From
TomCaT
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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