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"Illegal Preprocessor" errors on some files (*solved*)
#1
For the 1.2.8 test I recompiled all the sources I have kicking around and discovered that a couple won't compile any more. Specifically these are ones containing ASM sections with comments, and they throw an "illegal preprocessor character" error. Curiously the line numbers of the errors don't seem to help much, they seem to point to lines which are blank or ones which don't actually have the character that the preprocessor is complaining about.

This isn't a regression in 1.2.8, by the way - I checked them with 1.2.7 as well and the same problem happens there. Guess I didn't recompile my entire collection of source for a while. :-)

I've included one of the files in full, because I didn't write them so I'm not sure how to cut them down. Apologies. If you need the other one as well then let me know.

Code:
SUB dieSound()
DIM n as uByte
FOR n=1 to 2
BEEP rnd/600,9
BEEP rnd/100,(-14-(rnd*5))
PAUSE 1
NEXT n
END SUB

SUB putChars(x as uByte,y as uByte, dataAddress as uInteger)
asm
    BLPutChar:
             LD      a,(IX+5)
             ld      l,a
             ld      a,(IX+7)
             LD      b,a ; save it
             AND     24
             add     a,64 ; 256 byte "page" for screen - 256*64=16384. Change this if you are working with a screen address elsewhere, such as a buffer.
             ld      h,a
             ld      a,b ; y value
             AND     7
             rrca
             rrca
             rrca
             OR      l
             ld      l,a
    EX DE,HL
    PUSH DE ; save our address

    LD L,(IX+8) ; data address
    LD H,(IX+9)
    EX AF,AF'
    LD A,4   ;row counter
    EX AF,AF'
    BLPutCharLoop:
    LD B,8
  
    BLPutCharOneCharLoop:
    XOR A; LD A,0
    LD C,A
  
    ; gets screen address in DE, and bytes address in HL. Copies the row to the screen
    LDI  ; also decrements B.
    LDI
    LDI
    LDI ; 4 bytes copied.
    LD A,C
    ADD A,E ;(A should be -4)
    LD E,A
    INC D
    LD A,B
    OR A
    JP NZ,BLPutCharOneCharLoop
  
    EX AF,AF'
    DEC A
    JR Z, BLPutCharsEnd  ; We've done all 4 rows.
    EX AF,AF'
  
    ;need to sort our screen address for the next row. Is it right?
    LD A,E   ; DE has screen address
   ADD A,32 ; down to next character
   LD E,A
   JR C, BLPutCharsCont ; Not in next third.
   LD A,D
   SUB 8
   LD D,A

    BLPutCharsCont:
    JP BLPutCharLoop
  
BLPutCharsEnd:
    end asm
END SUB


SUB graphicsData()

RETURN
dice:
ASM                                                    
; Name   : Dice
; Frame  : 0
; Size   : 32x32
; Palette: ZX Spectrum
; Masked : No
; RowOrder: Classic
end asm
Dice000:
asm
; pixels and mask bit pairs
defb   1,  83,  48,   0
defb   3,  83,  14,   0
defb   6, 200,  67,   0
defb   4, 200,  97, 128
defb  12, 136,  96,  96
defb   8,   4,  32,  24
defb  24,   4,   8,   4
defb  16,   4, 140,   4
defb  16,   2,  14,   4
defb  32,   7,   3,   0
defb  64,  12,  64,   2
defb  64,   8,  96,   2
defb 128,  24,  24,   2
defb 128,  18,   6,  96
defb   0,  51,   1, 249
defb 128,  35, 192, 241
defb 128,  67, 128,  57
defb  64, 192,   0,  12
defb   0, 128,   0,   7
defb  68, 158,   0,  33
defb  71,  30,   0, 241
defb  47,  30,   0, 113
defb  14,   8,   0, 243
defb  44,   0,   0,   2
defb  52, 240,   1,   4
defb  24, 240,   7, 136
defb  24, 240,   7, 136
defb   8,  64,   7, 144
defb   6,   0,   0,   0
defb   3,   0,   0,  32
defb   0, 192,  28,  64
defb   0, 112,  60,  64
; Name   : Dice
; Frame  : 1
; Size   : 32x32
; Palette: ZX Spectrum
; Masked : No
; RowOrder: Classic
end asm
Dice001:
asm
; pixels and mask bit pairs
defb   0,  28, 194, 128
defb   0,  49, 194, 128
defb   0, 193,  19,  64
defb   1, 128,  19,  32
defb  14,   0,   5,  32
defb  57,   0,   4,  16
defb  71,  16,  40,  24
defb 183,  48,  32,   8
defb  44, 115,  16,  12
defb   0, 199, 240,   4
defb   0,  15,  48, 130
defb  64,   6,  17, 195
defb  64,  56,  24, 193
defb   4, 225,  72, 193
defb  25, 129, 204,  64
defb 191,   3, 196,   1
defb 188,  33, 194,   1
defb  48, 120,   2,   2
defb 224, 120,   1,  64
defb 132, 120,   1,  98
defb 143,   0,   0, 226
defb 142,   0,   0, 228
defb 207,   0,   0,  96
defb  64,   0,   0,  36
defb  32,   0,  15,  44
defb  48,   0,  15,  24
defb  16,   0,  15,  24
defb   8,   1, 226,  24
defb   8,   1, 224, 120
defb   4,   1, 224, 224
defb   2,  56,  67, 128
defb   2,  60,  12,   0
; Name   : Dice
; Frame  : 2
; Size   : 32x32
; Palette: ZX Spectrum
; Masked : No
; RowOrder: Classic
end asm
Dice002:
asm
; pixels and mask bit pairs
defb 255, 255, 252,   0
defb 192,   0,   2,   0
defb 167, 128, 121,   0
defb 147, 192,  60, 128
defb 136,   0,   0,  64
defb 164,   3, 192,  32
defb 178,   1, 224,  16
defb 177,   0,   0,   8
defb 176, 158,   3, 196
defb 144,  79,   1, 226
defb 128,  63, 255, 255
defb 128, 160,   0,   1
defb 128, 224,   0,   1
defb 128, 227,  12,  49
defb 128, 231, 158, 121
defb 128, 103, 158, 121
defb 128,  35,  12,  49
defb 160,  32,   0,   1
defb 176,  32,   0,   1
defb 176,  32,   0,   1
defb 176,  32,   0,   1
defb 144,  32,   0,   1
defb  64,  32,   0,   1
defb  32, 160,   0,   1
defb  16, 224,   0,   1
defb   8, 227,  12,  49
defb   4, 231, 158, 121
defb   2, 103, 158, 121
defb   1,  35,  12,  49
defb   0, 160,   0,   1
defb   0,  96,   0,   1
defb   0,  63, 255, 255

; Name   : Dice
; Frame  : 3
; Size   : 32x32
; Palette: ZX Spectrum
; Masked : No
; RowOrder: Classic
end asm
Dice003:
asm
; pixels and mask bit pairs
defb   0,   1, 184,   0
defb   0,  26,  14,   0
defb   1, 160, 243, 128
defb  15,   0, 121, 192
defb  30, 224,  16, 112
defb  17, 248,   0,  28
defb  48, 112, 120,   6
defb  32,  52,  60, 131
defb  71,  14,   8,  28
defb 207,   3, 128,  15
defb 135,   0, 220,   0
defb 135,  56, 126,   0
defb   0, 120,  28,  12
defb   0,  56,   6, 192
defb   0,  57, 226,  11
defb   0,   1, 194, 115
defb   0,   1, 230,  22
defb   0,   0, 140,   0
defb 128,   0,  12,   1
defb 192,   0,  16,   1
defb 192,   0,  17, 195
defb 206,   0,  33, 130
defb  14,   0,  35,   4
defb  15,   0,  66,  12
defb  14, 112, 192,   8
defb 192, 112, 224,  24
defb  32, 121, 224,  16
defb   8, 113, 192,  48
defb   6,   3,  64, 160
defb   1,   6,   1, 160
defb   0, 196,  24,   0
defb   0, 125, 128,   0
; Name   : Dice
; Frame  : 4
; Size   : 32x32
; Palette: ZX Spectrum
; Masked : No
; RowOrder: Classic
end asm
Dice004:
asm
; pixels and mask bit pairs
defb   0, 125, 128,  96
defb   1, 196,  24,  32
defb   3,   7, 129, 160
defb   6,   3, 192, 176
defb  24, 113, 193,  48
defb  32, 121, 161, 216
defb 192, 112, 128, 216
defb   0,  80, 192, 232
defb   0,   0,  98,  12
defb   0,  14,  35,   4
defb 192,  15,  49, 130
defb 192,  14,  17, 195
defb 192,  14,  20,   1
defb 128,   0,  14,   1
defb   0,   0, 143,   0
defb  56,   1, 231,   6
defb  56,   1, 194,   3
defb 120,   1, 226,   3
defb  56,   0,   6, 192
defb   0,   0,  28,  40
defb 135,   0, 112,  24
defb 135,   0, 192,   4
defb 207,   3,   0,  15
defb  71,  12,   8,  28
defb  96,  48,  60,   3
defb  48, 124, 120,   6
defb  49, 248,   0,  28
defb  14,   0,   0, 112
defb  15,   0,   1, 192
defb   1, 160,   3, 128
defb   0,  26,  14,   0
defb   0,   1, 184,   0

; Name   : Die1
; Size   : 32x32
; Palette: ZX Spectrum
; Masked : No
; RowOrder: Classic
end asm
Die1:
asm
; pixels and mask bit pairs
defb 255, 255, 252,   0
defb 192,   0,   2,   0
defb 160,   0,   1,   0
defb 144,   0,   0, 128
defb 136,   0,   0,  64
defb 164,   3, 192,  32
defb 178,   1, 224,  16
defb 177,   0,   0,   8
defb 176, 128,   0,   4
defb 144,  64,   0,   2
defb 128,  63, 255, 255
defb 128,  32,   0,   1
defb 128,  32,   0,   1
defb 128,  35,   0,  49
defb 132,  39, 128, 121
defb 134,  39, 128, 121
defb 134,  35,   0,  49
defb 134,  32,   0,   1
defb 130,  32,   0,   1
defb 128,  32,  12,   1
defb 128,  32,  30,   1
defb 128,  32,  30,   1
defb  64,  32,  12,   1
defb  32, 160,   0,   1
defb  16, 224,   0,   1
defb   8, 227,   0,  49
defb   4, 231, 128, 121
defb   2, 103, 128, 121
defb   1,  35,   0,  49
defb   0, 160,   0,   1
defb   0,  96,   0,   1
defb   0,  63, 255, 255

; Name   : Die2
; Size   : 32x32
; Palette: ZX Spectrum
; Masked : No
; RowOrder: Classic
end asm
Die2:
asm
; pixels and mask bit pairs
defb 255, 255, 252,   0
defb 192,   0,   2,   0
defb 167, 128,   1,   0
defb 147, 192,   0, 128
defb 136,   0,   0,  64
defb 164,   0,   0,  32
defb 178,   0,   0,  16
defb 177,   0,   0,   8
defb 176, 128,   3, 196
defb 144,  64,   1, 226
defb 128,  63, 255, 255
defb 160, 160,   0,   1
defb 176, 224,   0,   1
defb 176, 227,   0,  49
defb 176, 231, 128, 121
defb 144, 103, 128, 121
defb 128,  35,   0,  49
defb 160, 160,   0,   1
defb 176, 224,   0,   1
defb 176, 224,   0,   1
defb 176, 224,   0,   1
defb 144,  96,   0,   1
defb  64,  32,   0,   1
defb  32, 160,   0,   1
defb  16, 224,   0,   1
defb   8, 227,   0,  49
defb   4, 231, 128, 121
defb   2, 103, 128, 121
defb   1,  35,   0,  49
defb   0, 160,   0,   1
defb   0,  96,   0,   1
defb   0,  63, 255, 255

; Name   : Die3
; Size   : 32x32
; Palette: ZX Spectrum
; Masked : No
; RowOrder: Classic
end asm
Die3:
asm
; pixels and mask bit pairs
defb 255, 255, 252,   0
defb 192,   0,   2,   0
defb 167, 128,   1,   0
defb 147, 192,   0, 128
defb 136,   0,   0,  64
defb 164,   3, 192,  32
defb 178,   1, 224,  16
defb 177,   0,   0,   8
defb 176, 128,   1, 228
defb 144,  64,   0, 242
defb 128,  63, 255, 255
defb 128, 160,   0,   1
defb 128, 224,   0,   1
defb 128, 224,   0,   1
defb 132, 224,   0,   1
defb 134,  96,   0,   1
defb 134,  32,   0,   1
defb 166,  32,   0,   1
defb 178,  32,   0,   1
defb 176,  32,  12,   1
defb 176,  32,  30,   1
defb 144,  32,  30,   1
defb  64,  32,  12,   1
defb  32, 160,   0,   1
defb  16, 224,   0,   1
defb   8, 224,   0,   1
defb   4, 224,   0,   1
defb   2,  96,   0,   1
defb   1,  32,   0,   1
defb   0, 160,   0,   1
defb   0,  96,   0,   1
defb   0,  63, 255, 255

; Name   : Die4
; Size   : 32x32
; Palette: ZX Spectrum
; Masked : No
; RowOrder: Classic
end asm
Die4:
asm
; pixels and mask bit pairs
defb 255, 255, 252,   0
defb 192,   0,   2,   0
defb 167, 128, 121,   0
defb 147, 192,  60, 128
defb 136,   0,   0,  64
defb 164,   0,   0,  32
defb 178,   0,   0,  16
defb 177,   0,   0,   8
defb 176, 158,   3, 196
defb 144,  79,   1, 226
defb 128,  63, 255, 255
defb 160, 160,   0,   1
defb 176, 224,   0,   1
defb 176, 227,   0,   1
defb 176, 231, 128,   1
defb 144, 103, 128,   1
defb 128,  35,   0,   1
defb 160, 160,   0,   1
defb 176, 224,   0,   1
defb 176, 224,   0,   1
defb 176, 224,   0,   1
defb 144,  96,   0,   1
defb  64,  32,   0,   1
defb  32, 160,   0,   1
defb  16, 224,   0,   1
defb   8, 224,   0,  49
defb   4, 224,   0, 121
defb   2,  96,   0, 121
defb   1,  32,   0,  49
defb   0, 160,   0,   1
defb   0,  96,   0,   1
defb   0,  63, 255, 255

; Name   : Die5
; Size   : 32x32
; Palette: ZX Spectrum
; Masked : No
; RowOrder: Classic
end asm
Die5:
asm
; pixels and mask bit pairs
defb 255, 255, 252,   0
defb 192,   0,   2,   0
defb 167, 128, 121,   0
defb 147, 192,  60, 128
defb 136,   0,   0,  64
defb 132,   3, 192,  32
defb 130,   1, 224,  16
defb 129,   0,   0,   8
defb 128, 158,   3, 196
defb 128,  79,   1, 226
defb 128,  63, 255, 255
defb 128,  32,   0,   1
defb 128,  32,   0,   1
defb 128,  35,   0,   1
defb 132,  39, 128,   1
defb 134,  39, 128,   1
defb 134,  35,   0,   1
defb 134,  32,   0,   1
defb 130,  32,   0,   1
defb 128,  32,  12,   1
defb 128,  32,  30,   1
defb 128,  32,  30,   1
defb  64,  32,  12,   1
defb  32,  32,   0,   1
defb  16,  32,   0,   1
defb   8,  32,   0,  49
defb   4,  32,   0, 121
defb   2,  32,   0, 121
defb   1,  32,   0,  49
defb   0, 160,   0,   1
defb   0,  96,   0,   1
defb   0,  63, 255, 255

; Name   : Die6
; Size   : 32x32
; Palette: ZX Spectrum
; Masked : No
; RowOrder: Classic
end asm
Die6:
asm
; pixels and mask bit pairs
defb 255, 255, 252,   0
defb 192,   0,   2,   0
defb 167, 128, 121,   0
defb 147, 192,  60, 128
defb 136,   0,   0,  64
defb 164, 240,  15,  32
defb 178, 120,   7, 144
defb 177,   0,   0,   8
defb 176, 158,   3, 196
defb 144,  79,   1, 226
defb 128,  63, 255, 255
defb 128, 160,   0,   1
defb 128, 224,   0,   1
defb 128, 227,   0,  49
defb 128, 231, 128, 121
defb 128, 103, 128, 121
defb 128,  35,   0,  49
defb 160,  32,   0,   1
defb 176,  32,   0,   1
defb 176,  32,  12,   1
defb 176,  32,  30,   1
defb 144,  32,  30,   1
defb  64,  32,  12,   1
defb  32, 160,   0,   1
defb  16, 224,   0,   1
defb   8, 227,   0,  49
defb   4, 231, 128, 121
defb   2, 103, 128, 121
defb   1,  35,   0,  49
defb   0, 160,   0,   1
defb   0,  96,   0,   1
defb   0,  63, 255, 255
          
end asm
blank:
asm
blank:
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
defb    0,  0,  0,  0
END ASM
END SUB

REM Initialize Everything                          
graphicsData()
DIM diceFrames(3) AS uInteger
    diceFrames(0)=@Dice000
    diceFrames(1)=@Dice001
    diceFrames(2)=@Dice002
    diceFrames(3)=@Dice003

DIM diceSprites(5) AS uInteger
    diceSprites(0)=@Die1
    diceSprites(1)=@Die2
    diceSprites(2)=@Die3
    diceSprites(3)=@Die4
    diceSprites(4)=@Die5
    diceSprites(5)=@Die6

FUNCTION rollDice(x as uByte, y as uByte) as uByte
DIM roll,frames,i as uByte

roll = INT(RND*6) : REM Rolls 0-5 for animation.
frames=INT(rnd*6)+4
FOR i=1 to frames
  dieSound()
  asm
    HALT
  end asm
  IF(x+i)<>0 then putChars(x+i-1,y,@blank) : END IF
  IF i MOD 5 =0 then putChars(x+i,y,diceSprites(rnd*6))
    ELSE putChars(x+i,y,diceFrames((i mod 5)-1))
  END IF
NEXT i                                    
PAUSE 1
putChars(x+i-1,y,@blank)
putChars(x+i,y,diceSprites(roll))  
return roll+1
END FUNCTION

print rollDice(0,0)
print rollDice(15,0)

On a possibly-related note, I've discovered that Print42.bas no longer compiles in 1.2.7/1.2.8. That gives the following error:
Code:
Print42.bas:390: Error: Syntax error. Unexpected token 'DEFB' [DEFB]
Reply
#2
Hmm. This seems to be another bug in the new preprocessor. Now fixed. Download v 1.2.8r2127 and check it. Should be fixed now. Also please, check it against PRINT42 should work ok too.
Reply
#3
Thanks, boriel!

That seems to have fixed the problems with most of my test files, apart from the ones which reference Print42.bas (or Print64.bas, now that I check it). Those are still throwing 'unexpected token' errors, as before.
Reply
#4
These are bugs in the preprocessor with PRINT64 code :!: Confusedhock:
There are chars \ and _ which join the next line so it reads
DEFB xx DEFB yy
which throws the syntax error.
The ZXbpp is not filtering comments. Let me fix them...
Reply
#5
Please download 1.2.8r2139 here and tell me if it works now (it does for me) :roll:
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#6
Well, good news... and bad news. I always seem to bring some bad news, sorry. :-)

The new version will now compile Print42.bas and Print64.bas. However, I'm still having problems compiling programs which USE those files.

For example, this very simple test program:
Code:
#include <print42.bas>

CLS
printat42(0,0)
print42("Testing the 42-character print routines.")
printat42(1,0)
print42("Might be nice to use for the credits page.")

When trying to compile this I get the following error:
Code:
Print42Test.bas:23: Error: Undefined label '__LOADSTR'
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#7
LTee Wrote:Well, good news... and bad news. I always seem to bring some bad news, sorry. :-)

The new version will now compile Print42.bas and Print64.bas. However, I'm still having problems compiling programs which USE those files.

For example, this very simple test program:
Code:
#include <print42.bas>

CLS
printat42(0,0)
print42("Testing the 42-character print routines.")
printat42(1,0)
print42("Might be nice to use for the credits page.")

When trying to compile this I get the following error:
Code:
Print42Test.bas:23: Error: Undefined label '__LOADSTR'

This error should happen only in 1.2.8 (code rearrangement). Thanks for the report Smile
Unfortunately, I find a bit hard to fix 1.2.7 and generate a new .msi :oops: but I guess it's needed in order to release an stable version for other users... :?:
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#8
I probably should've picked this up earlier, apologies - I must not have recompiled my entire set of routines during the 1.2.7 beta period for some reason.

Did you have any ideas on the problem I was having with declare, by the way? I'm still having no luck getting my code to compile. :-(
http://www.boriel.com/forum/help-support...-t599.html
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#9
Download here version 1.2.8r2151
Seems to be fixed now. :oops: Let me check the other post...
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#10
Checked and confirmed fixed in 2153 - thanks! Big Grin
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