CBM Prg Studio & 2 Part Programmes

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Perseus
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CBM Prg Studio & 2 Part Programmes

Post by Perseus »

I'm attempting to input a type-in that is listed in two parts but forms one complete programme. How does one accomplish this within CBM? Do you create two BASIC files within the project? Any help would be appreciated. :?
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nbla000
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Post by nbla000 »

You may write 2 different prg then put them in a D64 file with DirMaster
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Perseus
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Post by Perseus »

Ahh! Thank you very much for the tip!
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Post by Perseus »

I tried this but it didn't work :( The programme hangs on "press play on tape" ; is there something I'm missing?
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Mayhem
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Post by Mayhem »

If it wants tape, you'll either have to alter the first program to make it load from disk instead, or create a TAP and save both programs to that in Vice.

What's the program btw? It might already be archived and would save you all the trouble heh. If not, then you could post the files here and let someone fudge it together for you.
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Perseus
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Post by Perseus »

It's called Crazy Scaler (if I remember) and its a type-in from Commander Magazine. I'd be happy to post it here but I can't seem to add attachments. If you could tell me how to do that, Mayhem, I'd be grateful.
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Mayhem
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Post by Mayhem »

Well, I definitely don't have that game. You'll have to upload the files to your own web space, or somewhere like Google Sites for people to download them. Or just email them to me (address is linked at the bottom).
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Mayhem
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Post by Mayhem »

Okay, now I'm not sure what's wrong, so enlisting the help of folks here to try to fix this properly.

Perseus sent me both sections typed up. A few bugs, I fixed them against the original listing. However when I load and run part two, it comes back with an out of memory error. Anyone suggest or "fix" the program to prevent this from happening?

You can get a D64 with both sections here.
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Dusty
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Post by Dusty »

Just had a brief look onto it, but... Did you double check line 10 of the loader? With the POKE 51 and POKE 52 commands, you manipulate the end of the string memory area. But with POKE 53 you only manipulate the low byte of a pointer that is called "Utility String" in my Memory Map and with POKE 56 you manipulate the high byte of the memory limit.

When I replace the POKE 56 by POKE 54, the main prg. doesn't exit with the out of memory error any more, but the redefined character set doesn't seem to match. Probably there are some more typing errors?
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GreyGhost
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Post by GreyGhost »

I think it should read:

Code: Select all

l10 print"{clear}":poke51,160:poke52,28:poke55,160:poke56,28:clr

Also,there is a missed colon in lines 710 & 830 in the main program.

Now the program runs, but some things still seem to be faulty. Can we get a copy of the listing?
Rob
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Mayhem
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Post by Mayhem »

Somehow missed the misplaced colons there.

I don't know where part one of the game is listed in the magazine, I have the PDF of the issue in question and it only has part two listed. Perseus, where did part one come from?

Anyhow, fixing the colons and swapping 53 for 55 in part one appears to get the game working properly now, hooray! 8)
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Perseus
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Post by Perseus »

Part 1 came from here:

http://archive.org/stream/commander-mag ... 9/mode/2up

That's sincerely great that you - with some help - were able to fix it. Feel free to post the final product here for everyone to enjoy. Thanks to all.
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Mayhem
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Post by Mayhem »

That's actually part two. Unless for whatever reason, part one refuses to appear for me in those scans. But I got an online PDF of the issue, and there's no part one in there either.

I'll email you the TAP I made...
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Perseus
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Post by Perseus »

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Mayhem
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Post by Mayhem »

Ah cheers... yeah, they screwed up and didn't print the missing first part until two months later heh. As the listing shows, it definitely was 55 not 53 in the first line.

I've been going through stuff in Compute's magazines, but if you want to get stuff from Commander typed up, be my guest.
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