Author Topic: BexIDE -- An Axe/(Extended) BASIC Mini-IDE  (Read 42171 times)

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Offline BlakPilar

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #90 on: January 08, 2012, 04:59:17 pm »
Okay, two it is then :)

Offline BlakPilar

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #91 on: January 11, 2012, 09:04:52 pm »
Okay, so, this is just an update on the progress. I have implemented tabs (along with save all), fixed sprite insertion for tilemaps, modified the SpriteDesigner component (what you'll notice on the user side, though, is you can click and drag now), find/replace scope is now all opened documents (DJ O ;)), sprite insertion can now be tilemap or bitmap format, and there's a program manager to edit all opened programs. The picture editor is in the works (the library is at it's core complete), and I have a fairly good idea on how I'm going to do the tilemap editor.
EDIT: Oh, and the editors automatically detect code folding for Axe or BASIC.

Auto-indentation, however, might be saved for version 1.3 (sorry Wellen :/). If I or others can't think of any other features for next versions (1.2 is pretty much set in stone at the moment), then I'll see about adding auto-indent and maybe auto-complete to 1.2.

EDIT 2: I'll be working on my own, but does someone want to try to make an icon no larger than 32x32? ;)
« Last Edit: January 11, 2012, 09:23:18 pm by BlakPilar »

Offline Wellen

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #92 on: January 21, 2012, 07:32:58 am »
Lol take your time, I'm not that hurried ;)
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I'm french, so please feel free to correct my bad english, it'd help me a lot ;)
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Offline DJ Omnimaga

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #93 on: February 01, 2012, 03:17:58 pm »
Good to hear about the updates. Good luck with the project. :)

Offline BlakPilar

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #94 on: February 07, 2012, 09:06:11 pm »
So I've attached what the tilemap editor looks like right now. Any suggestions, or does it look good so far? The "negative space" to the right is where the editing control is going to go.
« Last Edit: February 07, 2012, 09:10:39 pm by BlakPilar »

Offline BlakPilar

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #95 on: March 04, 2012, 12:25:02 pm »
v1.2A Snapshot
Well, it's not the full 1.2, but it's a snapshot! :D Here's a copy-and-paste from the readme because it pretty much sums up everything that's changed from 1.1 so far: (* denotes a change, + denotes an addition, - denotes a removal)

Quote
   Thanks for this snapshot release
   go out to Quigibo (idea for option to insert code as tilemap or bitmap
   format), DJ_O (modified search/replace scope), and alberthrocks for his
   continually trying to see if BexIDE will run on Mono out-of-the-box (which
   it won't until I find an editor compatible with both Mono and .NET :/).
   * Implemented tabs
   * Fixed sprite insertion
   * Reworked some code for the future (Constants8x.cs)
   * Modified SpriteDesigner component (now MIEditor, short for monochrome
    image editor)
   * Find/replace scope changed to all opened documents
   * Sprite insertion now allows for tilemap or bitmap format
   * Tool forms are newly created whenever opened instead of recycled
   + Added picture editor :D
   + Added program manager. Basically this lets you edit the information for
    all opened programs rather than switching tabs and using the program
    drop-down menu.
   + Added a logger. Logs things that go wrong (at least ones I think would
    possibly go wrong).
   - Can no longer use // comments

As always, if there are any bugs to be found, please let me know! There are some things I need to do before I release the full 1.2A, such as: finish the tilemap editor, implement text drawing for the image editor, auto-indent, and get a new editor for Linux compatibility (I think I might just go back to the editor I used in 1.0A and fix the regex for comments). Oh, and um... "Replace All" is kind of buggy... It causes a stack overflow sometimes <_< but not to worry! My logging tool catches that so the only thing you'll get is a message saying that the full operation could not be completed.



I have a feeling that I've forgotten something... Hmm...
Oh well! Here's the good stuff ;)
Binaries (executable) link || Source link

Offline kindermoumoute

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #96 on: March 04, 2012, 02:50:14 pm »
Can you add a full bitmap editor ? I mean a bitmap that can use even 256*256 pixels. :)
« Last Edit: March 04, 2012, 02:50:24 pm by kindermoumoute »
Projects :

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- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
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Offline Hayleia

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #97 on: March 04, 2012, 02:55:30 pm »
Another feature request.
Could you make that when I right click on a prog and say "open with BexIDE", well, it opens the program with BexIDE :P ?
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Offline BlakPilar

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #98 on: March 04, 2012, 03:59:09 pm »
Can you add a full bitmap editor ? I mean a bitmap that can use even 256*256 pixels. :)
Well this is an IDE for the TI-84+/SE, which doesn't have colors lol.

Another feature request.
Could you make that when I right click on a prog and say "open with BexIDE", well, it opens the program with BexIDE :P ?
Ahh, yes. I had completely forgotten about that! xD Yeah, I can do that; I'll get it implemented by tomorrow. :)

Offline kindermoumoute

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #99 on: March 05, 2012, 11:46:02 am »
Can you add a full bitmap editor ? I mean a bitmap that can use even 256*256 pixels. :)
Well this is an IDE for the TI-84+/SE, which doesn't have colors lol.
bitmap monochrom*
It seems logical to me. O.O

In Axe I can convert a bitmap with X width and Y height both including a number between 0 and 255. You have limited your IDE to 24*24 pixels... :banghead:
Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%

Offline BlakPilar

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #100 on: March 05, 2012, 03:23:51 pm »
No no no, that's the sprite editor, not the image editor. And sorry, I thought you meant colors for some reason lol. But yeah, I know it's only 24x24. I had to hand make the control, and it breaks for anything larger than 24x24. I'll work on fixing that.

Offline kindermoumoute

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #101 on: March 05, 2012, 03:50:47 pm »
Thank you, this feature could help me a lot. :o
Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%

Offline BlakPilar

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #102 on: March 05, 2012, 06:53:23 pm »
@Hayleia: I've implemented it! If you set BexIDE as the default program to open .8xp files, they will open in BexIDE as well. If you want to open multiple files from outside of the program, you can select them from Window Explorer and drag them onto the BexIDE executable and they'll open. You can't just hit enter when you have them selected, though. I'm working on fixing that. After I fix the sprite editor to help kindermoumoute, I'll update the snapshot download :D

Offline BlakPilar

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #103 on: March 07, 2012, 09:03:19 pm »
Woot! Sprite editing now goes up to 256x256 (though after about 108x108 it gets laggy, I'll see about possibly making a background worker or adding a thread), and if you set BexIDE to the default program for .8XP files, it will open them! :D

New links: executable | source (links are also updated in my signature)
« Last Edit: March 07, 2012, 09:10:24 pm by BlakPilar »

Offline kindermoumoute

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #104 on: March 08, 2012, 07:15:26 am »
though after about 108x108 it gets laggy
2nd crash at 120 176... I'll retry it again. :/

EDIT : a thousand minutes after : 136 176...

EDIT2 : ok I see.. that's because I was in tilemap option... :o

EDIT3 : Is it possible to add a convertor of bitmap monochrome picture (eg. made with paint) to calc's bitmap data... XD
« Last Edit: March 08, 2012, 07:18:17 am by kindermoumoute »
Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%