you don't, you may want to consider taking a step back and starting with something simpler. An RPG uses a ton of different programming concepts, and it's crucial you understand what you're actually doing, else things will get really frustrating really fast. In my opinion, before starting on a big project, I think you should know enough about programming to be able to figure most stuff out yourself
While the general idea of that code is right, I spotted a few of flaws. For one, do NOT put SPSET in a loop. There's no reason why you need to initiate the sprite every frame. Also, put VSYNC 1 on the line after @MAINLOOP, rather than in the GOSUBS. Also, instead of IF B==# for input, do IF B AND #. This will allow multiple inputs at a time.
Hopefully you understand what all this means. If...
Well, it wasn't quite like that, CVX was being changed quite a bit in my program. After the program was run, even though it ended up as 0, it still rounded to 1. My pic was just me checking each of the variables to see what was going on, and I was kind of dumbfounded when I realized it wasn't me, but the computer that was messing up!
@Nicky No, that's wrong. The multi-line IF statement is correct.
The problem is that you are comparing a numerical variable with a string. Simply remove the quotes around the 4 and you should be good to go! The error (Type mismatch) is saying the types don't match. Also, if the CHC variable is supposed to be a string, remember to always add "$" to the end of the name of the variable.
So let me get this straight... The sign of 0 is 0. Not positive or negative, just 0. And the CVX variable is equal to 0. So how is the sign of CVX equal to 1?!
Computers. Sometimes their amazing, and sometimes... This happens. :P
Actually, they just need to be on different lines, like this:
IF RNUM==1 THEN
GOTO @ENPTY1
ELSEIF RNUM==2 THEN
GOTO @DEAD6
ENDIF
Basically, ELSEIF requires that you use a multi-line IF statement, which starts with the IF, contains the actions on the next lines, and ends with ENDIF.
You need to use the BGSCREEN command, like this:
BFSCREEN Layer,Xsize,Ysize,TileSize(8,16[default],32)
Just use 32 in the tile size parameter and then when you place a BG tile, it will be 32x32!
When you're working on a large project, it's always a good idea (actuallty, it's probably extremely important!) to make multiple saves of your program as you increase the version number. For example, you save file GAME_VO.OO1, and then after a while save GAME_VO.OO2. If you happen to save over a version, you'll only have to go back one version and pick up from there. Also, I think SmileBASIC...