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Posted: Sun Jun 26, 2011 1:21 am
by ajordison
Great, I'll send you an exe later today.

Posted: Thu Jul 14, 2011 10:17 am
by Mayhem
Downloaded this today to try it out and see if it would make copy/paste work easier to enter some listings I have. ZIP refuses to open with my WinZIP, but WinRAR works fine. Any idea why? WinZIP complains about "start of central directory not found; zip file corrupt"... quite odd...? Because I'm not using a recent version of WinZIP perhaps?

Posted: Thu Jul 14, 2011 1:24 pm
by Kweepa
I didn't have any luck with the zip support built into windows either, as far as I can remember.

Posted: Thu Jul 14, 2011 2:37 pm
by ajordison
I don't get this either. None of the other versions of prg studio have done this and every version has been zipped and posted from the same machine. I'll put up a rar version when I get the chance.

@Kweepa. There should be a new version in a couple of weeks. This one has a sybolic debugger... :wink:

Posted: Fri Jul 15, 2011 7:13 am
by Kweepa
Sounds awesome!

Posted: Fri Jul 15, 2011 9:51 am
by ajordison
I'd better make sure it is then!

Posted: Sat Jul 16, 2011 8:12 am
by rhurst
I had to use Cygwin's ZIP to unpack the archive, too, but it sill gave a warning about possible corruption from the extra 3-bytes. I do not recall if I "re-packed" it using Cygwin's ZIP for you or not.

And I think a compatible ZIP packing method for all Windows users would be better than introducing RAR, despite all the religious aspects that come with the plethora of compression utilities out there. It's worse than the Atari versus C= debates. :P

Posted: Sat Jul 16, 2011 3:54 pm
by ajordison
Let's hope it's just a one off then. Like I said, I've never has a problem with windows zipping the files before.
rhurst wrote:It's worse than the Atari versus C= debates. :P
Being from the UK we had C= versus Spectrum debates, but let's not get started on that either!

Posted: Sun Aug 14, 2011 2:04 pm
by ajordison
Here we go with a new version (v1.4.0) of CBM prg Studio. What's new in this version?

* The debugger is better integrated, i.e. labels and breakpoints set in the source code are transferred to the debugger.
* There is a simple screen designer which let's you 'paint' with characters and then generate assembly data or BASIC print statements.

As usual, your bugreports/praise/comments/spare cash are greatly appreciated :wink:

Get it from www.ajordison.co.uk

Posted: Sun Aug 14, 2011 3:04 pm
by TLovskog
Super with the screen editor!!

A few quick remarks ...

The small things ...

# Copy, Cut, Paste - Would be great if I could use Ctrl-X,C,V also.
# When clikcing on the cells with Text option, great if the focus was on in the text dialog popping up. That way you could start typing directly.

# If you select text it would be great if you could reposition it with dragging (or cursor keys), without cut and paste.

Great piece of work !!

Posted: Sun Aug 14, 2011 3:22 pm
by TLovskog
Maybe a stupid question, but in the screen editor, how do I get the screen codes 128-255. I.e normally the inverted ones?

Posted: Sun Aug 14, 2011 3:51 pm
by ajordison
Glad you like it!

The keyboard shortcuts were kind of forgotten about to get this release out but they will definitely be added.

You can only access the first 127 chars at the moment. This will be increased in the next version.

Posted: Mon Aug 15, 2011 5:41 pm
by rhurst
Very fancy, nice updates... love the screen editor.

I will definitely have to try a port of VIC-SSS into this studio format and test drive the results. I see a new tutorial on using it with the improved debugger integration in the works, too.

Posted: Sat Aug 27, 2011 7:46 pm
by GreyGhost
I hope that you port VIC-SSS to be used with CBMPRG. The next game I have in mind will be using software sprites. I thought you may have been able to use the include command and it would be added to the build. Dunno.

Also, for and added feature for CBMPRG, I know that you can "build" a text line with the virtual keyboard and have it add what you type to a PRINT statement. i.e "{reverse on}{clear}". What about letting us use that in a ML file and have it write out the code in a byte command. Like hit the clear/home key and the program would give a "byte $93" in the program listing. Would be great for printing lines of text to the screen.

Posted: Sun Aug 28, 2011 2:59 am
by ajordison
GreyGhost wrote:Also, for and added feature for CBMPRG, I know that you can "build" a text line with the virtual keyboard and have it add what you type to a PRINT statement. i.e "{reverse on}{clear}". What about letting us use that in a ML file and have it write out the code in a byte command. Like hit the clear/home key and the program would give a "byte $93" in the program listing. Would be great for printing lines of text to the screen.
You can generate ML code from the new screen designer, apart from control codes. I know you keep asking for this so I'll add it for the next release!