From
Sergey Gordeev
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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
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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
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To
All
10 December 2006
Hello, elfh
ultraedit+sjasmplus+unrealspeccy+photoshop+protracker3
From
Slavik Tretiak
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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
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To
All
10 December 2006
Hello fk0
For the last couple of months I've been writing in SjAsm+Multiedit+Unreal Speccy.
From
moroz1999
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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
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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
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To
All
10 December 2006
Hello, SGO
farpowerpack+sjasm...
From
Dmitry Limonov
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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
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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
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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
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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
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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
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To
All
11 December 2006
Hello elf/2
Poor Kiril, torn between DOS, Linux and Windows 8-)
From
Kirill Trofimov
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To
All
12 December 2006
Hello, elf/2
Alasm
From
Wladimir Bulchukey
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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
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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
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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
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To
All
13 December 2006
Hello Robus
can I see this assembler somewhere???
From
Mark Antonov
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To
All
13 December 2006
Hello, psndcj
psn> can I see this assembler somewhere???
http://zx.pk.ru/showthread.php?t=405
From
TomCaT
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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
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To
All
24 December 2006
Hello, psndcj
STS 3.x?
From
poisoned cyberjack
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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
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To
All
25 December 2006
Hello TomCaT
ANSI C.
Primary debugging under Visual Studio.
Secondary debugging under unreal.