When I try to compile my game, I get the following message:


Code:

----- Assembling slender for the TI-83/84 Plus...
Brass Z80 Assembler 1.0.4.11 - Ben Ryves 2005-2006
--------------------------------------------------
Assembling...
Pass 1 complete. (831ms).
Error: Could not parse expression 'INTRPT_MASK' (Invalid number). [greyscale_4lvl.asm:13]
Error: Could not parse expression 'frontBuffer2' (Invalid number). [greyscale_4lvl.asm:20]
Error: Could not parse expression 'frontBuffer1' (Invalid number). [greyscale_4lvl.asm:21]
Error: Could not parse expression 'backBuffer1' (Invalid number). [greyscale_4lvl.asm:144]
Error: Could not parse expression 'backBuffer2' (Invalid number). [greyscale_4lvl.asm:146]
Error: Could not parse expression 'frontBuffer1' (Invalid number). [greyscale_4lvl.asm:148]
Error: Could not parse expression 'frontBuffer2' (Invalid number). [greyscale_4lvl.asm:150]
Error: Could not parse expression 'backBuffer1' (Invalid number). [greyscale_4lvl.asm:154]
Error: Could not parse expression 'backBuffer2' (Invalid number). [greyscale_4lvl.asm:156]
Error: Could not parse expression 'frontBuffer1' (Invalid number). [greyscale_4lvl.asm:160]
Error: Could not parse expression 'frontBuffer2' (Invalid number). [greyscale_4lvl.asm:162]
Error: Could not parse expression 'backBuffer1' (Invalid number). [greyscale_4lvl.asm:190]
Error: Could not parse expression 'frontBuffer1' (Invalid number). [greyscale_4lvl.asm:191]
Error: Could not parse expression 'backBuffer2' (Invalid number). [greyscale_4lvl.asm:194]
Error: Could not parse expression 'frontBuffer2' (Invalid number). [greyscale_4lvl.asm:195]
Error: Could not parse expression 'buf0' (Invalid number). [scaled_masked_render.asm:132]
Error: Could not parse expression 'buf1' (Invalid number). [scaled_masked_render.asm:133]
Error: Could not parse expression 'buf0' (Invalid number). [scaled_masked_render.asm:138]
Error: Could not parse expression 'buf1' (Invalid number). [scaled_masked_render.asm:143]
Error: Could not parse expression 'playerPoxY' (Invalid number). [tilemap_renderer.asm:44]
Error: Could not parse expression 'sprite_House-sprite_Tree' in data list: Invalid number [tilemap_renderer.asm:79]
Warning: Instruction ld b,* does not expect an index - check parentheses. [slender_movement.asm:22]
Warning: Instruction ld b,* does not expect an index - check parentheses. [slender_movement.asm:36]
Warning: Instruction ld b,* does not expect an index - check parentheses. [slender_movement.asm:54]
Warning: Instruction ld b,* does not expect an index - check parentheses. [slender_movement.asm:62]
Error: Could not parse expression 'GameLoop' (Invalid number). [caught_animation.asm:20]
Error: Could not parse expression 'frontBuffer1' (Invalid number). [caught_animation.asm:31]
Error: Could not parse expression 'SlenderGOImage_Layer0' (Invalid number). [caught_animation.asm:32]
Error: Could not parse expression 'SlenderGOImage_Layer1-SlenderGOImage_Layer0' (Invalid number). [caught_animation.asm:33]
Error: Could not parse expression 'post_KeyCheck' (Invalid number). [keypress_checks.asm:9]
Error: Could not parse expression 'post_KeyCheck' (Invalid number). [keypress_checks.asm:15]
Error: Could not parse expression 'Op7+2' (Invalid number). [keypress_checks.asm:103]
Error: Could not parse expression 'post_KeyCheck' (Invalid number). [keypress_checks.asm:105]
Error: Could not parse expression 'post_KeyCheck' (Invalid number). [keypress_checks.asm:109]
Error: Could not parse expression 'post_KeyCheck' (Invalid number). [keypress_checks.asm:123]
Error: Could not parse expression 'post_KeyCheck' (Invalid number). [keypress_checks.asm:128]
Error: Could not parse expression 'textShadPtrs' (Invalid number). [zztemp.asm:135]
Error: Could not parse expression 'StartGame' (Invalid number). [zztemp.asm:189]
Error: Could not parse expression 'textShadPtrs' (Invalid number). [zztemp.asm:199]
Error: Could not parse expression 'listEditPtrs' (Invalid number). [zztemp.asm:207]
Error: Could not parse expression 'listEditPtrs+1' (Invalid number). [zztemp.asm:209]
Pass 2 complete. (614ms).
Errors: 37, Warnings: 4.
Build failed.
----- There were errors.
Anthonys-MBP:asm acagliano$


Every single thing listed here as an "invalid number" is either an equate of some kind, or a label in code. Everything IS defined.
You didn't share any source for us to look at. Please share the .equ lines you have in your source.
Actually, I got this fixed! But I do have another question. I am trying to create an automated version of your compile.sh script that would, weekly, build the slender source. However, when I do #include "engines/something.asm", the root path for include is /home/git/asm, which obviously doesn't have the include files (they are in /home/git/src/slender). Is there a way, short of absolute paths for all equates, to change the search path for include files when running compile.sh?
Can I assume that you change the "tasm" folder to "asm", then? The easiest thing to do is #include "../src/slender/engines/something.asm". This is a result of Brass looking for files relative to itself.
The directory structure is exact, down to asm. Consider /home/git/asm/ root, with respect to the compiler stuff, and everything inside it is unchanged from how you have it. So tasm, source, exec, are all inside asm/
ACagliano wrote:
The directory structure is exact, down to asm. Consider /home/git/asm/ root, with respect to the compiler stuff, and everything inside it is unchanged from how you have it. So tasm, source, exec, are all inside asm/
Ah, okay. Well, my fix should still work for that, assuming you made a typo and your slender includes are actually in /home/git/asm/src/slender.
they are not. So I may just have to absolute reference them. Will Brass understand an absolute path?
ACagliano wrote:
they are not. So I may just have to absolute reference them. Will Brass understand an absolute path?
I challenge you to understand how relative paths work and do it that way; I trust you can understand where I got that relative path from (as I said, the paths are relative to Brass) and deduce the correct relative path accordingly.
I do understand how relative links work. Sometimes, depending on where a file is relative to another, it is sometimes easier to absolute it, but maybe in this case, relative could still work.
  
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