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Post by Deleted on Aug 23, 2016 10:22:04 GMT -5
SBS files are text files. Unsure of what's going on, I'm not a WINE user or Linux user, so I can't offer support (which is why it'll never be multiplatform).
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Post by nitrofurano1 on Aug 23, 2016 12:13:49 GMT -5
SBS files are text files. Unsure of what's going on, I'm not a WINE user or Linux user, so I can't offer support (which is why it'll never be multiplatform). they are actually binary files indeed, plenty of 0x00 in the start, as you can see in the screenshot: xomf.com/nlgqn - Pluma (a quite complete and featured text editor based on Gedit) didn’t recognize .sbs format as a text file in whatever encoding (utf8, iso-8859-15, etc.) - it might have a text file concatenated, but when it starts as a binary file, or has some “non-ascii” characters somewhere (like that 0x00), it is indeed a binary file as a whole.
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Post by Deleted on Aug 23, 2016 13:41:51 GMT -5
I've offered to help elusive field questions on SecondBASIC. The dude wears a LOT of hat already including real life, work and being the owner of a retro game supplier and publisher. I'm going to try and help! So, hit me up with questions first please. I may not have perfect answers since I'm just a BASIC user like you. I will try to answer questions as best I can I also have a Facebook group for beginner retro game development that can be another source of info: www.facebook.com/groups/1174950202556884/
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Post by nitrofurano1 on Aug 23, 2016 14:33:48 GMT -5
well, as far as i could try, and from the frustrations from my experience, i humbly guess i could only request these ideas: - .sbs being purely text files (the only characters below 0x20 would be 0x0A (newline, or \n), 0x0D (carriage return, or \r), 0x09 (tab, or \t) ) - and all that binary data before offset address 0x000000BB, specially those 0x00, replaced with remarked lines that wouldn’t be relevant for opening them on SecondBasic (for example, you could create .sbs files on whatever text editor, and it wouldn’t be a problem opening them on SecondBasic ) - assuming that asmx.exe is what compiles the assembly code into a compiled binary file (supposedly the final imagerom used from Megadrive/Geneisis emulators), perhaps would be a good idea to separate the ide from the compiler (the one that would supposedly convert the basic into 68k assembly) - the ide would only be used for editing the code and call the compilers and emulators, so you would be able to run the compiler (basic to assembly, that would be a simple commandline-based executable just like asmx.exe seems to be) directly without having to run the ide, and this would be amazingly great for compiling code from scripts (and help extending SecondBasic to target other 68k machines as we wish, without @elusive have to touch any further linecode! ) what do you all think about?
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Post by Deleted on Aug 23, 2016 15:34:01 GMT -5
The .SBS file format isn't change, as I intend to extend functionality and don't want a million files for a single project I don't run linux at home (use it at work), and this was a "quick" project (meant to be done in about 3-4 months, took me about 6), so changing things (and breaking compatibility for the few users and myself is a no-go) isn't very likely to happen at all. I know it's not what you wanted to hear, but think of it as your boss (or school teacher, idk how old you are) to redo a report you just worked 6 months on - it becomes a daunting task and any desire to do much else will go away (at least for me ) The ASMX is the assembler that compiles the translated BASIC code (you can actually change this in the options to another assembler if you choose to, but it may break compatibility with SecondBASIC). With the compiling, you'll be able to just run the parser (/p or /c, for example) if you just want the ASM. You can also do that now in the IDE by pressing F6 or F7 (or go to View -> ASM or something like that), you just can't save the ASM through SecondBASIC (yet), and when you recompile the BASIC code, you'll overwrite any changes in the ASM code window.
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Post by nitrofurano1 on Aug 23, 2016 16:25:52 GMT -5
I think that, perhaps, on the .sbs file, having the 0x00 bytes replaced with 0x20, and having its lines starting with 0x27, making the open process tolerant with this information when missing (like when you start typing a .sbs file from a text editor) might be not that difficult to implement simply and “a posteriori”, no redos needed. About ASMX, i think i found it’s official page at xi6.com/projects/asmx/ , and it seems to be easy to get a GNU/Linux binary from these sources (i didn’t try it yet, i’m about to do it soon) For example, for my specific situation and compiling habits, would be great if i could have something like this in a .sh file next to a .sbs (i really don’t need more than this) secondbasicasmconverter (arguments...) example.sbs asmx (arguments...) example.asm dgen example.bin or... wineconsole secondbasicasmconverter.exe (arguments...) example.sbs asmx (arguments...) example.asm dgen example.bin
and in these cases, the supposed secondbasicasmconverter would log error messages somewhere (in a log file, for example) if opportune but, of course, doing this really depends if you really feel willing, curious and motivated to do this, or if a lot of people would request it, otherwise i understand perfectly it would be totally nonsense for you and btw, thanks for letting me know about these features from SecondBasic i didn’t knew about!
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Post by nitrofurano1 on Aug 23, 2016 16:36:45 GMT -5
btw, @elusive, ASM Output window is from F8 key! (btw, thanks for the heads up that exists! )
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Post by nitrofurano1 on Aug 23, 2016 16:56:08 GMT -5
about SecondBASIC ide on Wine, now i’m seeing that some .sbs opens and some don’t - and there is an option to open .bex files, but none got opened yet - it is weird indeed, i really wonder what is causing that - i guess it needs some more feedback from more people that might be using SecondBASIC ide on Wine as well
the best way i found is to crop out the first bytes (those 0x00) from a hex editor, open the result in a text editor, select and copy to the SecondBASIC editor, and only there i can get the asm result
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Post by Deleted on Aug 23, 2016 17:44:56 GMT -5
One of the testers for SecondBASIC (Mekanizer) discovered this (completely forgot about it until I fixed the layout of the page): wiki.second-dimension.com/sbasic/troubleshooting.htmThat should solve some of your issues. Also, looking at the source, the SBS file is a Random Access File (it stores file locations and such from the IDE). Forgot about that As for the BEX compatibility, if it's in there, it's accidental and left over from an earlier build. There some things that were changed and fixed from the BEX IDE, and SecondBASIC doesn't translate identical from BEX anymore, plus some keyword cleanup (no need for Palette and Pallette or Palettes and Pallettes), so all incorrectly spelled keywords have been removed, broken keywords have been removed (if there were any, I forget), and so on. It's not 100% compatible with BEX anymore, and I'd even go far to say it's not even 50%. That's probably because there's a few bugs in SecondBASIC that are preventing things from working properly. I can compile a few of my BEX projects, and only about 1/3rd of them compile and work properly. In other words, I'd recommend SecondBASIC for new projects at the current time. As for the command line compiling, it will look like this: SecondBASIC.exe {/o /p /t /i /o /n /s} MyProject.sbs, and it'll output the file with the same name either as a ROM (.bin) or the ASM source (.asm) I have to do the command line compiling for another project, so adding the ASM output is only a few lines of code. The only downfall is that it won't be an actual console application, but it will be hidden from view (it won't load any forms, and will exit after the parser or compiling). Anywho, SecondBASIC stuff should be posted on the Second Dimension forums
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Post by nitrofurano1 on Aug 24, 2016 5:06:01 GMT -5
Excellent “to do” goals list, @elusive ! thanks! And that of the whole application behaving like console application by merely hiding its ide-gui isn’t a problem at all - the important is that it works as smoothly (or almost) as it were console-only! And please keep us informed about the progress! (and that about deprecated mistyped commands, i know what that is, it makes me remember when Shoebot, as fork, fixed a Nodebox mistype, ellipse was wrongly named as “oval”! (when both are very different one another!) - Shoebot and Nodebox are generative vectorial software-libre tools, a bit like processing.org using Python instead of Java ) And thanks for the troubleshooting info!
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Post by nitrofurano1 on Aug 24, 2016 6:58:00 GMT -5
btw, where can we report bugs? it’s about a mere code line having “do:loop” xomf.com/phycx (error from SecondBASIC) xomf.com/rwlly (successfully compiled on BasiEgaXorz)
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Post by Deleted on Aug 24, 2016 7:46:50 GMT -5
lol man, put a space in front of DO if you're going to use a colon/line separator. The error message says "can't use keywords as line labels"
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Post by nitrofurano1 on Aug 24, 2016 13:47:07 GMT -5
lol man, put a space in front of DO if you're going to use a colon/line separator. The error message says "can't use keywords as line labels" i tried then as well, doesn’t work... - xomf.com/kzrmx
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Post by nitrofurano1 on Aug 26, 2016 6:57:12 GMT -5
i think i found more bugs: - when we open a .bex file and save it back with ctrl+s, the .bex gets saved as .sbs - there is no .bex available from "save as" (which makes copy/paste to a text editor the only way possible to save the file as .bex, which is quite toilsome) - there is no option to make .bex prioritary to .sbs, or even remove .sbs from open/save options (in my opinion, .sbs format should be really deprecated or removed - compared to .bex format, .sbs format is really annoying)
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Post by nitrofurano1 on Aug 26, 2016 7:25:04 GMT -5
i was trying "include" now, it shows “ERROR: 86: Variables cannot start with numbers, Line 27” test02_include.zip (1.83 KB) weird is that include from sd_logo_demo has no issues like that
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