12-04-2017, 10:55 PM
Awesome!!! The key was the *** END *** command!
So I've learned this important step: if a project includes various external ASM routines, then a ZX Basic program needs to be "terminated" in order to avoid a collision with those routines.
In my case (it's just a personal choice), I manage the other ASM routines outside ZX Basic, importing the various .bin files inside the emulator memory and then exporting an unique TAP file to be loaded as a final machine code block, after the main game block. Without the END, the assembled ZX Basic continues the run, leading to a crash with the following ASM.
Thanks Boriel, I always knew the solution should be simple; maybe some commands like the END one deserve a specific explanation in the ZX Basic identifiers page.
So I've learned this important step: if a project includes various external ASM routines, then a ZX Basic program needs to be "terminated" in order to avoid a collision with those routines.
In my case (it's just a personal choice), I manage the other ASM routines outside ZX Basic, importing the various .bin files inside the emulator memory and then exporting an unique TAP file to be loaded as a final machine code block, after the main game block. Without the END, the assembled ZX Basic continues the run, leading to a crash with the following ASM.
Thanks Boriel, I always knew the solution should be simple; maybe some commands like the END one deserve a specific explanation in the ZX Basic identifiers page.