Who is developing what?

ZXNet echo conference «code.zx»

From Sergey Gordeev To All 10 December 2006

Hello, All I would like to know in which environment it is best and most convenient to write programs. B at the moment I am using BASin, you can write programs in BASIC in it, and most importantly, in assembler right under the “windows” and translated directly into the emulator, or “put together a TAP image on the fly.” The problem is that this BASin is still very raw, but new versions are not visible yet. I was pleased with the new assembler in EMUZwin (backlight syntax, that's all).

From Kirill Frolov To All 10 December 2006

Hello, S.G.O. SGO> I would like to know in which environment it is best and most convenient to write SGO> programs. In the operating system environment. Using 1) editor, 2) compiler, 3) auxiliary programs. Since within the framework of the modern Spectrum platform the operating system is not observed - let's add another 4) emulator. As an emulator with simple debugging functions, I recommend Kladovsky Emuz (not the one on Delphi - but the first one on DOS - that's why delphi suxx), into which you can easily load the symbol table from the compiler. For more serious Digging into the code, CP/M emulators may be convenient for one simple reason -- what is traditionally called "debuggers" in the field of emulators, essentially only monitors, in 9/10 cases the symbol table is not even loaded into them. A if you debug something with the equipment - then, alas, only a modern emulator, like UnrealSpeccy, or a real spec (not an emulator), and STS. There is only one compiler. Stolen HiTech-C, version 7.50, like, also for DOS. The assembler in it is more or less acceptable. The rest seems to be obvious. > Currently I am using BASin, you can write programs in it > BASIC, and most importantly, in assembler right under the “windows” and broadcast> directly into the emulator, or “put together on the fly” a TAP image. The problem is that > this BASin is still very raw, and new versions are not yet visible. Pleased > new assembler in EMUZwin (syntax highlighting, all that stuff). Your head is a mess. However, like most Windomorons. Syntax highlighting is easily achieved, for example, in Vim. Without emulators and assemblers. You can also “slap it together on the fly” through a somewhat clever application linker. By the way, you can compress it at the same time MegaLZ, fortunately, unlike hrust, is also available in the PC version.

From Roman Fhyedorov To All 10 December 2006

Hello, elfh ultraedit+sjasmplus+unrealspeccy+photoshop+protracker3

From Slavik Tretiak To All 10 December 2006

Hello fk0 fk0> By the way, you can also compress it with MegaLZ, since it, unlike fk0> hrust, also available in the PC version. but there’s no need, hrust and dehrust are quite present in both the PC version and the amiga versions.

From elfh To All 10 December 2006

Hello fk0 For the last couple of months I've been writing in SjAsm+Multiedit+Unreal Speccy.

From moroz1999 To All 10 December 2006

Hello, rasmer I use sjasm+scite+unreal. scite - because I got used to it and didn’t find anything more suitable for me.

From rasmer To All 10 December 2006

Hello, EARL EAR> Yes... I see that my development tools seem hopeless EAR> are deprecated. Now I use z80asm because I don't have anything better EAR> came across, and as an editor, of course, Far (IMHO the best EAR> commander and text editor!). EAR> EAR> Can anyone tell me what to try? well try sjasm + far (although I use farpowerpack)... Tried MultiEdit - I liked it.... the far editor seems better to me...

From rasmer To All 10 December 2006

Hello, SGO farpowerpack+sjasm...

From Dmitry Limonov To All 10 December 2006

Hello bugsy > SjAsm+Multiedit+Unreal Speccy Yes... I see that my development tools seem to be hopelessly outdated. Now I use z80asm because I haven’t come across anything better, but in quality editor, of course Far (IMHO the best commander and text editor!). Yes, I almost forgot about Unreal Speccy! Can anyone tell me what to try?

From rasmer To All 11 December 2006

Hello, moroz1999 mor> I use sjasm+scite+unreal. mor> mor> scite - because I got used to it and didn’t find anything more suitable for me. hu from skyt?

From Kirill Frolov To All 11 December 2006

Hello Sinus Sin> but it’s not necessary, hrust and dehrust are quite present in both the PC version and Sin> amiga version. Where exactly are they located? (perversions with running hrust in the emulator are not serious are perceived before providing a link to the sane one - works in DOS, Linux and Windows, emulator).

From Dima Kozlov To All 11 December 2006

Hello, rasmer mor> scite - because I got used to it and didn’t find anything more suitable for me. +1 ras> hu from skyt? http://www.scintilla.org/SciTE.html

From Dima Kozlov To All 11 December 2006

Hello fk0 fk0> Where exactly are they? (perversions with running hrust in the emulator seriously fk0> are not accepted until a link to the sane one is provided - works in fk0> DOS, Linux and Windows, emulator). The link was (or attachment) on this forum. author - Nikita Burnashev, archive was called - wloadsp.rar Includes hrum 3.5, hrust 1.3 and laser compact. depacker sources too were published, I personally posted dehrust

From Dmitry Vasilievich Terentyev To All 11 December 2006

Hello elf/2 Poor Kiril, torn between DOS, Linux and Windows 8-)

From Kirill Trofimov To All 12 December 2006

Hello, elf/2 Alasm

From Wladimir Bulchukey To All 12 December 2006

Hello sinn_dtr I develop on a real Spectrum. There are two reasons: 1) habit; 2) a specific habit - to the Spectrum keyboard. Less obvious reasons are the presence of old procedure libraries (if necessary, can be converted, etc.) and a stable Spectrum with high-quality monitor (work comfortably). If I have to work under Spectrum on a PC, most likely I will use cross-environment, not an emulator + the same software for ZX.

From Robus To All 12 December 2006

Hello, S.G.O. SGO> I would like to know in which environment it is best and most convenient to write SGO> programs. Currently I'm using BASin, you can write in it SGO> programs in BASIC, and most importantly, in assembler right under the "windows" and SGO> broadcast directly to the emulator, or “put together a TAP image on the fly.” SGO> The problem is that this BASin is still very raw, and there are no new versions yet SGO> is visible. I was pleased with the new assembler in EMUZwin (syntax highlighting, everything SGO> affairs). Ever since 1993, I dreamed of getting a convenient programming environment. But nothing I didn't get anything better than TASM 4.xx. As a result, I wrote almost everything myself, which is what I use. - Coding (ASM, BASIC) ... ASAM, other cross-cospilers cannot compile my code. - Emul... Wild Emulator and Z80 stealth - Editor ... Dos Navigator (here there is highlighting and vertical blocks, selective, horizontal, by condition (filters), file manager and a bunch of other stuff that makes the convenience limitless) - GFX... Pintelin, and my converters As a result, I get a folder in which on one file you press ENTER and that’s it needs to be compiled, packaged, crunched, etc. into a ready TRD or TAP, and you can use it right away...

From Dmitry Limonov To All 12 December 2006

Hello Robus > As a result, I get a folder in which on one file you press ENTER and > everything that is needed is compiled, packaged, crunched, etc. in ready > TRD or TAP, and you can use it right away... I use make for the same purposes. It turns out quite convenient.

From Robus To All 13 December 2006

Hello, EARL EAR> I use make for the same purposes. It turns out quite convenient. But for such purposes I use only one assembler! All the crunchers Converters, packers and even a Z80 emulator can be found right there. I'm only on my own If I can write a demo that has 10 parts, each of which packaged and uses procedures from other packaged parts. For example in I had multiplication for the 3rd part, it automatically remains for the fifth part in memory, the rest of the code is overwritten by the next part. Or, for example, I'm for the game wrote a DOS (file manager) that stores the disk image directory packed by the end of the game itself, and he himself is packed. When trying to download the file itself unpacks, creates system variables, loads the packed file file from the game image, unpacks it and restores data on system variables. The size of DOS is 300 bytes, it requires another 200 bytes for system variables. I have never met an asma who would allow me to do this compile, I had to write it myself.

From poisoned cyberjack To All 13 December 2006

Hello Robus can I see this assembler somewhere???

From Mark Antonov To All 13 December 2006

Hello, psndcj psn> can I see this assembler somewhere??? http://zx.pk.ru/showthread.php?t=405

From TomCaT To All 23 December 2006

Hello, rasmer By the way, the best way to learn to write in Asma is, as I recently discovered... in Unreal debugger... Very simple, reliable, even intuitive asm-disasm. Without tags, difficulties with deleting and inserting, but, firstly, tags are good, but a normal programmer can and should do without them. And for beginner's tasks (there is a procedure or two for displaying anything on the screen) A command with 10 nops will suffice perfectly (well, purely, like line numbering in Vasika :) ). The main thing is that the result lies on the surface, any failures up to you can track the resets command by command, experiment with editing the state processor cores "between teams", study them thoroughly, down to remembering the machine codes of the most common commands! In general, there is no other like it yet saw.

From TomCaT To All 24 December 2006

Hello, psndcj STS 3.x?

From poisoned cyberjack To All 24 December 2006

Hello TomCaT gee =) this is just like Black Lord from Light Future Group has his digital editor in STS 3.x wrote =)))

From valker To All 25 December 2006

Hello TomCaT ANSI C. Primary debugging under Visual Studio. Secondary debugging under unreal.