jwierer
Members-
Content Count
949 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Member Map
Forums
Blogs
Gallery
Calendar
Store
Everything posted by jwierer
-
I did try compiling the code for my little example with Visual bB, but I couldn't figure out how to capture the output. Michael Right-click copy doesn't work for you? -Jeff
-
It's only useful if you already have projects open with sprites already. That's your problem. Create some first and then come back to the animator. If you opened the project after you opened the sprite animator window it's not going to know about them. Load up a project with sprites, then open the animator. That's a bug. I need to disable the buttons if you have no sprites. I guess I never thought of the case that somebody would want to animate sprites that didn't exist -Jeff
-
Is it much faster to program in Visual bB than it was before?
jwierer replied to Fort Apocalypse's topic in batari Basic
Yeah that is not good. I don't know why I have those capped. That's easily corrected. A quick glance through some code though shows that at times TEMP1-6 will compile and another times it fails? -Jeff -
Is it much faster to program in Visual bB than it was before?
jwierer replied to Fort Apocalypse's topic in batari Basic
How would you change the playfield sprite editor? That's easily moved. -Jeff There are a few things missing from the playfield editor that keep me coming back to Animation Shop, but I can't think of them off the top of my head. I'll post next time I'm doing playfields. There is also this auto-complete thing that really screws with me. If it's at the end of a line, and you ignore it and go ahead and type things out, you have to hit enter twice to get rid of it and move to the next line, that's annoying. Well you could hit ESC. If you've ever used Visual Studio it works the same way. Tab accepts the current term in intellisense. Of course you could also just disable that feature in your settings tab if you don't like it. Is that a bad thing? I think could just create a custom dictionary with the temp variables in lowercase to get the same effect. Now that is annoying, especially since it also indents it, but I guess most people don't notice that because they copy and paste from the playfield editor. I think if you added "X" to a custom dictionary it would give the same effect, but I could probably check for a more elegant fix. -Jeff -
This would be the easiest way. -Jeff
-
Is it much faster to program in Visual bB than it was before?
jwierer replied to Fort Apocalypse's topic in batari Basic
I'll check and see what font it uses when you do a fresh install. It easily set in the settings tab though. I use Courier New and playfield and sprites look fine with it. -Jeff -
Is it much faster to program in Visual bB than it was before?
jwierer replied to Fort Apocalypse's topic in batari Basic
How would you change the playfield sprite editor? That's easily moved. -Jeff -
If you just want to embed the website you can just add a link to the getting started area. Unzip this archive addLink.zip and double click the addlink.reg file. There isn't much room for additional links, but one should be ok. -Jeff
-
Is the source for the online cartridge label generator available? If so it's possible, but I wouldn't want to recreate it myself. -Jeff
-
By any chance is the .bin file created in the same folder as the source (.bas) file? I recently discovered a case where that can happen. -Jeff
-
Well, that "2600 Basic compilation Failed!" message isn't a DASM message, and I don't *think* it's from the bB compiler, so it may be coming from Visual bB. Perhaps Visual bB looks for certain words or phrases in the output to determine if there was a problem while compiling and assembling the program? Michael I think you are correct because it vbB sees an error in the compilation it thinks it failed. I should be able to fix that. -Jeff
-
I believe the Qbert clone written in bB uses a 32x32 playfield and it plays pretty well. -Jeff
-
Well it's no big deal, but it should warn you that it's too high for a non superchip playfield. Just right click on any area of the playfield and select a background color. You don't have to select anything. I can't replicate that error here. Can you send me the exact steps or PM me the contents of the error? Thanks, Jeff
-
Thanks, already talked to Shawn. completely reasonable. But humor me - what would I need to build my own, how would I go about it? Anyone? I posted this before, but this is how I recycle common 7800 cartridges to put a 32k EPROMs on to one. Creating_7800_32K_EPROM_Cart.pdf -Jeff
-
So you can compile it from the command line? That's odd, because vbB just takes the standard output from the command line. If it doesn't work there it should work from the command line either. -Jeff
-
It's most likely the bB Batch file your using. I believe that was the culprit for others. Search the forum for the updated 2600bas.bat that Random Terrain posted. You can download all the fixes and updates to batariBasic here. It should include the latest 2600bas.bat. I would be interested if that didn't fix the problem. -Jeff
-
You might also have to register the DLL as well. From the commandline try running regsvr32 mfc42.dll. -Jeff
-
Have you tried Visual batari Basic: http://www.atariage.com/forums/index.php?showtopic=123849 http://www.randomterrain.com/atari-2600-me...-basic-vbb.html Will it work with Windows 98? It requires the .NET Framework 3.0 and I believe that doesn't work on anything less than Windows XP Service Pack 2. -Jeff
-
Here's the latest build with quite a few changes and a number of bug fixes based on feedback. New build posted to first post. The biggest changes are in the syntax checking. If you come across any problems there, the easiest thing to do is to disable it from the settings tab. Also please send me error reports so I can address them. New Improved Sprite/Playfield Drawing -Drawing now works more like other graphic programs. -Hold Down Control Key to erase -Hold down Alt to Draw -Hold down Shift to select an area to draw or erase Improved Syntax Checking -auto correct -auto line indenting -check for duplicate labels, variables, constants, functions -checks for illegal syntax -Intellisense suggests terms to use as you type -makes sure end statements are never indented -enforces proper use of logical and bit operators -Added a warning tab to the information pane when pre-compilation errors are identified. -Automatically corrects incorrect case errors Improved color coding Projects are now sorted alphabetically Settings allow you to specify an alternate batch file to use when compiling added ability to go to a specific line of code Support for 10-25-2008 bB Compiler updates -Supports Def -Supports romsize 8kEB -Supports Peephole Optimizer (-O) compiler option (enable from Settings Tab) -Supports using macro, callmacro Bugs Score Editor buttons covering editor - fixed Losing colors when vertically flipping sprites - fixed Search Window rests on top of every open window - fixed Find Replace periodically crashes - fixed Set Color textbox shows up in the wrong location when working with large sprites/playfields - fixed Added a bunch of bB terms that were not previously recognized - fixed known Issues If you use syntax checking, periodically warning messages are not cleared, error line columns will be off, or are just wrong. You can hit Refresh, or F5, to force a full check of an open code file to correct this. -Jeff
-
That's exactly what I had to do when I want to parse compilation errors for VisualbB. I couldn't get it to work any other way. -Jeff
-
Edit permissions recently changed see here -Jeff
-
ok maybe this is a stupid question, but which executable would I use the peephole optimizer (-O) with? Thanks, Jeff
-
Recently bought a 5200 Boulderdash II. Good price, quick shipping. Would buy from again!
-
There won't be a Linux port. It's written using the .NET Framework 2.0 so if that isn't installed, it's not going to work. -Jeff
