What prevents you from being happy? (About development tools)

ZXNet echo conference «code.zx»

From TomCaT To All 1 January 2007

Hello caro yeah... how could it be straight into C and dissemble... of course, there’s not much code there, especially simple... but still, isn’t it possible?

From TomCaT To All 1 January 2007

Hello caro mmm... if it can be solved, it will be done... the law of nature is this ;) and who - it’s not even so important anymore

From TomCaT To All 1 January 2007

Hello, shade Who knows which compiler this is, stores all variables in 16 bits, exchanges them with memory only through HL and therefore is forced to regularly push EX DE, HL into the code (see. CAULDRON 1 disasm)?

From Kamil Karimov To All 1 January 2007

Hello TomCaT Tom> Who knows what kind of compiler this is, all variables are stored in 16 bits, Tom> exchanges with memory only through HL and therefore is forced to regularly EX Tom> DE,HL shove in the code (see CAULDRON 1 disasm)? For example, SMALL C does this. Moreover, its original version was made for the I8080 processor.

From Kamil Karimov To All 1 January 2007

Hello TomCaT Tom> yeah... Tom> how would I immediately write this in C and dissemble it... of course, there is not much code there, so Tom> more simple... but still, isn't it possible? The problem is certainly solvable, but who will do it?

From Ruslan Abdullaev To All 1 January 2007

Hello Corpsegrinder Cor> I think the correct solution would be the one proposed by AlCo; integrate; to Cor> assembler text editor, you can go even further - opportunity Cor> loading of any plugins - graph. editor, sprite editor, which Cor> would be laid out on the ram disk and loaded from there during compilation. See ZX-ASM, almost everything described above is available there. I once proposed creating a compiler, for example alasm, as a module for acedit, he was not interested in this at that time.

From Ruslan Abdullaev To All 1 January 2007

Hello Robus Cor> I think the correct solution would be the one proposed by AlCo; integrate; to Cor> assembler text editor, you can go even further - opportunity Cor> loading of any plugins - graph. editor, sprite editor, which Cor> would be laid out on the ram disk and loaded from there during compilation. See ZX-ASM, almost everything described above is present there. I once proposed creating a compiler, for example alasm, as a module for acedit, he was not interested in this at that time.

From Ruslan Abdullaev To All 1 January 2007

Hello, shade Cor> I think the correct solution would be the one proposed by AlCo; integrate; to Cor> assembler text editor, you can go even further - opportunity Cor> loading of any plugins - graph. editor, sprite editor, which Cor> would be laid out on the ram disk and loaded from there during compilation. See ZX-ASM, almost everything described above is present there. I once suggested that AlCo write a compiler, for example alasm, in the form module to acedit, but he was not interested in it at that time.

From Ruslan Abdullaev To All 1 January 2007

Hello, shade Cor> I think the correct solution would be the one proposed by AlCo; integrate; to Cor> assembler text editor, you can go even further - opportunity Cor> loading of any plugins - graph. editor, sprite editor, which Cor> would be laid out on the ram disk and loaded from there during compilation. See ZX-ASM, almost everything described above is present there. I once suggested that AlCo write a compiler, for example alasm, in the form module to acedit, but at that time he was not interested.

From Ruslan Abdullaev To All 2 January 2007

Hello TomCaT Tom> Only the version from VIRT complains about the lack of something. Tom> Regularly. The floppy disk is somehow incomplete, or two are needed at the same time Tom> insert? If you complain about the lack of a disk, in the latest versions of unreal, try disable No delays, in the Beta128 tab

From Ruslan Abdullaev To All 2 January 2007

Hello, shade Tom> Only the version from VIRT complains about the lack of something. Tom> Regularly. The floppy disk is somehow incomplete, or two are needed at the same time Tom> insert? In the latest versions of unreal, zasm complains about the lack of a disk, for this try disabling No delays, in the Beta128 tab

From TomCaT To All 2 January 2007

Hello rajdee 8) Intuitive interface, but convenient, you can get used to it... It's just that the version from VIRT complains about the lack of something. Regularly. Is the floppy disk somehow incomplete, or do two need to be inserted at the same time?

From Witch Doctor To All 2 January 2007

Hello rajdee Indeed, there is a main problem - loss/difficulty of control over really big projects. And ease of editing. I think that the swing at all sorts of giga-mega development environments does not work - do it really... no one. I will note the curtailment of procedures - Fk0’s anger is justified. like this useful elementary stuff, like bookmarks, so you can quickly jump through texts. It could also be implemented in existing “environments”. But more and more about menus, about tank wedges... About increasing compilation speed due to memory (why 512k? Well, here we go) why the hell?) if this is possible, it’s true that it’s also not REAL to implement here and right now, because I need to take the compiler apart. I recommend looking for BA (BestAsm) (and giving a link) because I didn’t find it, but there there were the most ideological features - a bunch of small but useful things that were very decorative and what is there

From Roman Fhyedorov To All 4 January 2007

Hello, moroz1999 mor> you need a normal graphics/sprite editor on PC. I draw in Photoshop then I'll convert it to scr then I color on the emulator in BGE and in the end, with the help of a specially written utility, I already rip the painted ones screens in the sprite format I need