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Update on GO TO feature #41
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Hi. |
Btw. have you looked at the resource compilation features? I think THESE can be a real game changer... :-) |
Well, no, but I trust you and have bought the SpritePad/CharPad doublepack. Works fine under Wine and I could for starters import an 8k raw bin file containing sprites just fine, normally placed from E000-FFC0. Obviously, we had written our own char and sprite editors in 1987, with color and animation data and all. I need to figure out how this data can be imported or reentered, it's all available. Then I could see that CharPad has a 'map editor' feature. We had that, too, for the main map and the 40 city maps. That would be great. Then, what does your resource compilation feature actually do? Is there animation code handling CharPad/SpritePad data? I need to figure out charpads and spritepads data structure and see if I can place it in the meager 64k of the C64. :-) There is not a lot of room to play with... If I get into that I'll let you know. :-) |
The *pad file formats are described very well. I pretty much export
everything to source, bulk info goes do data arrays, meta information goes
into comments - as I did not find a good standard way to export. ...but
that can easily be extended in future releases.
Am Mo., 8. Mai 2023 um 21:45 Uhr schrieb Gtach ***@***.***>:
… Well, no, but I trust you and have bought the SpritePad/CharPad
doublepack. Works fine under Wine and I could for starters import an 8k raw
bin file containing sprites just fine, normally placed from E000-FFC0.
Obviously, we had written our own char and sprite editors in 1987, with
color and animation data and all. I need to figure out how this data can be
imported or reentered, it's all available. Then I could see that CharPad
has a 'map editor' feature. We had that, too, for the main map and the 40
city maps. That would be great. Then, what does your resource compilation
feature actually do? Is there animation code handling CharPad/SpritePad
data? I need to figure out charpads and spritepads data structure and see
if I can place it in the meager 64k of the C64. :-) There is not a lot of
room to play with...
If I get into that I'll let you know. :-)
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Just edit a *pad file, save it, then go to vs64 and compile. Keep the
generated resource-source open in the editor and you'll see the differences
while trying out all the options.
Am Mo., 8. Mai 2023 um 22:01 Uhr schrieb Roland Schabenberger <
***@***.***>:
… The *pad file formats are described very well. I pretty much export
everything to source, bulk info goes do data arrays, meta information goes
into comments - as I did not find a good standard way to export. ...but
that can easily be extended in future releases.
Am Mo., 8. Mai 2023 um 21:45 Uhr schrieb Gtach ***@***.***>:
> Well, no, but I trust you and have bought the SpritePad/CharPad
> doublepack. Works fine under Wine and I could for starters import an 8k raw
> bin file containing sprites just fine, normally placed from E000-FFC0.
> Obviously, we had written our own char and sprite editors in 1987, with
> color and animation data and all. I need to figure out how this data can be
> imported or reentered, it's all available. Then I could see that CharPad
> has a 'map editor' feature. We had that, too, for the main map and the 40
> city maps. That would be great. Then, what does your resource compilation
> feature actually do? Is there animation code handling CharPad/SpritePad
> data? I need to figure out charpads and spritepads data structure and see
> if I can place it in the meager 64k of the C64. :-) There is not a lot of
> room to play with...
>
> If I get into that I'll let you know. :-)
>
> —
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Yeah, I thought so. I'll give it a try with the sprite file, should be easy enough, sprites as data arrays and color meta info only. A little snag is, that the pad file is in the wine 'windows' folder, not under my project structure, it's Linux. I need to see how that can be copied automatically to where it belongs. |
The extension perfectly accepts paths in the project file which point to
outside the workspace - in such a case, the folder names are converted to a
MD5 checksum and you'll find that in the build folder. That MD5 folder is
where the generated files are.
Alternatively, use links either from or to the wine folders
Am Mo., 8. Mai 2023 um 22:12 Uhr schrieb Gtach ***@***.***>:
… Yeah, I thought so. I'll give it a try with the sprite file, should be
easy enough, sprites as data arrays and color meta info only. A little snag
is, that the pad file is in the wine 'windows' folder, not under my project
structure, it's Linux. I need to see how that can be copied automatically
to where it belongs.
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About that parsing issue:
That works on my machine. Could you provide me with a quick example to reproduce the problem? Thanks. |
No problem, find attached folder as zip. It's a snippet from the project. Go to strutils.asm. In the bottom you find StandardTextPrint LDX #<StandardTexts The StandardTexts label can not be found in my environment. Btw, I've played with CharPad and SpritePad. Works fine under Wine, your workflow, too. Now I just need to figure out how to get the complete color info for a 40x25 map (just a screen) out of CharPad. I seem only to be able to assign a specific color to a character in the font. But that's not your problem. :-) Regards |
Found it, and added it to the latest release v2.3.2 Problem was conditional include (!if .... !src), I think I added a workaround that is fine for your example. Not sure how complete this is. Also important to know is that the extension does NOT differentiate all conditions, it ignores the condition and just fetches the file to scan. Besides that, I added a first version of code completion for ACME. !PseudoOpcodes should not be completes when hitting TAB. Would be great if you could download and manually install / test the latest version. https://github.com/rolandshacks/vs64/releases THANKS! |
Downloaded and installed, works. Great! Thanks a lot. I will trudge on and keep you informed about other issues or improvements. :-) |
Hi,
the new go to feature works really nice, even with a big project like mine.
I have observed one type of labels that are not found, though.
In code like this 'PrintStatus LDX #<StatusTexts', the StatusTexts are unknown to VS64.
I don't know how you get the go to information, but in the ninja .report file I can spot a difference.
a 'normal label is listed like
' 296 StatusTired = 1',
while one of the not found labels is listed like
'304 6b06 0149485220534549...StatusTexts !byte CRLF : !scr ""'
with address and label content as binary data in front of the label name.
Not a big issue, more for the sake of completion. :-)
Else the feature is 'a game changer' or 'a live saver', you may choose...
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