Author Topic: BexIDE -- An Axe/(Extended) BASIC Mini-IDE  (Read 36581 times)

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Offline BlakPilar

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #60 on: December 28, 2011, 07:32:30 pm »
Woot indeed! That makes it a lot easier! So after I'm done with 1.2, I'll throw it into Mono, add functionality for its editor, and away we go!

Offline epic7

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #61 on: January 02, 2012, 07:22:42 pm »
I think the sprite editor doesn't quite work for large sprites.



The sprite is supposed to look like this:
« Last Edit: January 02, 2012, 07:24:07 pm by epic7 »

Offline BlakPilar

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #62 on: January 02, 2012, 08:56:16 pm »
Hmm... I tried recreating your sprite by hand (in the sprite editor) and this is what I got:

1D38F9FF5F0F0E1E
C0E0FFFFFF7C7CFC
000080C0F0180C6E
1E3E7F7F7F7F7F7F
FC7CBE9F1F43C0D8
6E0E1FFFFEFCD802
3F3F1F0F07030000
D2F3FFFFFFFFFF3F
5EFEFCF8F0E0C000

When I click refresh with that hex nothing changes, either. Can you try breaking up your text into 16 characters per line? I think it might be something wrong with my string parsing method, but I'm not sure.

EDIT: That is, if something is wrong (which if that hex has worked in your game correctly, then something might be wrong). Also, remember, it parses it left to right, top to bottom (with that priority). If it's formatted for top to bottom, left to right then it may not work.

EDIT 2: This is the format that BexIDE wants:

*************
* 1 * 2 * 3 *
*************
* 4 * 5 * 6 *
*************
* 7 * 8 * 9 *
*************
« Last Edit: January 02, 2012, 09:20:00 pm by BlakPilar »

Offline epic7

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #63 on: January 02, 2012, 09:31:47 pm »
It works on calc, but I have know idea what format axe bitmaps use.

Offline BlakPilar

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #64 on: January 02, 2012, 09:48:53 pm »
Hmm... What did you use to get the hex for the bitmap?

Offline epic7

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #65 on: January 02, 2012, 10:09:35 pm »
Jacobly hand-converted one for me, and the other bitmaps I made from a program quigibo made. (Ill go find that code)
Edit: Here it is
http://ourl.ca/9165;msg=216937
« Last Edit: January 02, 2012, 10:17:09 pm by epic7 »

Offline BlakPilar

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #66 on: January 02, 2012, 10:17:12 pm »
Alright. In the meantime I thought of something else. BexIDE loads and stores sprites in this format: (I don't know what it's called, maybe tilemap?)

1D38F9FF5F0F0E1E
C0E0FFFFFF7C7CFC
000080C0F0180C6E
1E3E7F7F7F7F7F7F
FC7CBE9F1F43C0D8
6E0E1FFFFEFCD802
3F3F1F0F07030000
D2F3FFFFFFFFFF3F
5EFEFCF8F0E0C000


I actually do not know the format for bitmaps, so I'd imagine that that would be handier to know.
« Last Edit: January 02, 2012, 10:18:55 pm by BlakPilar »

Offline epic7

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #67 on: January 02, 2012, 10:20:07 pm »
Posted it. Quigibo also added the 1818 in the beginning in that program to show that it's a 24x24 bitmap.

Edit: the 1818 probably screwed it up. I think I found the problem :p
Its not part of the sprite, so I'll remove that, then it should work.

But still, your hex is different from my hex
« Last Edit: January 02, 2012, 10:22:19 pm by epic7 »

Offline BlakPilar

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #68 on: January 03, 2012, 05:55:23 pm »
Ok, so, the reason why my hex is different from yours is because BexIDE parses the sprites like tilemaps:

*************
* 1 * 2 * 3 *
*************
* 4 * 5 * 6 *
*************
* 7 * 8 * 9 *
*************

Then it throws the hex of each sprite on a new line. However, I should be just be parsing the sprite straight through on a row until I get to the end of said row, and move on to the next one. I'll fix that for 1.2. Thanks for pointing that out! :D

Offline BlakPilar

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #69 on: January 06, 2012, 11:11:25 pm »
Ok, nevermind. I can't understand why our hexes are different. I tried putting mine on my calc and it displays your enemy fine.

Offline epic7

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #70 on: January 06, 2012, 11:13:49 pm »
Wow... I'll check if there is something wrong with those hexes I had, because it doesnt work in bex. If I can't figure it out, ask jacobly since he converted the pic to hex for me :P

Offline Quigibo

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #71 on: January 06, 2012, 11:16:57 pm »
Both formats are correct but work with different commands.  If drawn using the Pt-Logic() commands, it needs to be in the "tilemap" format, but if drawn with Bitmap() it needs to be in the bitmap format.  So rather than changing your IDE, you should probably just add a radio button/checkbox to toggle which format the programmer is trying to use.
___Axe_Parser___
Today the calculator, tomorrow the world!

Offline BlakPilar

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #72 on: January 06, 2012, 11:18:55 pm »
Ahh, okay. The Bitmap format would be just in a single line with the two dimensions first then, right?

Offline Quigibo

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #73 on: January 06, 2012, 11:21:18 pm »
Yes, and also the extra space is required to be padded with 0s in the case of widths that are non-multiples of 8.
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Today the calculator, tomorrow the world!

Offline BlakPilar

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Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE
« Reply #74 on: January 06, 2012, 11:23:10 pm »
Alrighty; can do. And for the Bitmap format, does width or height come first?