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Everything posted by JAC!

  1. Congratuations for the Cats, the Repository and the GreenPool - really fantastic results.
  2. Hi Michael, no, there is not more compresenive description yet. It's always been on the todo list for new video tutorial but real life keeps me away from that. Let's clarify you case in our fb chat and present the result here are an example. - Peter.
  3. Thanks for the hint, the typo is fixed in DEV branch now. The error message appears if you open a file via drag & drop or "Open File". In that case the file is opened with an absolute path and has no relation to the workspace folder. But since some things in the IDE are relative to the workspace folder, they cannot work in that mode. The solution is put the relevant files into a sub-folder e.g. "Atari800" of the workspace folder and then open them via the project explorer in the IDE.
  4. Can you please PM/upload the WRK file and show which exact DIS6502 version your are using?
  5. I've updated to MP 1.6.4. See errors below when I try to change from "function f():a" to procedure p(var a)" when a is s struct. @tebe Since the link of the MADS page goes to the releases overview, it would probably best to not mention a version there anymore. // Datenstrukturen für Variablen im Spiel type hund_aktion = ( hund_stehen=0, hund_hoch=1, hund_runter=2, hund_links=3, hund_rechts=4); //const hund_stehen: hund_aktion=0; //const hund_hoch: hund_aktion=1; //const hund_runter: hund_aktion=2; // hund_hoch=1, hund_runter=2, hund_links=3, hund_rechts=4); type thund = record aussehen: zeichen; spalte: zahl; zeile: zahl; alte_spalte: zahl; alte_zeile: zahl; aktion: hund_aktion; aktion_dauer: zahl; end; function AnimiereHund2(hund: thund): thund; begin if hund.aktion_dauer = 0 then begin hund.aktion:=hund_aktion(Random(5)); hund.aktion_dauer:=Random(5); end; AnimiereHund2:=hund; end; procedure AnimiereHund(var hund: thund); begin if hund.aktion_dauer = 0 then begin hund.aktion:=hund_aktion(Random(5)); hund.aktion_dauer:=Random(5); end; end; Mad Pascal Compiler version 1.6.4 [2020/10/04] for 6502 Compiling pas\Lilly.pas pas\lfiguren.pas (153,8) Error: Incompatible types: got "HUND.AKTION" expected "ENUM" ERROR: MP error occurred. See messages above.
  6. From ABBUC Forum http://www.abbuc.de/community/forum/viewtopic.php?f=15&t=10377&sid=ba9fe9c72d328d3cd8b9fb1190f1f4ea 1. Atariduino von freetz 2. Alternative Modulgehäuse für Atari XL/E komp. Platinen von kingkongxl 3. Mod bestehender Atari Spiele Module 8-16K für Eproms von kingkongxl 4. VIAtari - simple device using to connect other devices to Atari von pancio.net 5. MidiJoy 2.0 für PokeyMAX von freetz
  7. I checked the main page and it states "1.6.3", and so does the documentation in your like above, so I expected that is the latest version. http://mads.atari8.info/ Will try the newer versions tomorrow.
  8. I have a problem with MP (V1.6.3). I try to pass a struct to a procedure by reference, so I can modify its values. type thund = record aussehen: zeichen; spalte: zahl; zeile: zahl; alte_spalte: zahl; alte_zeile: zahl; aktion: hund_aktion; aktion_dauer: zahl; end; but this does not work/results are not written back: procedure BewegeHund(var hund: thund) if hund.zeile>rand_oben then hund.zeile:=hund.zeile-1; // No effekt for now I've worked around it for now by returning a copy of the result instead. But that is really too slow/complex: function BewegeHund(hund: thund): thund; BewegeHund:=hund; Any ideas? Is that a limtiation of MP? - Peter.
  9. I'm with IVOP here. Using XIO commands via the CIOV vector the the correct and documented way. Code like the above is not portable and will break on arbitrary OS versions. There are much many then "each system that was distributed with Atari XL / XE / XEGS series" even though people tend forget that. http://www.abbuc.de/software/133-software/softwarereferenz/315-xio-command-codes 17 DRAW LINE 18 FILL
  10. This is missing the initial assigment to the orgin. Something like * =$8000 in MAC which is ORG $8000 in MADS. SETVEC = *-BASE ;OK BUFFLEN = *+1 ;OK ERRNUM .ds 24 .ds 49 .SB +$80," START " ;Not sure, please check the MADS docs , probably something lke .byte +$80 ' START '
  11. No, sorry, too much real life recently... and I started a playing a game .... . And there are too many bugs in V4.x yet to give a preview.
  12. In the new version (4.x), user equates and system equates will use the same format and you will be able to add comments which is currently only possible in the system equates files in 3.6 So in 3.6, I'd propose you "Misuse" the system equates file feature directly after saving the user equate as file.
  13. There is an inherent difference in the way dialogs and windows are built. Dialogs have components and absolute positions. In the planned version this whole dialog has already been reworked. The point with the addresses I don't undestand the current dialog always sorts by address as the address (plus the access mode) are the logical key. But that's a good point for the new dialog to have that option.
  14. Hi! If you define a label as range, addresses in that range will be translated into LABEL+<OFFSET> So here $d612 will become RAM+$12. The start address itself, must not be in the range because it will be "RAM" and not "RAM+0". So use $d601 as start, that should work. Regards, Peter.
  15. Looks really nice. I love the design of all Braybrook games. Simply go ahead and see how far you can get with your version. In the worst case you will gain a lot of experience coding for the A8. And don't expect too much from posting these early versions here on AA publicly in the common forum. The discussion will typically derail quickly🙂. If you have coding related question, you should post in the Programming subforum.
  16. The build scripts and launch files are part of the github repo: https://sourceforge.net/p/atari-action/code/ci/master/tree/JAC/build/ if you really want to go into cross-development with an Action! style language, you should use MAD Pascal. You can basically translate Action! into Pascal with a few substitutions.
  17. Like with the standard Action! you have to compile with a disk version of the runtime to get a stand-alone binary.
  18. Hello Tebe, would is be possible to combine mp.exe and mads.exe into a single .exe? Like is it the case with gcc, there you you have 2 phases but you can control everything with a single class. Parameter for mads could be passed via a separate "-..." parameter. This would simplify the usage and make it easier to integrate it into an IDE/build. Also you'll always have "the right" MADS version implicitly. Still all intermediate fiels etc. shall be created of course. Best regards, Peter.
  19. I intentionally made this release compatible with JDK 8. The versions given in the https://www.wudsn.com/index.php/ide/releases are of course minimum versions required for the plugin itself. I assume you ment the minimum requirement for Eclipse and that can of course be higher for newer versions of Eclipse. Request for Help: It's 11 years now since I started with the plugin. Some major things have changed in Eclipse and I'd need some help in replacing the deprecated action/actionSets extension point. So if there is anybody reading this who has experience with PDE development in the recent Eclipse builds, please contact me.
  20. WUDSN IDE update 1.7.1 released The aim of this release was to gain long term stability and include pending fixes. It contains a lot of internal cleanups that you cannot see at the surface. The following visible changes are relevant for the users. Java and Eclipse After 7 years of successfully maintaining compatibility with Java 1.6/1.7, all Eclipse versions and the 32-bit architectures an era ends. Support by fixes in Java and Eclipse is only available for Java 1.8 and Eclipse 4.10 and later and both do not support 32-bit development environments anymore. Understandable in a time where every mobile phone has an 8-core 64-bit architecture. Therefore WUDSN IDE 1.7.1 requires Java 1.8, Eclipse 2019-06 (4.12), and a 64-bit operating system as a minimum. The 1.7.1 is intentionally a minor version update, so there are no major feature changes and people who cannot migrate to the new environment can, of course, download the older version from the Releases page. Pascal: Source code editor added with the first version of syntax highlighting for Pascal Source Files (".pas") that can be used with Mad Pascal. Since building with MapPascal is a multi-step process, an example script file for compiling is included in the "Atari800/Pascal" folder of the zero installation download. Hex Editor Support for parsing the structure of files in Interchange File Format ("IFF") added. Sound Editor POKEY emulation updated to ASAP 4.0.0 for compatibility and more accurate replay. Fixes: Online help now works again thanks to the update to Java 1.8 and the newer Eclipse version. Atari TrueType fonts by Mark Schmelzenbach updated to version 1.2, which fixes the look of the capital "J". If the "Skip All Breakpoints" option is active, breakpoints are now correctly skipped. Copyright, features, and GPL to updated to 2020. All links to the WUDSN site updated from "http://" to https://"
  21. Thanks for the feedback. I've included the details in the description (daily build and web site). I hope this is clearer now: https://www.wudsn.com/index.php/ide/installation#InstallingEmulators
  22. Welcome! About 50% of the WUDSN users are Mac Users, so we'll surely sore that out. I'm not a Mac user myself, that is the difficult part 🙂 Native versions for the different platforms are available from my site. Please check http://www.wudsn.com/index.php/ide/installation#InstallingCompilers. It contains PPC and Intel32 bit versions. Which Mac OS version are you running? >I am at a loss to understand where "inside the .app directory" is. In MacOS the "App" is actually not a file, but a folder. You can display the content (i.e. subfolders and files) via the "Show Contents" or similar menu option. There you will find the actual executable file. - Peter.
  23. Hehe, so I'd say Poison owes me two beers 🙂 And believe me, that is cheap considering the 2 months time frame it took to fix it...
  24. Great show and even uses one of my all time favorite POKEY tunes, excellent choice! Regarding the borders: From what I see there are many NOP cycles left. How about using a wide playfield $3f instead of $3e and extend the playfield to the border?
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