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Old 29 October 2017, 22:52   #61
BippyM
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Quote:
Originally Posted by witchmaster View Post
Cool! There are 8 different groups you can use when defining user defined language in N++. The current groups could be rearranged (look at the image).
I have started editing the xml files directly. It's much easier

I have so far seperate all the os library commands as they are easy to do as they end in a "_" like activatescreen_ for example

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Old 29 October 2017, 23:42   #62
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Quote:
Originally Posted by Daedalus View Post
Yes, excellent idea. You could start with the AB3 colour scheme, which works very well IMHO. For example:

Comments - pale green italic
Commands using the native chipset - red bold
Constants - purple
Literal strings - grey
Standard commands - blue bold
Procedures - green
Newtypes - dark blue
Everything else - black
Can you send me a screenshot with all this demonstrated please.

One of us will look into this

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Old 29 October 2017, 23:45   #63
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Is it me or are the links not working? Was hoping to try this out tonight as I have a few BB projects that needs finishing and have the urge...
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Old 30 October 2017, 16:32   #64
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Guys,

Attached is an updated UDL file. Simply import it in the styler

There are approx 3500 commands included. These have been split as follows:
  • General blitz commands
  • System commands (ActivateGadget_) for example. (Taken from system libraries)
  • Assembler commands
  • Program control (If, Then, For, Else etc..)
  • Blitz specific stuff (Blitz, Amiga, QAmiga)
  • Constants

Newtypes are foldable, and the only thing foldable. Nothing else folds properly (even comments, but it is enabled still).

I will be splitting this up further as I figure bits out. I also want to add blitz labels to the function list and also the full command help, but that will be a LOT of work!

Colour scheme can be worked on, I have just made it pleasing to my eyes lol



@witchmaster maybe we should work together on this
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File Type: rar UDL-BlitzBasic2.rar (14.9 KB, 18 views)

Last edited by BippyM; 30 October 2017 at 17:01.
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Old 30 October 2017, 21:32   #65
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Originally Posted by BippyM View Post
Can you send me a screenshot with all this demonstrated please.

One of us will look into this
Cool Sorry, only saw this message today. Syntax examples from AmiBlitz 3 attached.
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Old 30 October 2017, 21:48   #66
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Originally Posted by Havie View Post
Is it me or are the links not working? Was hoping to try this out tonight as I have a few BB projects that needs finishing and have the urge...
Hello - still not working today. Can anyone upload to The Zone please?
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Old 31 October 2017, 22:08   #67
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Today everything is ok. Downloading and will try!
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Old 04 November 2017, 10:05   #68
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Quote:
Originally Posted by BippyM View Post
Newtypes are foldable, and the only thing foldable. Nothing else folds properly (even comments, but it is enabled still).

I will be splitting this up further as I figure bits out. I also want to add blitz labels to the function list and also the full command help, but that will be a LOT of work!

Colour scheme can be worked on, I have just made it pleasing to my eyes lol

@witchmaster maybe we should work together on this
I guess we already are working together on this!

Code folding in Notepad++ does not work properly for UNIX encoded line breaks (required by Blitz Basic). In the instructions I explain a workaround using proxy files encoded with Windows/DOS line breaks.

It's good to split up the keywords but in my opinion it's not good to have too many colours. That is a matter of taste though, splitting up the keywords will make it possible for the users to change colours as they see fit.

Full command help would be awesome, a lot of work for sure!


Quote:
Originally Posted by Havie View Post
Today everything is ok. Downloading and will try!
I'm glad you were able to download it finally, I have been so busy with the game I'm working on (soon to be released), so I haven't had the time to check in here.
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Old 04 January 2018, 01:38   #69
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I can't get the rexx automation to work. The batch file correctly renames (and presumably EOL converts) the _win.bb2 file to .bb2, then WinUAE pops up. Nothing appears to happen in SuperTED though. Shouldn't I be seeing the file and some sort of compiler output?

Serial settings in WinUAE are as per the PDF.
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Old 10 January 2018, 16:37   #70
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This might seem a silly question, but do I need to do something to start AREXX?

I followed the instructions in the pdf to the letter, but perhaps there's a step missing, to get it listening?
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Old 10 January 2018, 18:16   #71
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This might seem a silly question, but do I need to do something to start AREXX?

I followed the instructions in the pdf to the letter, but perhaps there's a step missing, to get it listening?
Hi, sorry for not getting to this earlier, I was meaning to reply but then I forgot. Hmm, AREXX need to be started at boot, I think it is by default but check S:startup-sequence and S:user-startup, the line:
Code:
SYS:System/RexxMast >NIL:
should exist in either one, if not, add it to user-startup.

You can also test the arexx script directly in a shell window (configure the path to the bb2 file and have TED running):
Code:
rx blitzbasic2 "WB31:Blitz2/Projects/Test/test.bb2"
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Old 11 January 2018, 00:36   #72
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Thanks, that did it.

I have to leave a blank line at the bottom of the source file, otherwise I get a pop-up saying "Garbage at EOL". Is this normal?

My program is literally:
NPrint "Hello World!"
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Old 11 January 2018, 11:30   #73
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Quote:
Originally Posted by E-Penguin View Post
Thanks, that did it.

I have to leave a blank line at the bottom of the source file, otherwise I get a pop-up saying "Garbage at EOL". Is this normal?

My program is literally:
NPrint "Hello World!"
Your source file is probably using Windows style line breaks (CR+LF). In Notepad++ with your source file open, go to the menu Edit / EOL conversion and select Unix (LF).

EDIT1: What I said about line breaks is not the case, I tried this myself and could reproduce the same error. I somehow remember seeing this problem earlier. This might be a bug with SuperTED opening ascii files, so I guess you need to have blank line at the end to be safe, please someone correct me if I'm wrong!

EDIT2: I tested with a bigger source file, an empty line at the end was not needed there...

Last edited by witchmaster; 11 January 2018 at 11:40.
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Old 11 January 2018, 13:31   #74
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The system is working for me but my problem is that it only works for a single file, when the project has multiple source files using include or xinclude I run into errors.

This is with Amiblitz2, I haven't tried it yet other versions.
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Old 11 January 2018, 14:27   #75
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The system is working for me but my problem is that it only works for a single file, when the project has multiple source files using include or xinclude I run into errors.

This is with Amiblitz2, I haven't tried it yet other versions.
You are right about that yes, include files in Blitz Basic can't be normal ascii files. Hmm, it should be possible to have an arexx script open and save the include files as part of the compile process. I will investigate the possibilites. Please somebody chime in if they have a solution!
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Old 13 January 2018, 13:49   #76
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The system is working for me but my problem is that it only works for a single file, when the project has multiple source files using include or xinclude I run into errors.

This is with Amiblitz2, I haven't tried it yet other versions.
I have found a solution to the single file problem and have updated the documentation. The rexx script is now more advanced and will convert included files to the tokenized format in the compile process.

The updated documentation also describes how to create a keyword help lookup system (uses the Amiga Developer Site for lookups). That site does not have documentation for all BB2 keywords but it's the most suited site I have found thus far.

Here is the updated documentation:
http://gamephase.net/files/linked/BB...HowTo-v1.2.pdf

NOTE: If this link doesn't work then the latest version can be found in the first post of this thread.

Last edited by witchmaster; 15 January 2018 at 15:05.
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Old 13 January 2018, 17:55   #77
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It should be possible to use TED's ARexx port to interrogate help, something like this:
Code:
OPTIONS RESULTS
ADDRESS 'TED_REXX1'
'PASTE'
'LIBGUIDE'
SAY RESULT
PASTE will paste something from the clipboard into TED. You can of course instead generate a totally new one-line file and load that in case you can't access the Amiga clipboard directly.
The result of LIBGUIDE will be found in the RESULT variable.
Also note that you may need to manipulate TED so that the cursor is moved to the right line and the code has been tokenised. The RC variable may contain any errors that have arisen, that depends on how SuperTED is implemented.
TED_REXX1 is the port of the first TED, I think you can open several documents at once.
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Old 15 January 2018, 12:51   #78
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I can't download this updated documentation; BB2-NPP-HowTo-v1.2.pdf It seems that the site that holds it is offline or have other problems.
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Old 15 January 2018, 15:06   #79
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I can't download this updated documentation; BB2-NPP-HowTo-v1.2.pdf It seems that the site that holds it is offline or have other problems.
I attached the most up to date files to the first post of this thread. You should be able to download the documentation from there.
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Old 15 January 2018, 15:55   #80
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Quote:
Originally Posted by witchmaster View Post
I have found a solution to the single file problem and have updated the documentation. The rexx script is now more advanced and will convert included files to the tokenized format in the compile process.

The updated documentation also describes how to create a keyword help lookup system (uses the Amiga Developer Site for lookups). That site does not have documentation for all BB2 keywords but it's the most suited site I have found thus far.

Here is the updated documentation:
http://gamephase.net/files/linked/BB...HowTo-v1.2.pdf

NOTE: If this link doesn't work then the latest version can be found in the first post of this thread.
Awesome, I will try it as soon as possible and let you know about the result
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