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  THE HOBBIT (GRAPHIC ADVENTURE)
Posted by: wilco2009 - 12-26-2012, 01:25 PM - Forum: Gallery - Replies (6)

I just finished my first Spectrum Game.
It also participates in Radastan's contest "El Hobbit".
I have used fourspriter library from na_th_an.
I tried to make a graphical adventure not an arcade game.
Here you can find a link to the game in Radastan's contest:

<!-- m --><a class="postlink" href="http://www.bytemaniacos.com/?page_id=127">http://www.bytemaniacos.com/?page_id=127</a><!-- m -->

There you can find the Spanish version, but now I have translated the game and the instructions in English. In the zip file you can find English and Spanish version in tap format, and a pdf with instructions in Spanish and English:

https://docs.google.com/open?id=0B69T2la...W5xZUxIM3c

[Image: hobbit_2.png]
[Image: hobbit.png]

I hope you like!

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  Happy Christmas 2012
Posted by: britlion - 12-25-2012, 12:49 AM - Forum: Off-Topic - Replies (2)

Happy Christmas to one and all Smile

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  debug information
Posted by: wilco2009 - 12-18-2012, 11:42 PM - Forum: Help & Support - Replies (6)

It is possible to debug a zxbasic program in any emulator but at BASIC level (not assembler) using the debug information generated on compiling time?

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  Definition of macros in the compiler
Posted by: wilco2009 - 12-18-2012, 11:39 PM - Forum: Wishlist - Replies (2)

Could be a good idea to add the possibility to define macros in the same way than C "define" directive.
That's one of the things I miss when I'm programming in ZXBasic

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  Var declaration checking
Posted by: wilco2009 - 12-18-2012, 11:34 PM - Forum: Wishlist - Replies (5)

Please, Could be possible to add an command option to require declare all variables.
I think, not declared variables is the source of bugs more difficult to find.
The problem is worse when you consider that BASIC is case sensitive.

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  Non sense results (or error) working with defm strings
Posted by: wilco2009 - 12-15-2012, 10:48 AM - Forum: Help & Support - Replies (2)

Just to save space, I'm coding some strings in inline Asm sentences, and I found a bug.
If you execute the following code:

Code:
Dim x as byte = 1
Dim y as byte = 5
Dim c as byte

textdata:
    Asm
        defm " BILBO GUARDO EL TESORO Y EL  "
        db 0
        defm " ANILLO POR MUCHO TIEMPO, SIN"
        db 0
        defm "    SOSPECHAR SU VERDADERA"
        db 0
        defm "NATURALEZA Y SU TERRIBLE PODER"
        db 0
        defm "HASTA MUCHO TIEMPO DESPUES"
        db 0
        defm "PERO ESO YA ES OTRA HISTORIA.."
        defb $FF
    End Asm

    Border 0: Paper 0: Ink 6: Bright 1: Cls
    dir = @textdata
    Do
        
        c = Peek dir
        
        If c <> 255 Then
            if c <> 0 Then
                print at y, x; Chr$(c)
                x = x   1
            Else
                x = 1
                y = y    2
            End If
            dir = dir   1
        End If
        If Inkey$ <> "" Then Exit Do: End If
    Loop
    Pause 1000
End Sub
You will not get the expected result. Instead of it, you will get a white screen.
If you delete the lines:
Code:
        defm "HASTA MUCHO TIEMPO DESPUES"
        db 0
Program shows a correct behaviour.

I think the bug have relation with the memory reserved by the asm lines, because deleting or adding lines you get differents errors, sometimes you get an "Out of Memory" message or shows the correct result but paper white instead black.

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  Incorrect values asigned to an uinteger matrix (*solved*)
Posted by: wilco2009 - 12-15-2012, 09:42 AM - Forum: Bug Reports - Replies (1)

Si se compila el siguiente fragmento de código el resultado es muy diferente del esperado:

Code:
Dim obj(15) as uinteger

for i = 0 to 15
   obj(i) = 9999
   Print Obj(i)
nex i

Si ahora consultas el resultado del array de objs, en lugar de contener todos los elementos 9999 contienen el valor 255.

Compiling the following code, the value of the matrix elements is totally diferent to the expected one:
Code:
Dim obj(15) as uinteger

for i = 0 to 15
   obj(i) = 9999
   Print Obj(i)
nex i

All the elements of the obj matrix are now 255 instead 999.
Using a intermediate scalar variable the result is correct.

NOTE: Bug fixed in the new version 1.3.0s952

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  THE HOBBIT
Posted by: JBGV - 12-07-2012, 09:31 PM - Forum: Gallery - Replies (6)

Hello!

I just finished another game, is for the competition of "Bytemaniacos":

http://www.bytemaniacos.com/?page_id=127

Hope you like ! I've had very good programming it.

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  Optimiser level 3 bug found (*solved*)
Posted by: LCD - 11-28-2012, 09:25 AM - Forum: Bug Reports - Replies (8)

Hi Boriel!
I just ran into a bug with this code:

Code:
paper 7:ink 0:border 7:cls

Function code2level() as ubyte
    dim adr as uinteger
    dim count as ubyte
    adr=@buffer
    count=0
    do
        if not (peek(Uinteger,adr)-peek(Uinteger,@inpstring+3)+peek(Uinteger,adr+2)-peek(Uinteger,@inpstring+5)+peek(Uinteger,adr+4)-peek(Uinteger,@inpstring+7))
            goto passok
        Else
            count=count+1:adr=adr+6
        end if
    loop until count=32
    count=255
    passok:
    return count
end function

print code2level()

End
inpstring:
asm
    defb 1,1,56
    defm "Leveld"
end asm

buffer:
asm
    defm "Level1"
    defm "Level2"
    defm "Level3"
    defm "Level4"
    defm "Level5"
    defm "Level6"
    defm "Level7"
    defm "Level8"
    defm "Level9"
    defm "Level0"
    defm "Levela"
    defm "Levelb"
    defm "Levelc"
    defm "Leveld"
    defm "Levele"
    defm "Levelf"
    defm "Levelg"
    defm "Levelh"
    defm "Leveli"
    defm "Levelj"
    defm "Levelk"
    defm "Levell"
    defm "Levelm"
    defm "Leveln"
    defm "Levelo"
    defm "Levelp"
    defm "Levelq"
    defm "Levelr"
    defm "Levels"
    defm "Levelt"
    defm "Levelu"
    defm "Levelv"
end asm
Without Optimiser or at level 1 or 2 it displays the correct value (13), but with Optimiser level 3 it runs through all the strings aot finding the correct one, so the output is 255 which here means "code not found".

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  Bit shift bug. (*solved*)
Posted by: britlion - 11-17-2012, 03:16 PM - Forum: Bug Reports - Replies (5)

Bit shift by 0, when 0 is from a variable=0, which is incorrect!


Code:
DIM num as uByte=1
DIM num2 as uByte=0

PRINT num
PRINT (num<<0)
PRINT (num<<num2)

All three lines should read "1"

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