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issue commentremy/txt2bas
#key usage preceded by % doesn't correctly generate an integer number
Nice catch 👍
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issue commentremy/txt2bas
#key usage preceded by % doesn't correctly generate an integer number
All live and vscode extension is going live now too.
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fix: defines are placed with correct context Fixes #26 The problem of swapping the define keywords was that I wasn't checking the lexical scope of the insertion point - which results in things like reported error - an number wasn't be cast as an int. Now when a define is found, it's swapped in, the statement rebuilt, then the bytes generated, turned into text, *then* re-tokenised. This ensures the scopes and tokens are all absolutely correct.
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issue closedremy/txt2bas
#key usage preceded by % doesn't correctly generate an integer number
Have tried this little code example, in the VSCode NextBASIC plugin:
#program teste-define
#autoline 1,1
#autostart
#define spriteNumber=50
#define spritePattern=1
SPRITE %#spriteNumber,%0,%0,%#spritePattern,%1
and the resulting .BAS file has something like this for the SPRITE statement:
0000: 50 4C 55 53 33 44 4F 53 1A 01 00 C2 B0 00 00 00 PLUS3DOS........
0010: 00 21 00 01 00 21 00 00 00 00 00 00 00 00 00 00 .!...!..........
0020: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0030: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0040: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0050: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0060: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0070: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0080: 5C 00 01 1D 00 C3 BB 25 35 30 0E 00 00 32 00 00 \......%50...2..
0090: 2C 25 30 2C 25 30 2C 25 31 0E 00 00 01 00 00 2C ,%0,%0,%1......,
00A0: 25 31 0A %1.
As it seems something's not right with the integer tokens generated with the #key directive.
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paulossilvaissue commentremy/txt2bas
#key usage preceded by % doesn't correctly generate an integer number
Oh sod, I misread. The replacement worked, but it put a float in place where you'd expect to see an int. Right-o, shall fix 👍
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issue commentremy/txt2bas
#key usage preceded by % doesn't correctly generate an integer number
Hmm. Can you try in upper case quickly (though I wonder if it's matching the sub-word "sprite" and thinking that's a token, the it goes weird…).
If I can fix it tonight, I'll push a fix out - but try the casing and try a different name, just to rule it out.
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issue commentjsbin/jsbin
Did you try info@ (that said, I think jsbin has a catch all… maybe).
I opened your URL in Firefox, "clicked anywhere" - nothing happened. What should I be looking for?
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issue commentremy/zx-tools
Feature Request: export map as PNG
Related feature request: export sprites as BMP/PNG, etc. Via FB.
I'm looking at an enhanced export tab - so this might come in at the same time.
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issue openedremy/zx-tools
I don't know if it's easy to do, but the animation preview would be great if you had the option to move the sprites left / right / up / down as they animate. Sometimes you want to see how they animate in motion. Maybe a small window where the sprite moves right to left and then back to the start of the window, something like that.
Via FB.
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issue commentremy/vscode-nextbasic
Problems with 'Format Document' and Import.
Okay, I'll give that a try too - I think my own defaults are to use ; - so I'll repeat the test with REM. I'll leave this open for a short bit longer just so I can sign it off myself.
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issue closedremy/vscode-nextbasic
Should .....; pause error? as it needs :?
Not sure if this is a bug or feature request? or out of scope?
I made a typo and the extension didn't pick it up?
code example: 330 PRINT INK 2; AT 19,12; CHR$ 147; CHR$ 145; CHR$ 147; PAUSE 6
returns a C Nonsense in Basic error due to the ';' preceding the PAUSE as it is expecting a ':'
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Tailzerissue commentremy/vscode-nextbasic
Should .....; pause error? as it needs :?
Fixed in the latest release: 1.5.4 - thanks again.
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Literally the last PRNG you'll ever need…maybe
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issue commentremy/vscode-nextbasic
Problems with 'Format Document' and Import.
Sod, I think I dropped the ball on this. I'll try to sort this out shortly. I assume it's still a problem?
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issue commentremy/vscode-nextbasic
Should .....; pause error? as it needs :?
The syntax validation isn't 100% complete implementation of NextBASIC's parser (mostly because the parser - as far as I know - is closed source), so it's mostly used as a helper.
Where I find there should be an error and my validation didn't pick it up, I'll normally try to adjust my logic for that use case - so your example code is perfect and can help me improve the tool for others too.
I've found most of the recent validation bugs have been around print statements and what's allowed with semi-colon separation and what's not.
I'll file as a bug and get a fix in.
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Allow composite sprite preview Definitely alpha
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issue commentremy/zx-tools
Feature request: Sprite animation preview
Yeah, it turned out pretty straight forward. Most of the code was wiring the controls to the code (and working out the "saw wave" algo for the bounce effect).
I'm just pushing up a small tweak that should fix the dropdown text colour. I'm on a mac so I don't get that effect, but I'll bust out the windows machine too just to be sure. 👍
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issue commentremy/zx-tools
Feature request: Sprite animation preview
Most of this is straight forward. What would make this really useful is being able to support composite sprites...
Anyway, all the items you've listed are going live now 👍
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feat: animation support Fixes: #35
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issue closedremy/zx-tools
Feature request: Sprite animation preview
It would be awesome if we could preview what our sprite frames look like when animating. The UI would, I guess, allow you to set:
- a start and end index for the frames
- loop or "bounce" when end frame is reached
- delay between frames
- background colour for transparency mask (note this would be handy as a preview even for a single frame)
- (optional phase 2 enhancement) allow the preview sprite to be variously scaled, for people who want to use that feature in their game.
Ideally, this would be implemented on the same tab as the sprite editor, so pixel edits can be seen in realtime.
Thanks as always!
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Update dead links to Web Archive versions (#62) Also update the last updated time to match when this was done.
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Also update the last updated time to match when this was done.
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pull request commentremy/remysharp.com
Update dead links to Web Archive versions
Appreciated. Thank you.
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issue commentremy/vscode-nextbasic
Problems with 'Format Document' and Import.
This is strange. How are you triggering the format document (though I've tried save, format document from the palette and hitting return)?
Also, when you bring up the command palette, can you run the "NextBASIC: txt2bas version" - you'll get an info notification in the bottom right of the screen - can you post here what it reads?
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issue closedremy/vscode-nextbasic
Problems with 'Format Document' and Import.
Issues As well as the left shunting in the listing for leading dot and semicolon commands , one of the issues seems to be that the extension isn't processing the semicolon correctly understanding that it is a comment but part of a command. In the very first comment line, this is apparent as the "for" was converted to a " FOR " BASIC token. Other spaces were also removed in the comment. Example Please find screenshots of the pre and post 'Format Document' applied (manually). I believe the Extension does this Format Document on each export anyway. Demo test case code is also provided to load into VS. PaulLand NecxtBASIC.zip
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castingflameissue commentremy/vscode-nextbasic
Problems with 'Format Document' and Import.
That's fixed and going live now with 1.5.3.
Thanks again.
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issue commentremy/vscode-nextbasic
Problems with 'Format Document' and Import.
The source paulland.bas.txt is exactly what I need 👍 - I'm able to replicate and I'll get on to fixing this.
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issue commentremy/zx-tools
More context - this seems to "leak" into any pixel colour touching and matching the selected pixel regardless of the 8x8 boundary.
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issue commentremy/zx-tools
8px sprite paste doesn't select correct sprite
A bunch of the issues you raised have been fixed (and the issues auto-marked as closed as the commits are going live).
You'll need to do a refresh, but you should find any issue that was marked as closed is now resolved. If they're not, do let me know, I'll reopen and look further into the source.
Thanks again.
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remove incorrect title attrib Fixes: #30
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Make upload map clickable again Fixes: #28
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Keep selected subsprite on paste Fixes: #31
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fix paintd on 8x8 paste
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Fix undo (weird double and zero state) Fixes #34
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issue closedremy/zx-tools
Undo has weird behaviour for me when in 8px sprite mode. For example, in this screenshot I've painted some random red pixels in one operation with the pen tool, so clicking Undo should remove them:

What actually happens though, is that the Undo doesn't remove the drawing operation, instead it seemingly wipes the sprites in my current block - see higlighted area below:

...but, if I click those sprites individually, they are restored. I can then sometimes click Undo again and it works as exppected, but other times it does nothing.
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celeritydesignissue closedremy/zx-tools
8px sprite paste doesn't select correct sprite
In 8px mode, if you copy/paste a sprite, the currently selected sprite should be the one you just pasted, like in 16px mode. eg:

Inthe above screen shot I have pasted from the top left position to the bottom right. But if I then start editing I will actually still be editing the original (top left) not the newly pasted one.
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celeritydesignissue closedremy/zx-tools
Upload map not working on EDGE Chromium
With EDGE Chromium when click on "Upload map" nothing happens. In Chrome works.
Thanks for your time!
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Duefectuissue closedremy/zx-tools
Tilemap index tooltips are incorrect for 8px tiles
When in 8px tilemap mode, the tooltip (hover title text) showing each block of four tiles is seemingly stuck in 16px numbering mode. It would be more intuitive I think to multiply by 4, so the last tile shows as index 252, or perhaps a range, "252-255". Even better would be to have each tile have four tooltips showing the exact index, so the very last tile quadrant would show 255.
Note, this is more obviously a bug when you enable "show index overlay" as then the (correct) overlays in the main tilemap do not match the tooltips.
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celeritydesignissue commentremy/zx-tools
Discussion: best way to merge spritesheets?
Currently you can drop the sprite sheet into the import tool. You can then copy individual sprites across (either copy in - a full paste, or copy over - so it mixed the pixels if there's transparency).
Does this solve your use case?
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issue commentremy/vscode-nextbasic
PLOT OVER 1 ; returns an error
Hmm, I can't replicate this - both in my install of VS Code and with the core validation logic (though I know I very recently fixed a similar validation issue).
The latest NextBASIC vscode extension is version 1.5.2 - can you confirm the version you're on?
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feat: scaled import support
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issue commentremy/zx-tools
8px sprite paste doesn't select correct sprite
Oh, so the selection changes when the sprite has changed. Got it, should be simple(ish!) to fix.
(Thanks for filling these - they're little annoyance that I've lived with, but fixing them makes for a better UX 👍)
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issue commentremy/zx-tools
Possible to have multiple "projects"?
It's a decent question and I'm not sure what's best - though I think the architecture would actually allow for multiple projects since loading from the browser reloads a serialised state - so a project could hold a single serialised state.
The way i work currently is I do my sprites first, then move on to the tiles. If I need to adjust the sprites, I'll open a new window (it restore the tile set) drop in the sprite, make the change, turn return to editing the tiles (which then makes the tiles the latest state).
No a bad idea, just needs a bit of thinking around the of how you would change projects.
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issue commentremy/zx-tools
Seen the same thing. It's a bug in the display rather than undo.
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issue commentremy/vscode-nextbasic
PLOT OVER 1 ; returns an error
Thanks for the code, exactly what I need to replicate and fix.
I'll get this sorted early next week (it's my bday this w/e so trying hard to keep away from the computer!).
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