Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Update on GO TO feature #41

Closed
Rytikar opened this issue May 7, 2023 · 11 comments
Closed

Update on GO TO feature #41

Rytikar opened this issue May 7, 2023 · 11 comments
Labels
bug Something isn't working

Comments

@Rytikar
Copy link

Rytikar commented May 7, 2023

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...

@rolandshacks
Copy link
Owner

Hi.
In order to get the information, you need to parse - relying on the compiler output would not work for the real-time use cases. I will look into it, thanks for the info.
Glad you like the feature, and any further feedback (and rating) is very welcome!

@rolandshacks
Copy link
Owner

Btw. have you looked at the resource compilation features? I think THESE can be a real game changer... :-)

@Rytikar
Copy link
Author

Rytikar commented May 8, 2023

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. :-)

@rolandshacks
Copy link
Owner

rolandshacks commented May 8, 2023 via email

@rolandshacks
Copy link
Owner

rolandshacks commented May 8, 2023 via email

@Rytikar
Copy link
Author

Rytikar commented May 8, 2023

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.

@rolandshacks
Copy link
Owner

rolandshacks commented May 9, 2023 via email

@rolandshacks
Copy link
Owner

rolandshacks commented May 13, 2023

About that parsing issue:
Does that snippet reflect your use case?

!set CRLF = 13
StatusTexts !byte CRLF : !scr ""
PrintStatus LDX #<StatusTexts
    rts

That works on my machine. Could you provide me with a quick example to reproduce the problem?

Thanks.

@Rytikar
Copy link
Author

Rytikar commented May 13, 2023

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.
Is there a way to specify the output placement? Right now it's creating the files under the build folder.

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. :-)
As of now I've just included .bin files in ACME. Works fine, too. Don't know if there is an advantage in doing the binaries in code, maybe github, but the files are so small compared to modern projects, don't think it matters.

Regards

test.zip

@rolandshacks
Copy link
Owner

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!

@Rytikar
Copy link
Author

Rytikar commented May 15, 2023

Downloaded and installed, works. Great!

Thanks a lot.

I will trudge on and keep you informed about other issues or improvements. :-)

@rolandshacks rolandshacks added the bug Something isn't working label May 28, 2023
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
bug Something isn't working
Projects
None yet
Development

No branches or pull requests

2 participants