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As BorIDE progresses...

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LCD

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Post Wed Jun 30, 2010 4:03 pm

Re: As BorIDE progresses...

One issue - I tried collapsing one (the last one in the dim section) and the whole program disappeared. I thought it would be just the dim statement.


Here it works as expected. I cannot reproduce the bug.
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LCD

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Post Fri Jul 02, 2010 11:21 pm

Re: As BorIDE progresses...

About BasIN Source code: It is included in the BasIn Package. It can be downloaded from here: http://sites.google.com/site/ulaplus/ho ... -and-basin.
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LCD

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Post Tue Jun 28, 2011 8:14 pm

Re: As BorIDE progresses...

@ http://www.speccy.org/foro/viewtopic.ph ... 585#p24080
Sorry oblo, it is impossible at moment to register as new user at speccy.org, so I cannot answer you directly.
I have a new time-consuming job, but still working on BorIDE, this project is not abandoned. There are much new improvments already done for the next version, not only bugfixes. This project is not dead.
The "Chessboard Attack" was written with the current version. The missing stuff "Interrupt handler" and "Graphics designer" are currently ongoing project. Maybe you noticed that "Chessboard Attack" has Sound in Interrupt. I used my own tool which I created in Sinclair BASIC to make Interrupt table, vectors and handler code, so the code can be almost directly taken over.
The structure of the program may change, so it will be easier to use. I already made some improvement in this direction.
Because I use it myself, I put a fistful of heart into this program, so it grows constantly. I do not want to release the current version yet because there are still problems when editing multiple source codes at same time. The preview was released just to show what I'm currently working on, and get some feedback.

Edit: Yes, I tried to contact the forum admin of speccy.org to register me, but the mail bumped back (no such user).
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oblo

Posts: 60

Joined: Tue Jul 12, 2011 5:23 pm

Post Thu Aug 25, 2011 5:17 pm

Re: As BorIDE progresses...

Hi

Maybe this question is answered but... how I print the default graphics? The ones that print with 1,2,3,etc... using \1 or \2 doesn't work.

Cheers
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boriel

Site Admin

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Location: Santa Cruz de Tenerife, Spain

Post Thu Aug 25, 2011 5:38 pm

Re: As BorIDE progresses...

Read here (The Wiki): http://www.boriel.com/wiki/en/index.php ... characters

UDG "A" is "\A", "B" is "\B" and so on.
ZX Basic uses the same codification BASIN does. :wink:
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oblo

Posts: 60

Joined: Tue Jul 12, 2011 5:23 pm

Post Thu Aug 25, 2011 5:47 pm

Re: As BorIDE progresses...

I knew I read it somewhere not far from here ;) Thanks!

Cheers
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LCD

Posts: 596

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Location: Vienna, Austria

Post Mon Feb 27, 2012 12:27 am

Re: As BorIDE progresses...

Because of inclusion of binary manager which will also support 128K and maybe External (level) files, I need to write low level creation of BASIC lines to handle this. I cannot rely anymore on TAP file created by compiler but always create a binary file which will be loaded again by the IDE and linked with binaries. This also makes possible to add a memory map viewer which can be displayed after compilation.
What will be possible with it?
It will allow to link files from other TAPs (and maybe MGT images, sorry, no +3 support possible)
It will allow that the Interrupt manager can add interrupts
Creating 128K games will be possible by storing data in RAM banks (not the RAM-Disc)
Store fonts directly in memory
Later also the Painter will be able to store graphics blocks and Maps in memory too.
All the data including other compiled sourcs will maybe be stored in the TAP as additional load. I plan to allow up to 65536 loads possible (Imagine such a game for DivIDE).

Sorry, I was distracted past weeks by the death of my grandmother and the anti-ACTA demonstrations (even at that low temperatures I'm sweating under my Guy Fawkes mask...). Also my Cousin visited me with his wife and small kids who urgently wanted to play some games on my PC. I want to let you know, that I'm still working hard on the BorIDE.
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LCD

Posts: 596

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Post Thu Jun 14, 2012 2:56 pm

Re: As BorIDE progresses...

Still not included binary manager fully, not all help written, painter cannot save yet, but fixed many bugs in the important editor part and added some feartures. Anyway, preview release 4.02 is downloadable from my home page. Link in my signature.
Sorry, not all done yet, as I was very busy, but this version saves now in correct directorys and can be used every day. I have the same version on my notebook where I wrote all my hits ;).
Have fun!
P.S.
Do not forget that the new loader sets all ink, paper and border to zero as normal loaders do, so you must start you program with setting correct colours.
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slenkar

Posts: 282

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Location: Kentucky US, used to be Birmingham UK

Post Thu Jun 14, 2012 3:54 pm

Re: As BorIDE progresses...

does it save the source code to .bas on every compile?


also including local .bas files doesnt work,
you must be changing the 'current directory' within BorIDE
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boriel

Site Admin

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Post Thu Jun 14, 2012 6:06 pm

Re: As BorIDE progresses...

You can use the .py included with the compiler to generate BASIC binaries. The compiler uses it generate the BASIC loader.
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LCD

Posts: 596

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Post Thu Jun 14, 2012 6:14 pm

Re: As BorIDE progresses...

slenkar wrote:does it save the source code to .bas on every compile?


also including local .bas files doesnt work,
you must be changing the 'current directory' within BorIDE

It uses BOR extension, because it generates additional configuration file which BAS files do not have, but you can rename BOR to BAS. And yes, it saves the file before compilation. There will be more files generated later: Binary manager chunks, binary manager configuration, and a file which define which additional files belong to a project (fonts, binaries, graphics,...).
There are multiple directorys used: Temporary directory for currently compiled project, Source directory for sources of a project, and output directory for the compiled project. Especialy with new project and importing BAS files you must define the source directory and output file. Once defined, this is always saved in configuration file of the source and make the multitab codind easy. You had to define the source directory for new projects anyway.
With "including" do you mean "Loading" or "#include Filename"?

boriel wrote:You can use the .py included with the compiler to generate BASIC binaries. The compiler uses it generate the BASIC loader.

I know that, but I have good reasons to make a own BASIC loader: As there will be a binary manager (interrups, memory banks and such stuff) they must be exported to CODE files, and loaded. The Loader generated by ZXBC cannot load further code files nor can it switch memory banks.
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slenkar

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Post Thu Jun 14, 2012 6:41 pm

Re: As BorIDE progresses...

#include "filename"

Ill take a look at the directory settings thanks
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LCD

Posts: 596

Joined: Fri Feb 13, 2009 3:11 pm

Location: Vienna, Austria

Post Thu Jun 14, 2012 8:52 pm

Re: As BorIDE progresses...

slenkar wrote:#include "filename"

Ill take a look at the directory settings thanks

Tested and it works as expected:
  Code:
#Include "C:\LCD_ZX_Games\_Library\Graphics\WindowScroll.bor"
paper 7:border 7:bright 0:cls

print at 20,0;"Test"
pause 0
BLWindowScrollUp(0,10,32,14)


I'm using Britlions window scroll routine.
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slenkar

Posts: 282

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Post Fri Jun 15, 2012 2:03 am

Re: As BorIDE progresses...

I tried an absolute path and a local path but none worked, can I send you the files to see if you can replicate the error?
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LCD

Posts: 596

Joined: Fri Feb 13, 2009 3:11 pm

Location: Vienna, Austria

Post Sat Jun 16, 2012 10:42 am

Re: As BorIDE progresses...

slenkar wrote:I tried an absolute path and a local path but none worked, can I send you the files to see if you can replicate the error?

Yes, you can.
Which OS do you use?
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