Author Topic: sprites alives compiler  (Read 1306 times)

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Offline jbaudrand

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sprites alives compiler
« on: 13:26, 19 November 11 »
Hello, I am trying to learn to use sprites alive and I'm still try to figure out how the compiler works, it's the version 2,0 and it ask me "object file name" and I don't have any object file. and everytime the compiler crash (even with the demo)

Offline jbaudrand

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Re: sprites alives compiler
« Reply #1 on: 18:26, 19 November 11 »
 :-[  oups.. I just found the compiler manual on cpc power... silly me...

Offline Morn

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Re: sprites alives compiler
« Reply #2 on: 18:55, 19 November 11 »
:-[  oups.. I just found the compiler manual on cpc power... silly me...

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Offline AMSDOS

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Re: sprites alives compiler
« Reply #3 on: 12:22, 20 November 11 »
Cool, more games like Space Froggy or just anything using Sprites Alive would be good!  :)  I've only checked out the early Sprites Alive which uses RSXes to brighten up BASIC programs, though the Sprites Alive Compiler completely rewrites programs in another language doesn't it (like Space Froggy I think is written in something else). Good to see more available manuals for the different versions if that's the case!  :)
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Offline jbaudrand

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Re: sprites alives compiler
« Reply #4 on: 09:25, 21 November 11 »
:/ Ok I read the manual sunday: it need a complete rewritting of the program, for example, you must remove all line number to goto gosub etc.. and insead add labels (like .swamp  .bridge) before any part f your program, more frustating the number of variable: 26 of two bytes.... Maybe I need ti refresh my english, I think I made a confusion, when the manual say bytes, is it for the name or the lengh?