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C64Studio, Version 2.0
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Endurion
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PostPosted: Tue May 24, 2011 9:29 am    Post subject: C64Studio, Version 2.0 Reply with quote

Hello!

I've been working on and off on a development studio for the C64. I always wanted to debug step through my code (the monitor in Vice is nice and all that, but it's not my code), so I built this IDE which attaches to Vice's remote debugger.

The C64 Studio is a .NET executable and due to some necessary hacks probably only runnable under Windows.

The assembler is a self built one, based on ACMEs syntax. It however can't cope with all of ACMEs features, only those I stumbled upon.

Note that the remote debugger of Vice sometimes likes to skip over your debug location. You can however break into the debugger later and resume to a position.

It features for now:

-ACME like syntax
-solution (project) explorer (collection of files)
-Compile to plain,.prg,.t64
-Cartridge support for 8k and 16k cartridges (to bin or crt)
-Debugging through your code
-Variable watch (memory or value)
-Memory view
-Register view
-Charset editor
-Sprite editor (still without export though)

I'm sure as hell there are still nasty bugs, so I'm happy for every feedback. Try to stay constructive though ;)

Here's the link:
http://www.georg-rottensteiner...elease.zip



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Last edited by Endurion on Sat Feb 11, 2012 7:07 pm; edited 2 times in total
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Moloch
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PostPosted: Tue May 24, 2011 10:11 am    Post subject: Reply with quote

Thanks for sharing Endurion, I'll certainly give this a deeper look today when I sit down to do some code on the game.
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Endurion
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PostPosted: Thu Jun 02, 2011 1:38 pm    Post subject: Reply with quote

Uploaded version 1.2b. This fixes a few nasty crashes and adds some new features:

Fixed crash when pushing "Macros" without active document
Fixed copy/paste bug in charset editor
Added clipboard import for sprites
Cleared undo buffer on direct file load
Fixed parse bug which allowed LDA/STA (xxx),x
Added clipboard copy/paste for sprites
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Sabbi
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PostPosted: Sat Jun 11, 2011 11:35 am    Post subject: Reply with quote

Great Stuff - great see an "IDE" with debugger for the C64 Smile

Is it planned to have alternative compilers, like KickAssembler?
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Endurion
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PostPosted: Sat Jun 11, 2011 12:04 pm    Post subject: Reply with quote

Hmm, difficult. I had ACME as external assembler before, but for debugging I need to know the address of a line (and secondary that of labels). Because of that I chose to build my own assembler in there (following ACME's syntax).

I can however allow a more varied syntax. I guess you'd like KickAssembler because of the better macro support?
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Sabbi
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PostPosted: Sat Jun 11, 2011 2:30 pm    Post subject: Reply with quote

Endurion wrote:
I guess you'd like KickAssembler because of the better macro support?

I'm not such a big asm-coder, but I got used to KickAssembler's syntax & macros (while I hate it being too much case sensitive and not allowing ; for comments)
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Endurion
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PostPosted: Sun Jun 19, 2011 9:03 am    Post subject: Reply with quote

A new version is out, 1.3:

Most work went into the sprite and character editor.
Note that project element dependencies are checkable but are not processed yet.

19.06.2011 - 1.3: Added image export for sprites
Fixed wrong modified state in sprite editor (selecting single/multi-color chars would set the project as modified)
Added import/export of all sprites as image
Added import/export of all characters as image
Added pseudo pc macro
Added project configurations with predefines
Added element dependencies
Enabled sprite/charset files as part of projects
Added !ifndef macro
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Endurion
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PostPosted: Tue Jun 21, 2011 4:09 pm    Post subject: Reply with quote

And new version:

21.06.2011 - 1.3a: Fixed weird exception when using Umlauts at the line end
Added tab configuration
Added undo/redo to toolbar/menu
Autocreate project if new document is created without project
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Endurion
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PostPosted: Thu Jul 14, 2011 7:27 am    Post subject: Reply with quote

And another new version. Some new features, some bugfixes:

14.07.2011 - 1.4: Added warnings for unused labels
Sped up compiler (less restart of parsing)
Following element dependencies on build
Disallow circular dependencies
Readjusted watches after restart
Save current open document and position

There's still a little bug in the sprite editor I haven't been able to reproduce involving flipping (press X/Y) and/or copy/paste.
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Endurion
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PostPosted: Sun Jul 31, 2011 4:27 pm    Post subject: Reply with quote

New version, with fixes and a few new functions:

31.07.2011 - 1.5:
Fixed bug in parsing !byte with binary values
Fixed bug in file info storage, sometimes error messages were accredited to the wrong file
Fixed bug where warnings were not displayed (segment overwrite)
Added charset/sprite functions as buttons
Changed charset copy/paste to always use clipboard
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Endurion
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PostPosted: Tue Aug 16, 2011 6:51 am    Post subject: Reply with quote

New version:

16.08.2011 - 1.6:

Fixed parse bug, things like LDA #'H' can now be parsed
Complete rewrote GDI handling for sprite and charset editor (no more resource leaks)
Added Pre/Custom/Post Build events per configuration (useful for exomizing)
Fixed some crash bugs


Link stays the same.
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Endurion
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PostPosted: Sat Sep 10, 2011 5:37 pm    Post subject: Reply with quote

New Version 1.7:

Added code font configuration
Added notification for externally changed files
Added intelligent dependency checks (only rebuilds changed files)
Fixed !CT SCR mapping
Watch and Compile Result views are sortable now
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Endurion
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PostPosted: Tue Nov 01, 2011 3:05 pm    Post subject: Reply with quote

And new version 1.8:

Fixed a bug in resuming a debug session
Added basic Basic V2 support

The basic editor allows for an experimental label mode, which is heavily inspired by Bas.Edit. In short words, it removes line numbers and replaces them with labels (and vice versa).

Links is the same as usual, http://www.georg-rottensteiner...o_Beta.zip
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Endurion
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PostPosted: Wed Dec 07, 2011 7:55 am    Post subject: Reply with quote

New Version 1.9:

Fixed bug in !bin when more bytes were requested than available in the file
Fixed treatment of non document elements (source would not build if floating)
Added Media Manager to manipulate .T64 and .D64 files
Added .d64 export
Added tooltips in ASM files (plus debug info)
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Endurion
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PostPosted: Sat Feb 11, 2012 6:18 pm    Post subject: Reply with quote

Finally out of beta, C64 Studio 2.0.

Added !endoffile macro
Allow umlauts in labels
Fixed tooltip flicker
Fixed bug in charset paste
Fixed ASM parser to decide to use 8bit/16bit arguments based on source
Enhanced watcher (allow to view memory blocks)
Enhanced debugger (auto-refresh memory view and registers)
Enhanced Media Manager

The link therefore also changed to: http://www.georg-rottensteiner...elease.zip
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Endurion
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PostPosted: Sun Feb 19, 2012 3:11 pm    Post subject: Reply with quote

And a few more bug fixes for version 2.1:

Fixed drop bug (.c64 file would not open project)
Fixed run bug if basic project was run after asm project
Synced toolbar new menu with menu new
Fixed bug in !bin macro (!bin <filename>,1000,0 would raise an error even when the file was big enough)
Added syntax coloring for opcodes (ror, rol, bvc, bvs, brk, php, plp, clv, cld)
Fixed bug in Basic parser, now to/from label mode works again for goto
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koseidon72
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PostPosted: Sun Feb 19, 2012 7:22 pm    Post subject: Reply with quote

Great!

Are you going to implement media manager with support of Tap files in next releases?

thanks!
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Endurion
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PostPosted: Mon Feb 20, 2012 8:41 am    Post subject: Reply with quote

Hmm, I never took a look at the tap file format, I'll note it down.
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koseidon72
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PostPosted: Mon Feb 20, 2012 8:46 am    Post subject: Reply with quote

Thanks Endurion.
There are thousand of games already converted in Tap
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Endurion
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PostPosted: Fri Apr 06, 2012 6:23 am    Post subject: Reply with quote

C64 Studio 2.2 is out:

Get it here: http://www.georg-rottensteiner...elease.zip

New:

Stored open state of element (not all elements are opened automatically)
Fixed D64 export bug (file was truncated)
Added breakpoint support
Added !bank macro
Added Magic Desk cartridge type
Added help documentation (not complete yet)
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Richard of TND
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PostPosted: Fri Apr 06, 2012 10:38 am    Post subject: Reply with quote

Perhaps (if a TAP platform's implements) you add something like an autoboot tape turbo for the assembled source code. Something like Turbo Tape 250 format maybe?
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Racer
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PostPosted: Thu Apr 12, 2012 12:31 am    Post subject: Reply with quote

Maybe I am missing something here. But just tried v2.2 and it seems I have no ? key or a " (quote) key

Shift-2 (as on a commodore) gives me an @
The quote key on standard PC keyboard gives me a right bracket

Well if I press Shift and minus I get a ? which is really odd.

(This is in the basic editor at least anyway)
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Endurion
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PostPosted: Tue Jun 26, 2012 3:44 pm    Post subject: Reply with quote

Sorry Racer, didn't look at the thread for a while:

The mapping in the Basic editor is somewhat similar to Vice. I fear I've mapped too much to the german layout. I'll see to sort it out in the next release!

Richard, I've looked into the .tap format a bit, but haven't had the time to implement it. The docs that float around are extremely vague.

Anyhow, new release 2.3:

Fixed T64 export
Fixed nested preprocessor blocks
Enhanced !CT macro to allow for custom tables
Fixed !binary macro, had extra bytes when a part of a file was included
Added !align macro
Added a few basic code macros
Added category sorting to charset editor
Added memory change coloring


Usual link!
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ajordison
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PostPosted: Wed Jun 27, 2012 2:31 pm    Post subject: Reply with quote

Hi,
Quick bug report:

Create a new basic file, enter a line of code followed by a few blank lines and then right click and 'run to cursor'. I get an 'empty path name is not legal' exception.

I noticed that you used the 'weifenluo' dll. Have you had any problems using this on a multi-monitor setup?
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Endurion
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PostPosted: Wed Jun 27, 2012 5:22 pm    Post subject: Reply with quote

Ah, thanks Smile
Actually there shouldn't even be a "run to cursor" entry.

I actually haven't ever tested it on a multi monitor setup. So far the weifenluo assembly works quite well.

I only ever had a problem when I embedded a DirectX context, but that was a different project.
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