Re: buggy KEYIN; MasterBASIC's tokenized format; buggy RENUM

2012-11-15 Thread Marcos Cruz
En/Je/On 2012-11-15 20:37, Simon Owen escribió / skribis / wrote :

> To rule out a problem with KEYIN, I used LLIST to write the program to a
> text file using the SimCoupe printer option.  I then auto-typed the
> contents back in to a freshly reset SimCoupe, 

What do you mean "auto-typed"? Text spooling? AFAIK SimCoupe lacks a
file spooling option (in fact it is what I need: SimCoupe to "type" the
content of a text file of the host machine).

> I noticed your program also uses labels, though not as many.  It might
> be worth trying to remove the labels, to see if that magically fixes it?

I think I tried everything I could imagine when I developed the several
versions of MBimport one year ago. Nevertheless I've just written a new
label-less version of MBimport. It's easy to remove the two or three
labels of the importer, but it makes no difference because there are
many labels in the imported KEYIN-ed code. I'll remove them too --just
to see what happens.

Thank you
Marcos

-- 
http://programandala.net


Re: New Game: Dave Infuriators

2012-11-15 Thread Andrew Gillen
Second level is arguably easier (less cluttered anyway) than the first so use 
that to hone skills. The first level is designed to be completable by Dave 
himself without user intervention, although he doesn't use the quickest route; 
but it will unlock level 2 on completion.

Cheers
Andrew

On 15 Nov 2012, at 20:36, Simon Owen  wrote:

> It's great to see more new content!  I just wish I could get more than 2
> steps up on the first screen.  I'm just recovering from a Super Hexagon
> addiction, so I do like my games tough  ;)
> 
> Si
> 
> On 14/11/2012 16:08, Andrew Gillen wrote:
>> Hi, just to let you know I have finally finished writing Dave Infuriators. 
>> Simple platform game against the clock. Instructions can be found in the 
>> readme.txt in the archive.
>> 
>> Played with just two keys : change direction and jump, so following the 
>> trend these days of minimal controls. 
>> 
>> Took longer to write than it should with life's distractions and other 
>> projects. Also  didn't  end up quite how I envisioned  but here it is 
>> nevertheless!
>> 
>> Http://www.blackjet.co.uk/download.php?d=dave-infuriators
>> 
>> 
>> Requires 512K SAM.
>> 
>> Cheers
>> Andrew
>> 
> 


Re: New Game: Dave Infuriators

2012-11-15 Thread Simon Owen
The last 20 seconds on level 6 might kill me, so I've been having a bit
of a break from it.  It's s addictive though.

Si

On 15/11/2012 20:40, James R Curry wrote:
> Don't get me started on Super Hexagon.
>
> Terry Cavanagh insisted to me at Fantastic Arcade that "My game's not
> difficult" after I repeatedly died at the 7 second mark.
>
> I'm a bit better at it now.  I do love the game.
>
> On Thu, Nov 15, 2012 at 2:36 PM, Simon Owen  > wrote:
>
> It's great to see more new content!  I just wish I could get more
> than 2
> steps up on the first screen.  I'm just recovering from a Super
> Hexagon
> addiction, so I do like my games tough  ;)
>
> Si
>
> On 14/11/2012 16:08, Andrew Gillen wrote:
> > Hi, just to let you know I have finally finished writing Dave
> Infuriators. Simple platform game against the clock. Instructions
> can be found in the readme.txt in the archive.
> >
> > Played with just two keys : change direction and jump, so
> following the trend these days of minimal controls.
> >
> > Took longer to write than it should with life's distractions and
> other projects. Also  didn't  end up quite how I envisioned  but
> here it is nevertheless!
> >
> > Http://www.blackjet.co.uk/download.php?d=dave-infuriators
> >
> >
> > Requires 512K SAM.
> >
> > Cheers
> > Andrew
> >
>
>
>
>
> -- 
> James R Curry
> 8...@itdoesntsuck.com 



Re: New Game: Dave Infuriators

2012-11-15 Thread James R Curry
Don't get me started on Super Hexagon.

Terry Cavanagh insisted to me at Fantastic Arcade that "My game's not
difficult" after I repeatedly died at the 7 second mark.

I'm a bit better at it now.  I do love the game.

On Thu, Nov 15, 2012 at 2:36 PM, Simon Owen  wrote:

> It's great to see more new content!  I just wish I could get more than 2
> steps up on the first screen.  I'm just recovering from a Super Hexagon
> addiction, so I do like my games tough  ;)
>
> Si
>
> On 14/11/2012 16:08, Andrew Gillen wrote:
> > Hi, just to let you know I have finally finished writing Dave
> Infuriators. Simple platform game against the clock. Instructions can be
> found in the readme.txt in the archive.
> >
> > Played with just two keys : change direction and jump, so following the
> trend these days of minimal controls.
> >
> > Took longer to write than it should with life's distractions and other
> projects. Also  didn't  end up quite how I envisioned  but here it is
> nevertheless!
> >
> > Http://www.blackjet.co.uk/download.php?d=dave-infuriators
> >
> >
> > Requires 512K SAM.
> >
> > Cheers
> > Andrew
> >
>
>


-- 
James R Curry
8...@itdoesntsuck.com


Re: buggy KEYIN; MasterBASIC's tokenized format; buggy RENUM

2012-11-15 Thread Simon Owen
This sounds like a problem I was looking at with Josef a few months
back, where long ported programs failed on SAM.  As far as I could tell
it was a bug with LABEL management -- his problem listing used many
labels (no use of KEYIN).  I was able to narrow it down to a boundary
case, as demonstrated with this test program:

1 PRINT "Running..."
2 FOR x=1 TO 111
3 PRINT at 1,0;x
4 KEYIN STR$ (x*2+100)+" LABEL l"+STR$ x+": PRINT "+STR$ x+": STOP"
5 KEYIN STR$ (x*2+101)+" REM x"
6 NEXT x
7 CLS : STOP
8 REM -X

1) Type that into a freshly booted SAM, run it, then wait for the
counter to reach 111.  If you then type CLEAR it gets stuck and never
returns.
2) Next, do the same again but remove the 'X' from the end of line 8. 
This time the CLEAR command will finish after about 30 seconds, which I
believe is the time taken to rebuild the LABEL table from scratch.

To rule out a problem with KEYIN, I used LLIST to write the program to a
text file using the SimCoupe printer option.  I then auto-typed the
contents back in to a freshly reset SimCoupe, so KEYIN was never
actually executed, even though it was still part of the listing.  I was
still able to demonstrate the same issue, with the single character
difference.  My guess is that the final label might be at some kind of
page boundary, which trips up the code building the table.  I haven't
tried to look into it -- any volunteers...?

I noticed your program also uses labels, though not as many.  It might
be worth trying to remove the labels, to see if that magically fixes it?

Si

On 15/11/2012 18:17, Marcos Cruz wrote:
> Hi all,
>
> Some time ago I wrote a toolkit to write MasterBASIC programs with the
> Vim editor (http://vim.org) and import them into SimCoupe (see
> http://programandala.net/en.program.mbim). It didn't work because the
> KEYIN command has bugs (in SAM BASIC, but MasterBASIC didn't fix them).
> In fact, a similar tool for ZX Spectrum's Beta BASIC (see, in Spanish:
> http://programandala.net/es.programa.bbim) works like a charm: I can
> write Beta BASIC code (in an improved format with new features) with
> Vim, and then, with a keypress, convert it to "real" Beta BASIC and
> create a fake disk image ready to be imported into the Beta BASIC
> interpreter. It would be nice to work the same way with the more
> powerful MasterBASIC...
>
> Is there any patch to fix SAM Coupé's KEYIN? I'm afraid not.
>
> I thought an alternative: I could write a program to convert the source
> code into tokenized MasterBASIC and copy it into a SAM disk image. But
> the tokenized format is not fully described in the Technical Manual or
> the MasterBASIC User Manual (though many details can be found there and
> others are similar to the ZX Spectrum format). In
> theory this approach is feasible, but much more complex.
>
> Any other idea?
>
> I'd like to develop some project in MasterBASIC, but its own editor
> would be a pain compared with the features of a modern editor. Beside,
> also the RENUM command is buggy, what is a serious limitation.
>
> Marcos
>
>   



Re: New Game: Dave Infuriators

2012-11-15 Thread Simon Owen
It's great to see more new content!  I just wish I could get more than 2
steps up on the first screen.  I'm just recovering from a Super Hexagon
addiction, so I do like my games tough  ;)

Si

On 14/11/2012 16:08, Andrew Gillen wrote:
> Hi, just to let you know I have finally finished writing Dave Infuriators. 
> Simple platform game against the clock. Instructions can be found in the 
> readme.txt in the archive.
>
> Played with just two keys : change direction and jump, so following the trend 
> these days of minimal controls. 
>
> Took longer to write than it should with life's distractions and other 
> projects. Also  didn't  end up quite how I envisioned  but here it is 
> nevertheless!
>
> Http://www.blackjet.co.uk/download.php?d=dave-infuriators
>
>
> Requires 512K SAM.
>
> Cheers
> Andrew
>   



buggy KEYIN; MasterBASIC's tokenized format; buggy RENUM

2012-11-15 Thread Marcos Cruz
Hi all,

Some time ago I wrote a toolkit to write MasterBASIC programs with the
Vim editor (http://vim.org) and import them into SimCoupe (see
http://programandala.net/en.program.mbim). It didn't work because the
KEYIN command has bugs (in SAM BASIC, but MasterBASIC didn't fix them).
In fact, a similar tool for ZX Spectrum's Beta BASIC (see, in Spanish:
http://programandala.net/es.programa.bbim) works like a charm: I can
write Beta BASIC code (in an improved format with new features) with
Vim, and then, with a keypress, convert it to "real" Beta BASIC and
create a fake disk image ready to be imported into the Beta BASIC
interpreter. It would be nice to work the same way with the more
powerful MasterBASIC...

Is there any patch to fix SAM Coupé's KEYIN? I'm afraid not.

I thought an alternative: I could write a program to convert the source
code into tokenized MasterBASIC and copy it into a SAM disk image. But
the tokenized format is not fully described in the Technical Manual or
the MasterBASIC User Manual (though many details can be found there and
others are similar to the ZX Spectrum format). In
theory this approach is feasible, but much more complex.

Any other idea?

I'd like to develop some project in MasterBASIC, but its own editor
would be a pain compared with the features of a modern editor. Beside,
also the RENUM command is buggy, what is a serious limitation.

Marcos

-- 
http://programandala.net


Re: New Game: Dave Infuriators

2012-11-15 Thread Chris Pile

That's a nice little game right there!  "Infuriators" is a great
title - and very apt!!  It's a tricky one and that's for sure!

Great to see new stuff still being produced for the SAM!  :)

Chris.



On 14/11/2012 16:08, Andrew Gillen wrote:

Hi, just to let you know I have finally finished writing Dave Infuriators. 
Simple platform game against the clock. Instructions can be found in the 
readme.txt in the archive.

Played with just two keys : change direction and jump, so following the trend 
these days of minimal controls.

Took longer to write than it should with life's distractions and other 
projects. Also  didn't  end up quite how I envisioned  but here it is 
nevertheless!

Http://www.blackjet.co.uk/download.php?d=dave-infuriators


Requires 512K SAM.

Cheers
Andrew





Re: remove

2012-11-15 Thread Marcos Cruz
Hi Jukka,

In order to remove yourself from the mailing list, send the following
command in email to :

unsubscribe

Marcos

-- 
http://programandala.net


remove

2012-11-15 Thread Jukka Karjalainen




Re: New Game: Dave Infuriators

2012-11-15 Thread Marcos Cruz
En/Je/On 2012-11-14 16:08, Andrew Gillen escribió / skribis / wrote :

> Hi, just to let you know I have finally finished writing Dave
> Infuriators. Simple platform game against the clock.

Nice game!  It's great to see new projects for the SAM.

Marcos

-- 
http://programandala.net