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  Adding new commands to ZX BASIC
Posted by: cheveron - 2013-12-06, 10:43 AM - Forum: ZX Basic Compiler - Replies (7)

Just to help me understand the structure of the language a bit better I'd like to know what the method would be for adding commands. I'm mainly interested in adding the following commands from SE Basic IV:

CLUT: select color look-up table (0 to 3)
COLOR: absolute attribute value (0 to 255)
PALETTE: set ULAplus registers
RESET: restore palette from palette buffer (first 64 bytes after screen)
PUT: wrapper for LDIR
SCROLL: text display scrolling
SOUND: set AY registers
SPEED: set CPU speed for clones

But I can also provide support for the one everyone is always asking for:

PLAY

All of this can be done without requiring either the SE Basic ROM or the 128 ROM. Having said that PLAY isn't very versatile, can't be interrupt driven, and has a fairly large RAM overhead (the routine takes 2296 bytes).

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  Embedded codes
Posted by: britlion - 2013-10-28, 08:25 PM - Forum: Core - Replies (4)

I see Battle Bunny came up with a good idea here:

http://www.worldofspectrum.org/forums/sh...post732193

I suggest we steal it, and persuade Boriel to include it in the compiler. So you can do

Print "{PAPER 3} Hello world" to embed the paper 3 in the string. Or More usefully block graphics and {C} symbol in a more logical format.

Clearly needs a way of turning on and off globally via command line, and locally or a string via some #command....

But I think it would make it easier to enter some odd codes.

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  [msx] found a bug from the compiler, i think
Posted by: nitrofurano - 2013-09-22, 09:30 PM - Forum: Bug Reports - No Replies

the example i tried was this one
<!-- m --><a class="postlink" href="https://dl.dropboxusercontent.com/u/795795/retrocoding/msx/_example02ag_msxzxbasic_lacedpostscriptscreen7.zip">https://dl.dropboxusercontent.com/u/795 ... creen7.zip</a><!-- m -->
was about drawing vectorial drawings on laced screeen7 on msx

what appeared as error message from the terminal:

Code:
msxscreen.bas:3: warning: SUB 'msxscreen' declared as FASTCALL with 4 parameters Traceback (most recent call last): File "/opt/zxbasiccompiler/zxbasiccompiler_zxspectrum/zxb.py", line 312, in <module> sys.exit(main(sys.argv)) # Exit File "/opt/zxbasiccompiler/zxbasiccompiler_zxspectrum/zxb.py", line 265, in main asm_output = backend.emmit(MEMORY) File "/mnt/sda4/opt/zxbasiccompiler/zxbasiccompiler_zxspectrum/backend/__init__.py", line 2368, in emmit output_join(output, QUADS[i.quad[0]][1](i)) File "/mnt/sda4/opt/zxbasiccompiler/zxbasiccompiler_zxspectrum/backend/__16bit.py", line 413, in _modu16 if op2[0] in ('_', '$'): TypeError: 'int' object has no attribute '__getitem__'

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  [msx] Little Nemo slideshow, laced screen12, 4mb ascii16 rom
Posted by: nitrofurano - 2013-09-21, 10:52 PM - Forum: Other Archs - Replies (5)

done on Boriel's ZX-Basic Compiler as well! \o/

https://www.dropbox.com/s/68e42ioxzle5ai...2e.tar.bz2


for now, this is just a test, it seems very interesting games for msx can be done (and 4mb .rom cartridges, and using laced screen modes, are really rare)



(broken link?: https://dl.dropboxusercontent.com/u/7957...2e.tar.bz2 )

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  [msx] The Ruins of Machi Itcza (based on a Flash version)
Posted by: nitrofurano - 2013-09-14, 06:47 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 - 2013-09-05, 08:16 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 - 2013-09-02, 11:44 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 - 2013-08-30, 09:00 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 - 2013-08-20, 04:10 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 - 2013-08-16, 10:07 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: 1,247)
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