oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Sept 14, 2005 21:21:46 GMT -5
first of all, welcome =)
for the next release, i'm trying to cover all bugs, or "compiler dissabilities" =P that i can, and i'm progressing pretty good. what's great about the next version is that visual basic like subs and functions are now supported. recently, i also found a way to use normal logical operators without the bracket identifiers. this will now make code look pretty for those that use the and, or, and xor operators =P. i'll also try to redo some graphics commands so that they don't have limited functions to what has to be in syntax
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Post by Tom Maneiro on Sept 15, 2005 9:56:10 GMT -5
0.10's LoadTiles and DrawTilesInc had some bugs: sometimes LoadTiles fuxored all the VRAM or did not loaded nothing, and DrawTilesInc sometimes did not worked.
Are these bugs fixed on this beta?
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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 Sept 15, 2005 16:11:23 GMT -5
there were some bugs in loadtiles that were fixed in 0.25 beta (maybe? might not be in the beta, might be in my version)
btw, do you mean drawtilesinc instead =D? i don't see any bugs in that command. remember, all drawtiles set of commands will use the color from the INK command
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Post by Tom Maneiro on Sept 15, 2005 18:31:12 GMT -5
I have a example: In my latest CrazyBus version, go to line 198, enable that drawtilesinc and disable the for loop. Then compile and run (using 0.19, bug appears on that version, and not on 0.10 as i reported), for some reason, the drawtilesinc will not work. Also compiler freezes sometimes when compiling but before assembling. That is not random, killing BEX (the only way to exit) and reloading the code do not fix it, the only fix is to edit the code and hope a sucessful compilation. It sometimes occurs with IF blocks, but even if i move the block, BEX freezes in the same line number!
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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 Sept 15, 2005 23:21:21 GMT -5
okay, i looked at the code and everything, and it appears that when i uncomment the line containing DRAWTILESINC, the routine will draw some of the font instead of your bus =P. i think you made a mistake =D because you're using ak=255 as the starting tile number for DRAWTILES, and in the DRAWTILESINC command, you've used tile number 128 to start drawing i dunno how you can make the compiler freeze like this . i'll need to see some code on how you can do that because its going to be difficult for me to locate the bug =P
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Post by Tulio Adriano on Oct 7, 2005 10:03:41 GMT -5
I believe I reported all bugs and requests for the next version of BEX, one of those was about the display commands when I change the screen size (ASM "move.w #$9003,($C00004)" '32*128) in a side scrolling platform game engine I am creating.
I love to hear the improvements about functions and the logical operators. Can't wait to see the new BasiEgaXorz out.
I hope it doesn't break the compatibility with older codes but if that happens, no problemo, I'll just keep the older versions! Maybe that will be a motivation to convert all code to the new syntax.
Thanks for all effort Devster, we love you! ;D
EDIT: I remembered something in the IDE: The recent opened list could be a little longer, with 8 entries, for example. Tnx again!
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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 Oct 9, 2005 20:32:22 GMT -5
i can't really do much for ya when changing plane sizes because the basiegaxorz routines are all set for 64x64. but what you can do is ignore the y coordinate and set it to 0. you can then use something like drawtile y*128+x,0,256 which will put tile 256 at locations x, y on a 128x128 plane. you could also do puts y*128+x,0,"Hello WOrld" for simple text displaying
the new versions of basiegaxorz shouldn't break older code XD, and if it does, i guess it'll probably be a bug, or something i messed up =D. the old (or present) logical operators like [or], or [and] will still exist to make old code work, even though you could just ignore the brackets in the future
i'll extend the "recently opened" list in the later version, thanks for telling me
btw, where've you been? the basiegaxorz community hasn't been the same without you =D
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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 Oct 17, 2005 16:41:43 GMT -5
hi
i'm announcing that multi-dimensional arrays (up to infinite dimensions =o!) are now supported, and will be included in the next release =)
a lot more sega cd functions have been added, like loading data and more. i dunno if i'll even touch on using bram because i know a lot of people will not use it ;P. also, with the added functions, you can do some fmv videos too =). although, implementing fmv videos will be on your own because there will be no way the compiler will do it all for you XD
to do next: i dunno, it seems you can already build a lot of neat programs with all the feautes that's already in the compiler =P. now, more documentation + more examples (*cough* games) + new soundtracker -> FINAL release
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Post by Tom Maneiro on Oct 18, 2005 8:54:24 GMT -5
Yeah! Finally i will port my Pascal Memory game to the Genesis!
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Post by Tulio Adriano on Nov 1, 2005 13:27:13 GMT -5
Heya Devster! Yeah I've been outta the net lately... too busy. But I didn't quit anything in my projects and my will to dominate the world using a software made in BEX connected to the Internet using a Japanese Mega-Modem, HAUHuaHuaUAhuAuhAUhAUhuA! Ok I was kidding, about being busy... hahaha... oh my. Now, talking serious. Great improvements. I can't imagine how much the BEX universe was extended now with multidimentional arrays. I had to make so many tricks to make my games work with the .19 features that I believe I wouldn't be able to make them again if I try... ;D It will be a nice exercise to port all them to the new version. A new soundtracker will be great. I can't wait to put my hands on it and try and try and try. I made some songs in PSG that I hear and still asking me: How did I make it without FM? I need it! Hahahaa. Well. Just to try to delay the Final status in the next release: It would be very nice if we could send BEX code to the Z80, eh? For example, my songs in the games (take GennyPong for example) the song is played during the game loop, it makes the code very confuse and it is hard to handle. If it was possible to send those commands to the Z80 (in that case, sound specific commands) without the need to write ASM that would be great. Well, cya! I'll be checking the board more frequently by now. (Just set up the email notifiers )
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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 Nov 3, 2005 17:34:24 GMT -5
ah, a mega-modem, that's super-groovey =)
and yea, dispite me saying blah blah blah, multi-dimensional arrays are impossible, functions/subs are impossible, (proper) logical operators are impossible, even local/global variables, i still implemented (without making them real buggy) them anyways using my compiler-writing super powers and tricks against reality =P
the sound tracker has been moving slowly. it was around 2-3 months ago that i write the z80 driver to play the samples, which is seen in one of my latest "quick adventure" demos. the music made in that game was made using the new tracker, but with very limited functions
also, there'd be no way to make basic code compile for the z80 because it can only compile for the 68k, and nothing else. i'm trying to write background functions to help write the assembler code so that the language can be ported to other platforms, but it just isn't working
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Post by Tom Maneiro on Nov 5, 2005 8:10:34 GMT -5
Bug in SELECT CASE statement: Each CASE, after executing the instructions nested there, do not exits from the SELECT statement, instead, it executes the rest of the following CASEs! I had to use GOTOs as a workaround, but, unless you want to implement C-like statements, in the BASIC style, when you process a CASE, it exits from the SELECT.
Sample (CB1.1: CrazyBus.bex line 1186):
'nuevo en BEX 0.26: SELECT CASE no funciona bien 'use goto as a workaround select case busID case 1 print "IRIZAR InterCentury 390" goto preinit case 2 print "BUSSCAR Jum Buss 380" goto preinit case 3 print "ENCAVA ENT-6000" goto preinit case 4 print "The school bus!" goto preinit case 5 print "MARCOPOLO Paradiso GV1150" goto preinit end select The correct Basic SELECT CASE is without the GOTOs (at least in the VB style)
It could happen also due to the lack of updated documents? Also GOTO workaround cannot be used in all situations. Please fix it (unless if i'm making a stupid mistake), 'cause i want to replace a LOT of multiple IFs with some comfortable SELECTs
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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 Nov 24, 2005 12:49:58 GMT -5
the select case's are used just like in c, not visual basic. if yo wanna use the visual basic way, just use if....then....else. you need to use the command "exit case" to exit out of the select case loop, like in c =P
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Post by Tom Maneiro on Nov 24, 2005 18:16:47 GMT -5
EXIT CASE??? Wow... i'm starting to miss Basic and to enhance my hate to C
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cdoty
Moldy Popcorn
Posts: 38
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Post by cdoty on Nov 26, 2005 2:34:55 GMT -5
the sound tracker has been moving slowly. it was around 2-3 months ago that i write the z80 driver to play the samples, which is seen in one of my latest "quick adventure" demos. the music made in that game was made using the new tracker, but with very limited functions When do you think we'll see the tracker and playback routines? Have you ever checked out the MVS track at www.neobitz.com ?
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