oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Apr 13, 2005 17:56:34 GMT -5
I like to cut to the chase so i don't read long Posts i just read "its here, the v0.26 fan beta." and clicked the link@ you must not get very many friendly responses on development board then, no? do yourself a favor and take the time to read posts btw, to everyone: are there any bugs/suggestions at all for this beta? if there's no feedback, then i guess the compiler is perfect =P, and the beta will be turned into a full release
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Post by Tulio Adriano on Apr 14, 2005 6:31:35 GMT -5
I am trying to find some time to do extensive tests in the whole BEX, but for now, I gave a suggestion in the suggestion topic, please read it when you can. I'll come back asap! EDIT: I found something strange. When I try to add a comment after an IF command it returns the error: "Cannot identify instruction".
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Post by RedAngel on Apr 14, 2005 16:19:37 GMT -5
I tested my little programs and all of them work perfectly. I donĀ“t know if it has bugs or not but It is much better than v0.19 so It could be a full release (with updated help file and new examples). Good work . Now we only need an update of your other tools and we will be able to do great games .
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
|
Post by oompa loompa on Apr 14, 2005 22:34:56 GMT -5
EDIT: I found something strange. When I try to add a comment after an IF command it returns the error: "Cannot identify instruction". Thanks, fixed =). I thought I fixed it already because I noticed the bug too in v0.19, but all the fix did was nothing. When a comment begining with ' is used after a THEN keyword, the entire line is ignored, and the compiler expects an ELSE, ELSEIF, or ENDIF preceeding anywhere after the IF command. If a REM comment is used (remember those?), then REM is treated as an instruction, it will not expect the above after the line containing the IF condition. And yea, i'll start working on my tools again after the final version is released =D, i still need fm music in my rpg games ;D. Also, user defined subs and functions are close to being complete, i'll update the beta when i get this done
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Post by Tulio Adriano on Apr 15, 2005 12:25:29 GMT -5
Ok. So I changed VDP Register #16 to mode 0x03.
Now I get strange things when I draw tiles to the screen. I have to skip one line for each line I draw.
I believe this happens because BEX is not prepared to handle plane size changes, so it treats the video memory like it was always on mode 0x11 (BEX Default).
It would be very intresting to have an command to handle this plane size changes, so I would not need to use tricks to get the desired result.
That's it...
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Apr 21, 2005 21:27:19 GMT -5
shit, i knew that one day people would start wanting different sized planes =D, but i didn't think that there'd be any actual use for stuff made in basiegaxorz. if this were easy to achieve, i would have done this a long time ago, but it is very difficult. here are my choices:
1) keep everything 64x64, 128x128, 128x32, etc 2) stop using x, y coordinates, instead keep everything strictly pointers. very fast code =D! 3) use dynamic plane sizes, slowing down code
all options require huge rework of the drawing routines. right now, there's no way i'll add it because i don't see a use for bigger planes. for now, you'll have to some custom made assembly functions to do equivalent of what basiegaxorz routines do for different sized planes
anyways, some updates on the compiler: finally finished custom subs/functions, fixed some more bugs in all sorts of places, added low level dma routines, and changed the options dialog a bit. all these featues will come out in the final release
edit: just finished adding global+local scopes to variables fo sub/function use. also added support for UNIX lf only line breaks. at this point, basiegaxorz now totals 10,000 lines of code :-D!
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Post by Tom Maneiro on Apr 22, 2005 16:05:42 GMT -5
select case is going to be strange for everyone, i'm glad ya brought it up. i've implemented select case the way it is implemented in c or c++, that is, you need to exit out of select case manually. doing: a=1 select case a case 1: print "a is 1" case 2: print "a is 2" end case this will display both "a is 1" and "a is 2". if you don't want "a is 2" to be displayed, you need to add in the command "exit case" or "exit select" (both are the same). like this: a=1 select case a case 1: print "a is 1" exit case case 2: print "a is 2" exit case end case i did this on purpose because it's a really nice programming trick =P, and i've used it in c many times. also, there is also another strange set back of select case, all values have to be in order, like you won't be able to do this and expect it to run the same as if they were in order: a=1 select case a case 2: print "a is 2" exit case case 1: print "a is 1" exit case end case you may notice that your rom size increases a whole lot more when you have two different values in your select case, and they're very far apart. like if the cases are in a range from 1 to 128, your rom increases 256 bytes in size. i'm starting to hate C also for loops are too loopy You should fix that and return to the BASIC style... after all, it's just BASIC! Also, a bug with number syntax higligthing: hex numbers are not highlighted (i personally don't care about number highligting, but it looks weird). Screenshot!
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Apr 24, 2005 9:58:11 GMT -5
what do you mean by "too loopy"? do you mean FOR....NEXT loops loop too much and loop when they're not suppose to?
if you want select case to act like the visual basic slow way, then just use IF, ELSEIF, and ENDIF. visual basic does this same type of check. with using a different select case in basiegaxorz, it can check ranges very fast, like in map manipulations, or random numbers
yea, i saw it too, it's annoying. unfortunately i can't do anything about it because there's so many different ways to represent hex numbers ($, &h, 0x). in the begining, i was going to make numbers the same color as symbols (like lables, variables, etc), but instead i just put that option to the user
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Post by Tom Maneiro on Apr 29, 2005 15:39:03 GMT -5
what do you mean by "too loopy"? do you mean FOR....NEXT loops loop too much and loop when they're not suppose to? i mean, that FOR blocks on C are very complex, not like the easy block on Pascal or Basic. I don't need too much power.. yet Also... what happened with PascaEgaXorz?
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
|
Post by oompa loompa on Apr 29, 2005 23:42:29 GMT -5
in basiegaxorz, the FOR loops are staying the same as they are in regular basic, not like c syntax. i dunno where you got this thought from =D
and there's no such thing as pascaegaxorz =P
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Post by haroldoop on Apr 30, 2005 5:43:54 GMT -5
Well, you could always download the source code for Free Pascal, set some compiler directives to set it to 68k mode (it already comes with 68k support), and compile it.
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
|
Post by oompa loompa on Jul 22, 2005 19:04:06 GMT -5
anyone still use basiegaxorz out there?
i'm seriously thinking about putting off the whole "BASIC programming on the gensis" project for a while. i don't have the next version quite ready yet, i still have to write up all the new features in the documentation - which takes some time. not to mention, i still have to add minor things to the compiler. the one major difference between the beta and this next release is the support for visual basic like functions and subs, and the seperation between local - global variables
i dunno why i used this topic to post this =P, i really didn't feel like making a new topic =D
in other news, everyone knows i released a newer, pimped up version of SGTD. i was working on imagenesis too, in conjunction, but i'll still need to add ways to export tile maps/pallettes/data, etc and i'll be done. i haven't worked on the music tracker for a long time, and won't be working on it until all my unfinished business with imagenesis and my portable are finished
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Post by RedAngel on Jul 24, 2005 7:12:28 GMT -5
I think BasiEgaXorz is enough good to make great things right now. SGTD is really complete comparing with the old version, now I am waiting unpatiently for a new version of Imagenesis. It is time that users start to code things with what we already have. Devster should spend more time on tools, instructions and games, not on adding 300 new instructions in BasiEgaXorz. That is my point of view .
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
|
Post by oompa loompa on Jul 28, 2005 11:30:39 GMT -5
tutorials and stuff would be a good aid for programming basiegaxorz =). i think topics like using the new imagenesis to display 32x pictures, or how to use tiles and sprites to do some graphics would help people that have no clue how the genesis vdp works.
now that imagenesis is done, updating the basiegaxorz documentation and making more example games, or little programs is now priority
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Post by Daniel Eriksson on Sept 13, 2005 8:05:13 GMT -5
I agree that more functions is not a priority right now. I am doing fine with the ones that are. Some bugfixes and as you said, documentation and examples sounds perfect. Btw, Hello everyone. First post...
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