Author Topic: BexIDE -- An Axe/(Extended) BASIC Mini-IDE  (Read 42227 times)

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Offline alberthrocks

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #30 on: December 17, 2011, 08:11:12 pm »
@alberthrocks woo! Well, somewhat lol. I'm going to guess Linux only accepts the forward-slash, and not the back-slash, for file path's? I believe it doesn't matter for Windows, so if the different slashes are the problem, that's an easy fix :D That might be why it can't find the settings file (because Application.StartupPath seems to be working fine). The other errors seem to be from the editor (it's called FastColoredTextBox). If I switch over to ICSharpCode's editor by adding the entire project, maybe that'll help fix it? (It is written in C# as well.)
Ahh, so the initial error has nothing to do with the console output? In that case, go ahead. :) If not, don't jump to switching code editors! :P
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Offline epic7

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #31 on: December 17, 2011, 08:13:45 pm »
Also, where do I create custom tokens? Or is that feature not done yet.

Offline BlakPilar

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #32 on: December 17, 2011, 08:14:02 pm »
@alberthrocks, Well, the errors with the comments highlighting everything does get quite annoying... I'm not going to do it to the main project, though. I'll copy it into another directory and switch to ICSharpCode's in that one.

EDIT: @epic, first what you would need to do is go to the tokens.xml file, and then uncomment the bottom portion (remove the "<!--" and "-->" surrounding the other token group). Then you need to use the template I have at the top (<token text="" bytes="" desc="" />). Anything that goes between the quotes after the text attribute will be how it will be textually visible in the editor. Anything between the quotes of the desc attribute will be displayed as the description in the token viewer. The longest part to create is the byte part. I'll walk through another example. Say you want "CleanUp" to be ClrHome:Output(1,1," on-calc. For bytes, you would need to go and find Clrhome, :, Output(, 1, ',', and ". If you look at the table, ClrHome is 0xE1, : is 0x3E, Output( is 0xE0, the number 1 is 0x31, the comma is 0x2B, and the quote is 0x2A. You would need to combine all of those to get a grand byte value of 0xE13EE0312B312B2A.
« Last Edit: December 17, 2011, 08:31:42 pm by BlakPilar »

Offline BlakPilar

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #33 on: December 18, 2011, 12:33:12 am »
Ok, so, in a copy of the project, I switched over to ICSharpCode's TextEditor. Here's just a quick look at what everything would look like (I haven't implemented the syntax highlighting yet).

At least one of the trade-offs that I'm aware of right now, though, is I do not know of a way in which to export colored text as HTML with this editor :/
« Last Edit: December 18, 2011, 12:34:53 am by BlakPilar »

Offline epic7

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #34 on: December 18, 2011, 12:38:16 am »
Different code editor? Looks the same to me :P

Offline BlakPilar

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #35 on: December 18, 2011, 12:42:22 am »
Yeah, it's different lol. This one, if I use it and if I get the hang of the way it uses XML, won't give the problem with everything being highlighted as a comment.

Offline thydowulays

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #36 on: December 19, 2011, 10:07:22 pm »
Bro, I looked at your source. I understood everything up until the Lib8xp. Holy shit. You are amazing bro I could never write a library that did that. I've tried making something like this many times but I've never been able to figure out how to save as 8xp. How did you figure it out?
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Offline BlakPilar

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #37 on: December 19, 2011, 10:15:23 pm »
Hahaha, first of all thanks :D second, it wasn't too hard. You can fairly easily open any file as long as you know the file structure. If you look in the notes folder, there's a text document with the structure of an 8XP. I pretty much just followed that :) The hardest part, though, was parsing normal text into tokens. It took me a month of experimenting to finally realize that I could just use something simple like the method that's there now. I tried to comment on almost everything, so that should help you if you're interested in learning from it :)

Offline thydowulays

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #38 on: December 19, 2011, 11:11:33 pm »
Yeah I looked in the notes thing. Still, huge props to you, that IDE is really going places. Keep up the good work!
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Offline BlakPilar

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #39 on: December 20, 2011, 07:05:59 am »
Thank you so much! :D

Offline thydowulays

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #40 on: December 20, 2011, 10:09:53 am »
No prob :D
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Offline BlakPilar

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #41 on: December 20, 2011, 08:45:54 pm »
Ok, so, two options: I can release version 1.1A by Friday (at the latest), or y'all can wait until I finish my method for parsing/splitting sprites greater than 8x8. If I released it this Friday, then you can input sprite hex into the designer, press a button, and it will load it for you. However, you will only be able to edit sprites that are 8x8. If we were to do this, then the next version (1.2A) would let you split sprites larger than 8x8 and all that good stuff, and fix any bugs found in 1.1A.

So what's it going to be? ;)
« Last Edit: December 20, 2011, 08:46:04 pm by BlakPilar »

Offline epic7

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #42 on: December 20, 2011, 08:47:03 pm »
What ever comes out first! :D :P

Offline BlakPilar

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #43 on: December 20, 2011, 08:48:03 pm »
Ah, but that's the thing! I'm letting you all choose! :D (it's not really that big of a deal, but whatever lol)

Offline epic7

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #44 on: December 20, 2011, 08:53:46 pm »
1.1 or 1.2? If 1.2 includes what would be in 1.1, then 1.2. If not, 1.1.