Turbo Rascal Syntax error, “;” expected but “BEGIN”

Turbo Rascal Syntax error, “;” expected but “BEGIN” (Turbo Rascal SE, TRSE) is a complete suite (IDE, compiler, programming language, image sprite level resource editor) intended for developing games/demos for the 8 / 16-bit line of computers, with a focus on the MOS 6502, the Motorola 68000 (Amiga 500, Atari ST), the GBZ80 (gameboy), the Z80 and the X86, supporting the C64, C128, VIC-20, PLUS4, NES, Gameboy, PET, ZX Spectrum, TIKI 100, Atari 2600, 8086 (CGA). With the benefits of a modern IDE (error messages, code completion, syntax highlighting etc) and a bunch of fast built-in tools, it has never been easier to program for your favorite obsolete system! TRSE runs on Windows 64-bit, Linux 64-bit and OS X. Development began on Feb 24th 2018. The TRSE framework contains a number of project examples for multiple platforms, including almost 200 runnable tutorials. TRSE also contains a real-time ray tracer that can export data (screens, charsets) to the C64/Amiga etc.

Please note that not all systems are implemented with 100% support yet.

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Resources (current version: 0.11, 27.07.2020)

What is Turbo Rascal Syntax error, “;” expected but “BEGIN”?

In a nutshell, Turbo Rascal Syntax error, “;” expected but “BEGIN” is a complete suite for developing games and demos for older systems with the following CPU types: 6502 (Commodore 64,C128, VIC-20, NES, PLUS/4, PET etc), Motorola 68000 (Amiga 500, soon Atari ST), X86 (8086 with CGA), Z80 (GBZ80 Gameboy). It is written in Qt C++, and runs as a stand-alone application that contains various tools for developing and deploying projects for these processors. The TRSE suite includes the following stuff:

  • A fully functional Pascal-like compiler that compiles to various target platform assembler (in text format)
  • A built-in assembler for the 6502
  • A substantial amount of handy built-in assembler functions optimized for easy-to-use and fast operations (typically memory operations, zero paging, copying, sprite handling, IRQs, clearing screen, drawing to screen, input handling, maths, sprite handling)
  • Help text for each built-in method, constant.
  • Lots and lots of tutorials – compile and run more than 250 example files from more than 25 tutorial/sample projects.
  • Turbo Rascal language tutorial series (under the C64 tutorial section)
  • Built-in ray tracer that can create advanced ray-traced scenes / moves. The ray-tracer contains several methods for exporting compressed data that the C64/Amiga etc can understand and decode. Made for creating demo effects.
  • Lots of demo effect example files & projects
  • Full demos and games sample projects included
  • Compile-time and post optimizer
  • Advanced image / sprite / level / character / font / tile editor for the C64,VIC-20, NES, Amiga and X86 systems.
  • Document-style editor for images and source files with syntax highlighting and code completion.
  • Character-based movie editor that exports to compressed image formats
  • Disk support using Krill’s loader. Automatic creation of .d64 disks with files.
  • Cycle counter per line, displayed in the editor
  • Memory usage analyzer tool (creates an image of the memory map of the current project)
  • Automated decruncher for compressed data (images, levels, sound etc)
  • Disk/crt support

But.. why?

The author had a C64 as a kid, but never got the hang of understanding proper programming until the x86 era of the 90s. This is his way of mending the hole in is soul. In addition, he hopes that he’ll get filthy rich & famous off this project.


Free of charge. How the “rich” part will be achieved is still up for debate.