Code Compatibility Issue


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  1. #1
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    I have been recompiling the code for the PIC I want to use all along and it still does not work. My hardware is built so that all the corsponding I/O pins on ports A and B are conected to the same things on each PIC. In my own experience I have been able to use the PIC16F767 normaly by disabling the ADC and the comparator but this time that doesnt seem to be enough. Any other ideas?

  2. #2
    skimask's Avatar
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    Quote Originally Posted by ALFRED View Post
    Any other ideas?
    Without seeing any code, yes, I do have an idea...
    Show some code...

  3. #3
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    Smile what compiller

    hi its andrew i just compilled your program using micro code studio (pic basci pro compiller ) and it compiles fine microcode studio is a free download
    i don't know what compiller editor software you are using but you could try these 2 programs


    andrew

  4. #4
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    Default W. A. G.

    Hi Andrew,
    Just a Wild Arse Guess on my part, but the config registers look much more complicated on that particular chip than the 16f84, which is simple. See 15.1 of the data sheet for more confusion.
    JS
    If you do not believe in MAGIC, Consider how currency has value simply by printing it, and is then traded for real assets.
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    Gold is the money of kings, silver is the money of gentlemen, barter is the money of peasants - but debt is the money of slaves
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    There simply is no "Happy Spam" If you do it you will disappear from this forum.

  5. #5
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    Here's the code:

    TRISA = 0
    TRISB = 2
    CMCON = 7
    ADCON1 = %00001111
    ADCON0 = 0

    symbol Off_1 = PortA.0
    Symbol On_1 = PortA.1

    symbol Off_2 = PortA.2
    symbol On_2 = PortA.3

    Symbol Speaker = PortA.4

    SYMBOL Ground_1 = PortB.0
    SYMBOL Positive_1 = PortB.1
    symbol Lame_1 = PortB.2

    symbol Ground_2 = PortB.3
    Symbol Positive_2 = PortB.4
    Symbol Lame_2 = PortB.5

    SYMBOL Switch = PortA.5
    symbol LED_1 = PortB.6
    Symbol LED_2 = PortB.7


    Positive_Ground_1 var bit
    Ground_Lame_1 var bit
    Positive_Lame_1 var bit
    Positive_Bell_1 var bit

    Positive_Ground_2 var bit
    Ground_Lame_2 var bit
    Positive_Lame_2 var bit
    Positive_Bell_2 var bit

    PG1_Count var byte
    PG2_Count var byte
    PL1_Count var byte
    PL2_Count var byte
    Cal var byte
    Lockout var Word
    Lockout_Cal var word

    On1_Flag var bit
    Off1_Flag var bit
    On2_Flag var bit
    Off2_Flag var bit

    let cal = 18
    let lockout_cal = 373

    '''''''''''''
    high on_1
    pause 500
    low on_1
    high off_1
    pause 500
    low off_1
    high off_2
    pause 500
    low off_2
    high on_2
    pause 500
    low on_2
    '''''''''''''''

    input lame_1
    INPUT LAME_2
    Foil:
    input positive_1
    input positive_2
    input ground_1
    input ground_2
    high positive_1
    let positive_ground_1 = Ground_1
    let positive_lame_1 = lame_2
    let positive_bell_1 = ground_2
    low positive_1

    input positive_1
    input positive_2
    input ground_1
    input ground_2
    high positive_2
    let positive_ground_2 = ground_2
    let positive_lame_2 = lame_1
    let positive_bell_2 = ground_1
    low positive_2
    input positive_2
    high ground_1
    let ground_lame_1 = lame_1
    low ground_1

    INPUT GROUND_1
    high ground_2
    let ground_lame_2 = lame_2
    low ground_2

    if positive_ground_1 = 0 and positive_bell_1 = 0 then
    let pg1_count = pg1_count + 1
    else
    let pg1_count = 0
    endif

    if positive_ground_2 = 0 and positive_bell_2 = 0 then
    let pg2_count = pg2_count + 1
    else
    let pg2_count = 0
    endif

    if positive_lame_1 = 1 AND POSITIVE_GROUND_1 = 0 then
    let pl1_count = pl1_count + 1
    else
    let pl1_count = 0
    endif

    if positive_lame_2 = 1 AND POSITIVE_GROUND_2 = 0 then
    let pl2_count = pl2_count + 1
    else
    let pl2_count = 0
    endif


    if pl1_count => cal then
    high on_1
    let on1_flag = 1
    endif

    if pl2_count => caL then
    high on_2
    let on2_flag = 1
    endif

    if pg1_count => cal AND PL1_COUNT < CAL then
    high off_1
    let off1_flag = 1
    endif

    if pg2_count => cal AND PL2_COUNT < CAL then
    high off_2
    let off2_flag = 1
    endif

    LET LED_1 = GROUND_LAME_1
    LET LED_2 = GROUND_LAME_2

    if On1_flag = 1 or off2_flag = 1 or on2_flag = 1 or off1_flag = 1 then
    let lockout = lockout + 1
    else
    let lockout = 0
    endif


    if lockout => lockout_cal then
    pause 2000
    low on_1
    low on_2
    low off_1
    low off_2
    let on1_flag = 0
    let on2_flag = 0
    let off1_flag = 0
    let off2_flag = 0
    endif
    goto foil

    end

  6. #6
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    See the PBP manual, section 4.7...(may as well look at section 5.40 while you're at it)...

    trisa=0:trisb=2:cmcon=7:adcon1=15:adcon0=0:Off_1 var PortA.0:On_1 var PortA.1:Off_2 var PortA.2:On_2 var PortA.3:Speaker var PortA.4:Ground_1 var PortB.0:Positive_1 var PortB.1:Lame_1 var PortB.2
    Ground_2 var PortB.3:Positive_2 var PortB.4:Lame_2 var PortB.5:Switch var PortA.5:LED_1 var PortB.6:LED_2 var PortB.7:Positive_Ground_1 var bit:Ground_Lame_1 var bit:Positive_Lame_1 var bit
    Positive_Bell_1 var bit:Positive_Ground_2 var bit:Ground_Lame_2 var bit:Positive_Lame_2 var bit:Positive_Bell_2 var bit:PG1_Count var byte:PG2_Count var byte:PL1_Count var byte:PL2_Count var byte
    Cal var byte:Lockout var Word:Lockout_Cal var word:On1_Flag var bit:Off1_Flag var bit:On2_Flag var bit:Off2_Flag var bit:cal=18:lockout_cal=373:high on_1: pause 500:low on_1:high off_1: pause 500
    low off_1:high off_2: pause 500:low off_2:high on_2: pause 500:low on_2:input lame_1:INPUT LAME_2
    Foil:
    input positive_1:input positive_2:input ground_1:input ground_2:high positive_1: positive_ground_1=Ground_1: positive_lame_1=lame_2: positive_bell_1=ground_2:low positive_1:input positive_1
    input positive_2:input ground_1:input ground_2:high positive_2: positive_ground_2=ground_2: positive_lame_2=lame_1: positive_bell_2=ground_1:low positive_2:input positive_2:high ground_1
    ground_lame_1=lame_1:low ground_1:iNPUT GROUND_1:high ground_2:ground_lame_2=lame_2:low ground_2
    if positive_ground_1 = 0 and positive_bell_1 = 0 then
    pg1_count = pg1_count + 1
    else
    pg1_count = 0
    endif
    if positive_ground_2 = 0 and positive_bell_2 = 0 then
    pg2_count = pg2_count + 1
    else
    pg2_count = 0
    endif
    if positive_lame_1 = 1 AND POSITIVE_GROUND_1 = 0 then
    pl1_count = pl1_count + 1
    else
    pl1_count = 0
    endif
    if positive_lame_2 = 1 AND POSITIVE_GROUND_2 = 0 then
    pl2_count = pl2_count + 1
    else
    pl2_count = 0
    endif
    if pl1_count => cal then
    high on_1 : on1_flag = 1
    endif
    if pl2_count => caL then
    high on_2 : on2_flag = 1
    endif
    if pg1_count => cal AND PL1_COUNT < CAL then
    high off_1 : off1_flag = 1
    endif
    if pg2_count => cal AND PL2_COUNT < CAL then
    high off_2 : let off2_flag = 1
    endif
    LED_1 = GROUND_LAME_1 : LED_2 = GROUND_LAME_2
    if On1_flag = 1 or off2_flag = 1 or on2_flag = 1 or off1_flag = 1 then
    lockout = lockout + 1
    else
    lockout = 0
    endif
    if lockout => lockout_cal then
    pause 2000 : low on_1 : low on_2 : low off_1 : low off_2 : on1_flag = 0 : on2_flag = 0 : off1_flag = 0 : off2_flag = 0
    endif
    goto foil
    end
    Last edited by skimask; - 6th July 2007 at 03:59.

  7. #7
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    Is anyone supposed to be able to actually read that?

    Everyone's got a "Colon", and they all stink.
    <br>
    DT

  8. #8
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    Talking

    <table><td></td><td></td><td></td></table>
    Steve

    It's not a bug, it's a random feature.
    There's no problem, only learning opportunities.

  9. #9
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    Quote Originally Posted by Darrel Taylor View Post
    Is anyone supposed to be able to actually read that?
    Everyone's got a "Colon", and they all stink.
    <br>
    It's exactly the same code, except for the changes/fixes...you know it, I know it, the guy that wrote it knows it and should be able to read his own stuff....and you don't have to scroll thru 17 pages of stuff to get to the end...

  10. #10
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    Default

    Just another jab with a pointy object ...
    Quote Originally Posted by skimask View Post
    See the PBP manual, section 4.7...(may as well look at section 5.40 while you're at it)...
    <table><tr><td align="center">From my "Little Green Book"<br>
    <img src="http://www.picbasic.co.uk/forum/attachment.php?attachmentid=1840&stc=1&d=118385203 7"></td><td align="center">From the online PDF<br>
    <img src="http://www.picbasic.co.uk/forum/attachment.php?attachmentid=1841&stc=1&d=118385204 5">
    </td></tr></table>

    P.S. Glad to hear it Alfred. <img src="http://www.picbasic.co.uk/forum/images/icons/icon14.gif">
    <br><br>
    Attached Images Attached Images   
    DT

  11. #11
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    Quote Originally Posted by Darrel Taylor View Post
    Just another jab with a pointy object ...
    Great...now I've got to figure out which manual is the latest version.
    I know I used to have 2 or 3 PBP manuals laying around, I'm down to one now, Copyright 2004 inside the front cover. Not sure if that's the latest version or not...

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