewtopic.php?f=25&t=4776</a><!-- m -->

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  Souls
Posted by: britlion - 07-30-2013, 11:04 PM - Forum: Gallery - No Replies

Another one. Wow. Boriel, have you any idea how much more speccy software there is thanks to you? Smile

<!-- m --><a class="postlink" href="http://www.worldofspectrum.org/forums/showthread.php?t=43978">http://www.worldofspectrum.org/forums/s ... hp?t=43978</a><!-- m -->

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  ZX Striker
Posted by: britlion - 07-26-2013, 11:43 PM - Forum: Gallery - No Replies

I just found out that Valz's "ZX Striker" is a ZX Basic game Smile

<!-- m --><a class="postlink" href="http://www.worldofspectrum.org/forums/showthread.php?p=713730#post713730">http://www.worldofspectrum.org/forums/s ... post713730</a><!-- m -->



Boriel - you know, a fair proportion of the last year's releases are because of your pet project. (Which is now old enough to go to school). How does that grab you?

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