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Author Topic: BexIDE -- An Axe/(Extended) BASIC Mini-IDE -  (Read 6719 times) Bookmark and Share
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« Reply #45 on: 21 December, 2011, 03:57:58 »
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The only difference between the two is that 1.1 would only allow 8x8 sprites, and 1.2 would fix any bugs found in 1.1. However, methinks I just found a way to fix my problem Grin so 1.2 will now be 1.1 and you shall have to wait until Friday-ish Evil
« Last Edit: 21 December, 2011, 03:58:23 by BlakPilar » Logged
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« Reply #46 on: 22 December, 2011, 03:39:57 »
+1

Update v1.1A
Second alpha release! Yay! I've fixed some bugs, and added some things. Thank you all for supporting this! When I get the alpha version complete, methinks I'll start uploading this to Cemetech and/or TI-Calc as well. Anywho, here's the change log: (copied from the readme because I'm lazy)
   * LICENSE CHANGE! LGPLv3 => GPLv3
   * Switched editors to ICSharpCode.TextEditor (which also fixes the bug
    where opening files with comments causes everything to be green)
   * Find/Replace had to be re-implemented, as the previous editor had
    the forms built-in (may be buggy)
   * Sprite hex now updates after any kind of change
   + Sprite hex now splits L=>R; T=>B (left to right; top to bottom)
   + Sprite hex can now be input and will be parsed/loaded Cheesy However, if you
    are inputting a hex value that is longer than 16 in length, PLEASE NOTE that
    it will be loaded the way you have the settings at the time. I.e. if you
    have the sprite set to 16x8, it will be parsed as a 16x8 sprite and vice
    versa. If you still have it as 8x8, not all of the sprite will be parsed.
   + Can now refresh tokens while in program
   - Can no longer export to HTML

The good stuff!
Download: binaries (executable), source
« Last Edit: 19 February, 2012, 19:45:41 by BlakPilar » Logged
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« Reply #47 on: 22 December, 2011, 03:46:22 »
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Yayayayay! Does it allow to import hex (for editor) yet?
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« Reply #48 on: 22 December, 2011, 03:47:24 »
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If you mean you type the hex and it loads the sprite, then yes sir it does! Up to 24x24! Cheesy
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« Reply #49 on: 22 December, 2011, 03:59:08 »
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Cool! Cheesy I'll get testing ASAP (within 2-3 days) Wink
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« Reply #50 on: 25 December, 2011, 00:52:01 »
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THis looks promising (I haven't looked at it yet). I wonder what does it feature that TokenIDE didn't have? I know a bunch of people use Merthsoft's tools so it might be hard to convince them to use these too. One thing I would like is if you had the ability to find/replace in multiple files at once. When you have a variable conflict in a game and realize you got to change list names accross the entire game, it can be annoying to do it one program by one, especially that during development, you often have much more sub-programs than once finished. Also it might make it easier to convert some games (*cough*Omnicalc Reuben Quest -> xLIB Reuben Quest*cough*)
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« Reply #51 on: 25 December, 2011, 01:30:36 »
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Well right now, off the top of my head, the only things BexIDE has over TokenIDE is syntax highlighting, code folding, and the ability to create your own tokens (though, I'd imagine you could do that with TokenIDE, too...). However, I plan to have much more when this is complete. Just for a peek, here's what I have in my ToDo list right now:

/**
 * TODO:
 * >> 1. Finish integrating tabs
 * >> 2. Save all
 * >> 3. Check each tab when closing (for saving)
 * >> 4. Change find/replace scope to all opened programs
 * >> 5. Easy-to-use program manager
 * >> 6. Tilemap editor
 * >> 7. Picture editor
 * >> 8. Get rid of Timer and update err'thang individually (fix flicker)
 */

1, 2, 3, and 8 are really just for me. The rest, however, is for everyone. 4 will do exactly what you want, DJ. For every program you have opened, you can find and replace until your heart is content. 5 will allow you to see the properties of every program you have opened and modify them (their name, comments, archive flag, and protection flag) instead of using the program menu for each one separately. 6 is something that epic7 suggested. You would have a list of hex-sprites, and you would be able to put them onto a grid as 8x8 sprites and the program would return the entire tilemap and tiledata for you to use. 7 is something that might take me a little longer, as I would have to research the file structure of an 8XI, but it's basically an image editor with functions in Paint (similar to TokenIDE's).
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« Reply #52 on: 25 December, 2011, 01:33:13 »
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Aaah ok nice. What is code folding, though? Also I think TokenIDE can let you create your own tokens (through XML files). The new features seems promising. A tilemap editor would defintively be great if it allows multiple sizes and includes xLIB/Celtic format compatibility (even if it means a standard format)
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« Reply #53 on: 25 December, 2011, 01:38:10 »
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I could include xLib/Celtic formats, I would just need to know what exactly that format is for each lol.

Code folding is where you can minimize certain sections of code. For example, an entire Repeat loop. If you had something like

Repeat getKey(15)
For(A,1,10
Pt-On(8*A,10,Pic0
End
End

You could minimize it so it would look like

Repeat getKey(15)
For(A,1,10 ...
End

And from there even further to

Repeat getKey(15) ...

It still retains all text values, but the editor minimizes what the overall code looks like. Here's an example picture I found on Google
Spoiler for image:

« Last Edit: 27 December, 2011, 05:39:45 by BlakPilar » Logged
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« Reply #54 on: 28 December, 2011, 19:42:14 »
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Still can't open it... Sad

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albert@albert-PC ~/TICalc/BexIDE1.1 $ mono bexide.exe
System.NullReferenceException: Object reference not set to an instance of an object
  at ICSharpCode.TextEditor.TextAreaControl.AdjustScrollBars () [0x00000] in <filename unknown>:0
  at (wrapper remoting-invoke-with-check) ICSharpCode.TextEditor.TextAreaControl:AdjustScrollBars ()
  at ICSharpCode.TextEditor.TextArea.OnPaint (System.Windows.Forms.PaintEventArgs e) [0x00000] in <filename unknown>:0
  at System.Windows.Forms.Control.WmPaint (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0
  at System.Windows.Forms.Control.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0
  at System.Windows.Forms.Control+ControlWindowTarget.OnMessage (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0
  at System.Windows.Forms.Control+ControlNativeWindow.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0
  at System.Windows.Forms.NativeWindow.WndProc (IntPtr hWnd, Msg msg, IntPtr wParam, IntPtr lParam) [0x00000] in <filename unknown>:0
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« Reply #55 on: 28 December, 2011, 20:04:29 »
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I really have to try this even though I won't be using this much since I'm more of a on-calc programmer
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« Reply #56 on: 28 December, 2011, 20:32:35 »
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@albert: Darn Sad at least the file accessing thing was fixed lol. All those errors seem to just be with the editor, so I could try to just make a forked release that just uses a modified RichTextBox for Linux.

@TBO, I think after v1.2, you might want to use this more Wink that is, if you use tilemaps in Axe or pictures lol
« Last Edit: 28 December, 2011, 20:33:31 by BlakPilar » Logged
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« Reply #57 on: 28 December, 2011, 21:30:36 »
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@albert: Darn Sad at least the file accessing thing was fixed lol. All those errors seem to just be with the editor, so I could try to just make a forked release that just uses a modified RichTextBox for Linux.
Or... you can use Mono.Texteditor! Cheesy (A RichTextBox seems.... uncode-y Tongue)

Mono.TextEditor is from MonoDevelop, which is forked from SharpDevelop... and you guessed it, contains the ICSharpCode.TextEditor library! Smiley So technically, Mono.TextEditor should be similar in API.

In .NET, are you allowed to do conditional library imports? That way, you don't have to fork the code and worry about two platform codes.
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« Reply #58 on: 28 December, 2011, 21:44:22 »
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@albert: Darn Sad at least the file accessing thing was fixed lol. All those errors seem to just be with the editor, so I could try to just make a forked release that just uses a modified RichTextBox for Linux.
Or... you can use Mono.Texteditor! Cheesy (A RichTextBox seems.... uncode-y Tongue)

Mono.TextEditor is from MonoDevelop, which is forked from SharpDevelop... and you guessed it, contains the ICSharpCode.TextEditor library! Smiley So technically, Mono.TextEditor should be similar in API.

In .NET, are you allowed to do conditional library imports? That way, you don't have to fork the code and worry about two platform codes.
Hmm... I have Mono setup on my desktop, so methinks I'll have to look into that. And I'm not sure about conditional imports, but the way I'm setting up the tabs, I could probably do something different for the editor per tab. Does Mono define some kind of unique pre-processor token? If it does, I could just check against that.
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« Reply #59 on: 29 December, 2011, 02:15:22 »
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Hmm... I have Mono setup on my desktop, so methinks I'll have to look into that. And I'm not sure about conditional imports, but the way I'm setting up the tabs, I could probably do something different for the editor per tab. Does Mono define some kind of unique pre-processor token? If it does, I could just check against that.
After intensive searching, I've found this:
http://stackoverflow.com/questions/5159657/isolate-mono-specific-code


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#if __MonoCS__
 //mono specific code
#else
 //other code
#endif

woot! Cheesy
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Spoiler for "My Projects! :D":
Projects:

Computer/Web/IRC Projects:
C______c: 0% done (Doing planning and trying to not forget it Tongue)
A_____m: 40% done (Need to develop a sophisticated process queue, and a pretty web GUI)
AtomBot v3.0: 0% done (Planning stage, may do a litmus test of developer wants in the future)
IdeaFrenzy: 0% done (Planning and trying to not forget it Tongue)
wxWabbitemu: 40% done (NEED MOAR FEATURES Tongue)

Calculator Projects:
M__ C_____ (an A____ _____ clone): 0% done (Need to figure out physics and Axe)
C2I: 0% done (planning, checking the demand for it, and dreaming Tongue)
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