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Add: Breakpoints now following project or single file Fix: ASM - zone info of local labels set with !set was empty Add: Dialog editor: import palette from binary file now adds new palettes if more were in the file Comment on empty line would put comment char on first pos if an empty line was included in selection Comment Selection now only adds ; on non empty lines Fix: Assembler, not collapsing number -number to two numbers Upd: Replace path methods through custom ones Add: Binary Import for sprites/chars/char screens handle .prg to skip load address Add: Sprite Editor Import/Export option for padding bytes Fix: Sprite editor import/export of binary data now also working correct for non c64 sprites (an additional byte was implanted errornously) Fix: Block autocomplete also on horz offset Fix: Intellisense in wrong line could still open Fix: Adding breakpoints with addresses outside of code wouldn't work Fix: Intellisense popup could occur on wrong line Fix: BASIC having 0 as unreferenced line numbers had funny side effects WIP: Breakpoints for non project files Add: PDS ".equ" also functions as "equ" Fix: Settings import of ASM hacks now working Fix: Mousewheel in graphic import dialog with sanity checks Fix: SpriteEditor crash if importing sprite with color set to [Any] Add: Mousewheel support for zooming in graphic import dialog Fix: Character editor: Graphic import of MC chars Add: Source editor, insert new line with auto-indent is now one Undo step Fix: PDS has >,< order reversed (> is lo byte, < is hi byte) Fix: Sprite editor force square pixels, and even grid cell sizes Fix: Chareditor paste of hires/mc char, adjust custom color to match target mode Fix: !sl pseudo po, allow absolute paths, add error in case file cannot be written Add: Assembler not showing generated labels (!mediasrc) as unused Add: FileManager - display name of opened file in caption Add: Breakpoints moving in source asm depends on the cursor position of the current line Fix: code editor - de-highlighted brackets force a redraw right away Fix: Graphic Screen Editor: Color Selector now properly sized Fix: Text dragging in between tabs not possible anymore Add: Map editor Add/Clone tile now inserts below (first) selected tile Fix: Solution Explore Paste element only allows one copy Fix: Autocomplete filling in macros properly (no duplicate +) Tooltip shows macro params Add: Map Editor Shift-Mousewheel scrolls horizontally Fix: Commodoredisk: clearing newly allocated directory sectors Fix: Charset editor - rotating was broken for multicolor (again) Add: Several Map editor enhancements Add: ASM better error messages for duplicate inclusion Fix: Label not marked as used in > hack mode sometimes Add: Map editor copy map to image now uses the full map Fix: MapEditor focus checks for actual map screen Fix: Next action after undo of fill shows broken map image Fix: Map Editor fill sometimes visually updates wrong area (but does it right in the background) Fix: ASM !fill with > operator and enabled hack Fix: Map Editor Copy/Paste also works with focus on scrollbars Fix: Custom Controls properly behave using Tab/Shift-Tab Fix: Another uncomment edge case (first line of selection starts in middle of line) Fix: Uncomment not working if selection was from end of last line to left end of start line Add: Map Editor - Mode change now also applies to charset Add: Map Editor - Single tile change undo is now combined Add: ASM !to also allows {Date..} inside file names Fix: MapEditor changing chars/colors on a tile (on the tile paint box) also redraws the map Fix: ASM negating expression in paranthesis not working Fix: ParseLiteralValue now works with negative numbers (allows LABEL ~ -LABEL expressions) Fix: PDS operator priority according to docs Fix: PDS .BLOCK behaving like !fill, not !byte Add: ASM math.sqrt Add: Modifying hacks is marking all open documents as dirty (no more build is current) Fix: ASM uncomment selection now also works if comment char is indented by spaces or tabs Fix: ASM PDS & prefix now seems to work as intended in all found cases Fix: ASM more PDS shenanigans Fix: Breakpoints not working with alternative debug start breakpoint WIP: Load/Save breakpoints Fix: ASM more PDS relevant stuff, e.g. &$20 resulted in one token Add/Fix: PDS support enhanced, add missing POs .WORD, DLOW, DHIGH, STRING Add: ASM Hack to enable > precedence over complete expression Fix: ASM - breakpoints were auto-shifted wrong on line insert/removal Add/Fix: ASM local labels defined outside for loops, but referenced inside are not re-labeled anymore Fix: !basic not correctly checking for line numbers >= 10000 Fix: Borked images (MissingManifestException) on button images in PropCompileTarget (4.8 only?) WIP: ArrangedItemList seems to behave again WIP: Palette selection Fix: Label Dump file could have internal flags although specified not to have them Fix: File Manager block size always shown as 0 for Commodore disk images Fix: ASM crash, when referencing forward label inside macro WIP: Palette preferences Fix: ASM status info now only counting bytes/cycles from lines that are deemed selected (having the end cursor at index 0 does not count a line a selected) Add: ASM options for PO !sl Fix: Broken dialect file S-BASIC 65 Add: BASIC/Assembler, built in text macro DATE Add: BASIC Resume, Trap, Restore also allow line numbers (renumber, label mode) BASIC: Enhance dialect file to allow for tokens with line numbers in later arguments (e.g. BASIC 7 COLLISION) Fix: BASIC proper auto detect of casing on first load (without meta data) Fix: Theming, color of MRU menu items was off Fix: BASIC Fixing the fix of setting BASIC dialect led to crashes on non project BASIC files Add: dialog location sanity check (keep dialogs on screen) Fix: CompileResult - show sub messages of overlapping block in intended order Fix: BASIC added as existing file now properly chooses correct BASIC dialect on opening Fix: ASM Segment overlapping warning also issues on empty segments Upd: Replace ListBox in ArrangedItemList Add: Disassembler Pressing delete on lists Fix: Help expanded per default (in case js is not working) Add ARM build, clean up gitignore Fix a few theming issues (area beside toolbars), solution explorer icons, treeview background color Fix: BASIC entry Fix: MediaTool sprite export Fix: Custom TreeView not following some colors Fix: pure black icons in dark theme Add: Remember column widths and popup dialog placement Add: Solution/Label Explorer/Outline: Keyboard base selection modes for TreeView similar to ListView Fix: Assembler: make char literals with more than one char collapse consistently to a single char (ParseLiteralValue didn't use the same behaviour than PODefine) Add: Print Preview dialog (allows resizing on the fly) Add: Print option in File menu, also proper setup for BASIC Add: Store last check state of repo creation in solution/project wizard Fix: late evaluation of PO with no blank before string literal was broken WIP: TreeView text selection Fix: Charset as binary export, edit field was enabled per default Fix: Eliminated race condition with idle tasks Add: !jumplist pseudo op (https://github.com/GeorgRottensteiner/C64Studio/issues/119) Add: Copy Element in Solution Explorer also copies properties Fix: Several TreeView/New Project dialog issues Add: Scrolling and panel resizing in graphic import dialog Fix: Binary Editor Interleave gets stuck in infinite loop with data size <= 1 Upd: SpritePad import now working for version 2, 3, 4 (5 maybe?) Fix: Solution Explorer drag&drop of folder with subitem Fix: Add new project could clear the solution (project is not included anymore) on cancel. (Issue #117) Fix: Crash by Drag&Drop in Solution Explorer to the lowr part of the last node Fix: Charscreen editor PETSCII export was broken when first char of a line was to be inside quotes Fix: Charscreen editor, export for !pet, issue #116 Add: !pseudopc nestable Fix: Assembler not resetting some type specific flags on type change Fix: More TreeView issues Fix: Sprite Export only uses padding byte for C64 sprites (https://github.com/GeorgRottensteiner/C64Studio/issues/113 and 114) Fix: Commodore Disk images, file deletion was not clean, blocks kept accumulating. Fix: Several treeview fixes Add: Commander X16 samples with sprites in BASIC Fix: Samples - Broken Commander X16 sprite samples Upd: BASIC dialect file for Commander X16 Add: Visual option for update check on startup Fix: More project/solution menu fun Add: BASIC macro mode, only insert {SPACE} if more than one Fix: BASIC Un-Quote mode only applies to string literals, not to general source code! ({SPACE}) Fix: Charset editor - embarrassing range bugs Fix: Add/Delete nodes sometimes shows empty gaps Fix: Solution Explorer, display active element with bold style Fix: Broken release for GIT support (crash when creating new project with GIT) Fix: Solution Explorer rename file forgot extension RC1: Solution Explorer - TreeView replaced Fix: !pet/!scr/!text/!raw would add null bytes if a expression with a string literal in front would be used Fix: New Project/New Solution not closing existing project if canceled, also not saving an empty .s64 over the existing one Add: Solution Explorer -> Paste option also appears on project Add: Solution/Project Wizard -> Notify user if solution or project file already exists Add: Saveas prefill with original filename Upd: DecentForms treeview in Outline Fix: SpriteEditor preview resizing issues Fix: Image import of 4-bit and odd sized images Add: SpriteEditor export for S-BASIC SPRDEF Fix: Assembler - loops in inactive scope were not properly closed Fix: GetPreferredSize was botched, e.g. floating help window was restored to 20x20 Click here to get it! |
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Fix: BASIC files opened from FileManager (extracted from image) did not convert PETCAT compatilibity chars. Fix: Graphic Screen Editor - Zoom was displayed messed up Add: Default charsets for Mega65 FCM Add/Fix: Label Explorer using DecentForms TreeView Fix: A few PDS mismatches WIP: More treeview Fix scrollbar issues, label explorer attempt of speedup WIP: More TreeView shenanigans Fix: Solution explorer, copying mapped file inside a subfolder WIP: DecentForms TreeView Fix: BASIC Strip spaces does strip non relevant spaces in DATA literals Fix: BASIC, do not strip blanks from elements Fix: Do not evaluate text mapping inside text constants GUI: Replace buttons with fully custom one for proper theming Add: BASIC show warning if missing line numbers are referenced Add/Fix: Disassembler properly display named labels when inside disassembled code Add: Media type enums used as base for new item menu Add: Disassembler export/import named labels Fix: Commodore Disk formats delete now really removes all remnants of file, not only marks as scratched Fix: !Byte/!word/!dword handling of single char string literals with + omitted byte Fix: flipped memory request in VICE remote debugger is reordered Fix: HexView would jump to cursor with any pressed key, even when unsensical) Add: !source PO allows "once" argument Upd: Tuned Simon's BASIC dialect file Add: Additional memory views are restored on startup Fix: All memory views are now refreshed instead of only the last touched one Add: Save/Restore Debug Memory offset settings Add: Debug Memory View: Byte offset option Fix: Debug oldVICE interface, step out would not refresh memory/registers Fix: Char editor - broken mirror/rotate/shift for NCM 16 bit characters Fix: VICE remote debugger output line breaks Fix: Disassembler not following setting when disassembling to external file Fix: assembler -> source info wrong for nested for loops Fix: T64 export of file types WIP: Export of files from Amiga dsk file Fix: charset/chars screen editor, pasted cut off Mega65 NCM images (8x8 instead of 16x8 pixel) Fix: Potential endless loop when interpreting an opcode as label due to !cpu not known WIP: directory traversal in File manager BASIC: Try to adjust text casing on pasting WIP: Amiga adf Disk format Fix: Graphic screen wrong sizes on images < 320x200 Add: Open File dialog now also allows single file binaries (prg, t64...) Fix: File Manager allowing also opening of read only files for BASIC Fix: Label Explorer toggles properly between BASIC label and regular mode WIP: label explorer fix for label mode Fix: label file is now written in order of appearance add: Option to skip writing assembler ID labels to label file Upd: BASIC Dialect file for TSB Add: Option to show/not show output display and compiler messages on build Fix: different integer types not compatible with operands Fix: Source info offset off by one (having two !for loops behind each other could lead to wrongly displayed line byte size Add: !sl - label file is written to path of source file with directive Add: If a label file is created it will be shown in output display Fix: Opening an already opened file without solution will display already open document instead of a second copy Fix: Compiler Messages menu item not checked if document is auto-shown Upd: Tuned Simons' BASIC dialect file Fix: String literal operating with + on single character strings (add instead of append) Click here to get it! |
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Add: 68k support (no opcode size fallback yet, but feature complete) Add: Copy to clipboard adds column selection mode flag WIP: Paste column selection block from clipboard inserts all lines Fix: Potential crash if unknown macros are using in text literal Add: Charset export for S-BASIC fcm chardefs Add: When exporting to BASIC DATA statements, option to insert spaces Fix: BASIC: Paste ^ into BASIC editor now properly converts it Add: Disassembler, option to keep on disassembling even when encountering code end points (like rts/jmp) Fix: Potential racing condition in VICE binary monitor debugger interface could crash Add: S-BASIC dialect file for Mega65 Fix: Disassembler crash if a non preset label would be placed inside an opcode Add: BASIC Toggling label mode does not mess up with #include/#media statements anymore Fix: Disassembler was broken for new addressing mode (e.g. ldy #$xx) Fix: BASIC ambigious variable listing Add: CTRL-Z/shift-Z as alias keybindings for undo redo Fix: mapping of !fi pseudo op Fix: Don't crash when viewing 0xde00 in memory viewer Fix: Adjust SID repeat cycle to 32 registers, avoiding crash when accessing $D440 Fix: breakpoint filter logic of Tiny64Debugger Add: ASM - Context Menu: Add Watches with different sizes directly Add: Binary Editor -> Divide Add: BASIC Ambigious warning for shortened variables now only shows up once per affected variable Add: assembler - binary literals now collapse properly Add: Label Explorer all references shown Add: Clicking in Label Explorer on reference selects all references in the code file (not only direct text matches) Fix: Sprite editor, sizing/scaling issue with DPI > 100% Add: Second Solution menu back on main menu Fix: XC-BASIC-dialect file missing some commands, also BASIC renumber bailing out when basic commands are missing Add: BASIC Option for temporary meta data less files for custom build steps Add: Assembler autodetect would choose PDS if "include" was inside comments Fix: potential crash when storing open nodes with new reference labels Fix: introduced bug in !text that would miscalc the number of bytes used Add: charscreen editor, charset export now uses selection from character editor Wip: Graphic screen editor zoom/scroll Add: Option for caret width Add: Charscreen editor in Mega65 mode didn't allow for all 256 bg colors Add: ACME assembler mode handles >,< unary operator precedence differently Add: C64Ass - Set Assembler Type option Add: Crash in charscreen editor, after changing to Mega65 FCM mode and switching to the character editor tab Fix: Recurring ObjectDisposedException because of timer still running Fix: BASIC allow arrow up as single char token, to avoid adding the arrow as variable name part Add: Rename Disk ID now using 5 characters (ignoring the middle one though) Add: Autodetect BASIC files usage of macros on load Fix: File Manager, renaming disk/ID ended with wrong characters Fix: BASIC ^ is properly replaced with Up Arrow on symbol toggle Add: $(SolutionPath) as macro for build events Add: !while pseudo op Fix: Speedup in assembling aftermath Add: !scrxor for ACME compatibility Add: Custom sounds, as the Windows sounds for build success/failure sound the same per default Fix: TASM now supports properly stacked local labels +/- Fix: Update for Tasm support, .if, .else and .fi working, also labels with : following WIP: Opcodes for 68k #1 Fix the caret fix, we get ObjectDisposedExceptions a lot Fix issues/105, caret stops blinking due to stupid system wide setting Fix: BASIC editor swallowing any alt-shortcuts (menu access) Add: Assembler, math.random and math.randomseed WIP: Proper DSK filling when building Fix: Fixed off scale of menu items (forms scaling is finicky) Add: Make memory PETSCII/character views have selectable byte width Add: Assembler !skip pseudo op (for ACME compatibility) Fix: Source editor now does drag/drop with move/copy depending on control key Fix: Initial breakpoint for C128 set to $5a9B WIP: CPC DSK format now able to write file to image (only tested with small for now) Add: Z80, allow LD r,r without apostrophe as well Add: Sprite Editor import from binary file, sanity check if all would result in black on black, make it white on black Fix: If invalid opcode combination is used, and opcode is interpreted as label, and then line errors out, still give error message regarding opcode WIP: CPC DSK format support Fix: & as hex prefix properly working now, also for selection Fix: Sprite Editor GIF export now properly uses min/max extents Fix: Sprite Editor Preview - switching between layers now keeps selected sprite Add: Z80 Opcodes (!cpu z80) Fix: Sprite editor import from binary file does not skip given bytes WIP: Z80 #2 Fix totally borked extended Opcodes (non 6510) Fix: ext functions (e.g. math.sin were broken if acted upon) WIP: Z80 Fix https://github.com/GeorgRottensteiner/C64Studio/issues/102 (new solution with separate project folder was wrong, no project folder was created), node name of project was that of the solution Fix: Wizard true drive arguments for newer VICE versions is borked Click here to get it! |
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Add: BASIC #chardata meta op Adjust easyflash cartridge test files Fix: easyflash cartridge file was half the actual max. size (1MB) Fix issue 97, find all references tripping over redefined labels Add: BASIC separate key mapping for fake cursor up/left (instead of the hard wired one) Fix: BASIC autotoggle quote mode now works properly in lines with REM Add: Proper VICE version detection for true drive option (goddamn) Fix: asm macro check for existing macros sometimes failed (Tuple hash was bad) Rearrange projects to minimize Windows dependencies (C64Ass now has a Windows-less variant and can run directly on e.g. Linux) Add: BASIC loading weird bytes are now forced to PETSCII range Fix: !zone after label inside inactive scope was ignored Fix: Opcode for zeropage,x and zeropage,y would not evaluate properly Add: Macro overloading Add: ACME compatibility, allow == as equality operator Add: Overloading macro support (ACME and C64Studio only) Merge pull request #95 from Commodore64128/TASM-help some additional TASM and 65816 detection code Add: Proper bookmark support for BASIC Fix: Only modify preferences display if it actually changes, remove flicker Add: BASIC editor - set string entry mode on position option Fix: Do not Auto-replace ? with PRINT inside string literals even with deactivated string entry mode Fix: Autotruncate Literal Values checkbox not initalized properly in preferences Add: 65816 support Add: Assembler - Ctrl-Click jump to file (on !src directives) or symbol Fix: BASIC renumber with ON GOTO/GOSUB where some values were skipped (e.g. ON GOTO 2,,5) Add: BASIC SpriteData directive Fix: Endless loop in sprite editor fill routine Add: Duplicate display for sprite and charset editor FiX: Potential OutOfMemoryException when filling outside the actual image Add: BASIC -> add shortcut keys to context menu Add: BASIC Editor: Comment/Uncomment selection Fix: Bookmarks were not properly restored on load Add: BASIC pseudo op #bindata Fix: Filename for .prg files in File Manager Fix: Custom tree node toggle button was only shown if there were more than 1 child node (facepalm) Fix: value table editor calculation wrong Click here to get it! |
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Fix: Export as DATA statements would calculate char wrap wrong (DATA treated as 1 byte) Fix: Assembler now allowed something like cmp ($124 + 4) * 10, previously rejected as "unsupported opcode" Fix another potential crash when exiting the emulator Add: GIT Support (rudimentary, only simplest functions, be careful with revert!) Add: Git support in Solution Wizard Fix: Tiny64 Debugger crashing while trying to access null device Add: Intellisense filtering now treats parts of a label separately Add: Preferences for Source Control Fix: Potential invalidoperationexception when parsing collides with source file opening Add: Map Editor copy/paste now copies full map if no selection exists, paste works in every mode Add: Dropping *.spd (SpritePad) file will now open in SpriteEditor Fix: SpriteEditor import from SpritePad would not set MC flag properly Add: Create Solution/Project Fix: Sprite Editor saving to GIF was broken since changing everything to 32bit Fix stupid bug in ToFilename, upper casing was broken Breaking fix: Adjust casing of filenames in building, MediaManager and File renaming dialog Catch potential crash when a font errors out in FontDialo Update emulator setup docs Add: Save/Restore help page zoom Fix: Disassembler, trying to keep scroll offset could result in code being out of the visible area Fix: Bug in assembler, when using ! operator in !message could modify value of previous set temp label Fix Potential crash in MC sprites color settings Fix: Char screen editor - layout screen had duplicate star but missing closing parenthesis Fix: Charset editor for VIC20, Shift/Rotate Left/Right ignored multicolor flag Add: ASM &= operator FIX: BAISC label mode To/From label mode was again hilariously broken Add: Mapeditor import/export forms Fix: avoid evaluation of conditions if inside an inactive scope Fix: Previous fix for if else chain with undefined label was not complete Fix: else if now skips evaluation conditions if a previous entry in the if/else chain was already handled postive Add: Setting for max line length indicator in BASIC and ASM editor Add/Fix: Make preferences dialog vertically resizable Add: Map Editor automatically select first tile on opening project Fix: comparison string > int could fail by trying to highbyte the int Fix: symbol arithmetic, plus treat single char string as char WIP: StringArithmetic WIP: More GIT, custom drawing of Solution Explorer Fix: Can't jump to search results for unnamed file search results Fix: Crash in charscreen editor in text entry mode when the "cursor" got outside the bottom right corner Fix: Tiny speedup by avoiding reparsing tokens for lines with label in front Add: Update TSB dialect file Add: Of course also use numbers for number x= number assignment Add: Auto promotion of int/float to float for assignment operators Fix: internal brackets in nested macros could cause !ifdef to fail Fix: !ifdef not working inside macro on any but the last parameter (due to internal bracket usage) Fix: Crash if failed to evaluate expression in else if Add: String comparison handling Actually staging before pushing Add: string label concattenation mostly working now Fix: Disassembler off by one error could lead to target labels inside an instruction not being added to the output Fix: Allow label reassignment with different types Fix borked local label qualification for !if PO Fix: local symbol qualification with !ifndef PO Add: Assignment operators (+=, -=, etc.) Fix: Border/Background palette color count messup for VC20 Add unit tests Fix: comparison match now returns 0xff instead of 1 Fix: Missing icon in compile result for !message would crash Fix: local labels not always fully qualified in !if/!ifdef/!ifndef paths Add: Macro listed in Outline Add: Message output displays integer decimal and hex Hack/Fix: Wrong cursor left characters (introduced between 7.3 and 7.4) auto fix if non 3.5 basic dialect Add: Auto-renumber settings for BASIC Fix: BASIC disassembler, PRINT preferred to ? Add: Outline/Label Explorer now properly storing states per ASM File info Fix: LabelExplorer/Outline did not update on simple compile Fix: BASIC bug, where referenced line numbers were ignored when the line had a REM at the end and REM stripping was active Fix: BASIC label mode toggling, keep spaces intact Add: Label Explorer to separate from Outline Add: Compile result, use ellipsis in file name, also use theming colors Fix: Setting parameterd labels inside macro would fail with syntax error Fix: Tool tips now take line number in account (temporary labels can have different values depending on location in file) Fix: Outline now shows global labels in global section instead of the zone they're placed inside (TODO - could be an option?) Fix: No duplicate opened doc when "Save Copy as" is used to overwrite already opened file Fix: Assembler generating a file with two zero bytes when no data contained, and no start address was given Fix: BASIC stripping REM was messed up Add source control dependency Fix: palette import via !media had the RGB flag wrong Fix: BASIC preferences not checking font WIP: Source Control #2 WIP: Tree/Git Click here to get it! |
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Add: Tiny64 Interface to not tie it to Windows directly Add: Shared version info Fix: label mode toggle would loose the # on a GET#2 (probably others too) Fix: BASIC TSB label parsing for syntax coloring Add: MediaTool: Charset export from map and charscreen projects Fix: Potential exception when using numbers as shortcut keys and setting them in the context menu Fix: REM content was handled as separate tokens (and wreaking havoc if a token ended up as an opcode) Add: Bookmark window, menu/context menu entries for bookmarking Fix: BASIC Several Ctrl-letter short working (Ctrl-E, Ctrl-M, Ctrl-N, Ctrl-Q, Ctrl-R, Ctrl-S, Ctrl-T) Fix: Potential crash on duplicate argument entries for a tool (which shouldn't happen) Fix: opcode size forcing for zeropage did not work if nested brackets were used Add: Preferences completely replaced Add: Toggle document tabs via Ctrl-Tab/Ctrl-Shift-Tab Add: Show shortcut keys on asm source editor context menu Fix: Rename references keeps scroll offset intact Fix: Unit tests for cartridge compilation use external compare files now (the constants were getting too long) Fix: Allow incomplete data import in charscreen editor Add: Cartridge support for all magic desk size variants (32k,128k,256k,512k,1M) Fix: easyflash cartridge sample to actually work (Ultimax mode!) Add: New preferences dialog, with local import/export for ALL options Add: C128 VDC 80x25 charset mode (and C128 palette) Fix: https://github.com/GeorgRottensteiner/C64Studio/issues/81 Fix: char screen editor reverse mode, now works for text entry and also uses the intended cache (https://github.com/GeorgRottensteiner/C64Studio/issues/80) Fix: BASIC It's column, not row, damnit! Fix: BASIC Update case button caption/image if loading a lower case file Fix: Renaming a file in Solution Explorer now also properly adjusts dependencies Add: Show bytes/cycle count of current line, when nothing is selected Fix: BASIC Ctrl-N would insert the wrong character Fix: Issue #78, cancel on C64Studio closing (X) would still shut down Fix: Map editor undo would not update display if scrolled WIP-Fix: Autocomplete combo in Replace dialog at least works now, not final Fix: Emulator combo would be empty on first startup, after emulator setup wizard ran add/fix: Map editor, several convenience functions (default select a map/tile if opened) Fix: BASIC toggling case would mess up macro casing inside string literals Add: Import from binary file now allows to skip a number of bytes Add: Charset editor, import from hex Fix: BASIC renumber keep spaces between numbers intact Fix: Broken BASIC renumber would run emulator sometimes Fix: FileManager drag&drop was broken due to renaming the main namespace Fix: Remove shadow cursor after triple click Fix: Scaling issues on high DPI for build event tab Fix: "Shadow" caret when clicking inside selection Add: MediaManager support for file types Update: TSB dialect file Fix: BASIC auto scan for renumber properly builds with dependencies as well Fix: BASIC Macro with BASIC token inside would mess up (during renumber, etc.) Add/Fix: Proper detection of circular inclusion Add: missing BASIC X16 tokens (again?) Fix: BASIC renumber with macros inside Fix: MarQ import without bg colors crashing Add/Fix: Import charscreen from CTM/Marqs editor now properly updated background color, open file dialog preselects all supported file types Add: Saving/Restoring bookmarks in assembly view Fix: BASIC - Re-allow Ctrl-key bindings to work (Ctrl-S, etc. didn't work anymore) Fix: BASIC toggling label mode would auto-insert macros, now they're kept intact Fix: Binary editor export to BASIC, adhere to wrap counts Add: BASIC better label button description plus tool tip Fix: BASIC editor: Regular Ctrl-key combinations working outside of string enter mode Add: Layout choice of character list for better PETSCII Add: C64Debugger breakpoint file (currently all breakpoints are added as break on exec) Fix: Show |
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Fix: File Manager rename dialog would remove Shift-Spaces after double clicking a letter in the list Add: Preliminary Commander X16 support (charset, charscreen, sprites 16/256 colors) Fix: BASIC renumber issue with hard comments (they'd make line numbers skip) Fix: abort with error if implicit opcode ends with garbage Add: Commander X16 charset and hiRes 16 color charscreen support and sample Fix issue #72 (Maximized C64Studio starting up empty) Add: Preliminary Commander X16 support for 16 color text modes to charset and char screen Update: Map Editor selection display Re-Add: Map Editor - draw tiles with override color Fix: lzone label did not get cached comments Add: FileManager: Rename Export to BASIC variants to Open As Verify charscreen property reloading Add: Allow BASIC parser to recognize extended tokens inside REM (SB, TSB) Fix !lzone label not having comments Add: BASIC detect extended tokens inside REM Fix: inprecision in value table editor/export Add: BASIC files store case Add: !lzone pseudo op Fix: Potential crashes Add: Double click in debug breakpoint window jumps to source (if any) Fix: Overflowexception stopping mousewheel down scrolling in ImageListBox Fix: Character editor import with "Any" choice for color settings could crash Upd/Fix: Toggle upper/lower case would screw up shifted letters Upd: TSB dialect file, add new token CLS Hack/Fix: Keep bookmarks intact during replace all and followup undo/redo Fix: BASIC crash on nagivate back/forward, if it was not created by opening a file Fix: BASIC searching in lower case display now working (hopefully) Fix: new add label feature in disassembler Fix: Not switching GUI back from debug mode after stopping non debuggable emulator Add: Label concattenation via ## Add: Disassembler add label from address value Add: Starts of very rudimentary KickAss support Fix: Adjust caret height to actual line height Update: Tiny64 internal debugger, better IO reading (still a lot of VIC registers not properly handled) Add: Proper theming also for selected menu items, list view header and tab headers "Fix": Unit test for tan(45) would result in values extremely close to 1, but not exactly Fix: ImageListBox not removing scrollbar if content would fit exactly Fix: Restore Save As functionality as it was, it caused too much confusion Add: BASIC65 - VSYNC Token Add: Charscreen export to BASIC now properly handles colors >= 16 (Ctrl-A/Ctrl-D) Fix: File manager save of new created media not working Add: Line number color configurable Fix: triple click only react on left button Fix: Sprite editor preview, bg was not drawn transparent Fix: BASIC autoselect tokens in lowercase mode Add/Fix: Sprite editor - import errors are now written to the output window Fix: Another duplicate caret issue in FastColoredTextBox during dragging text Add: immediate label toggle in ASM file Refix icon/bitmap confusion of blue flag icon Add: WiC64 samples Fix: BASIC pressing enter in string entry mode now properly ends the line Fix: Typing ? inside comments is not expanded to PRINT anymore Add: Paste files from explorer are added/copied to the project Add: Option to toggle shortcut labels in ASM view Fix: Stray non-blinking caret after drag/drop of text inside FastColoredTextBox Fix: Compile Result stealing focus when put in foreground/unhidden Add: Disassembler, options for displaying addresses/data Add: Direct option for BASIC C64 Font size if using the internal font Fix: Pound character in !text/!pet Add: Rename solution Add: Build support for .NET 3.5 (original version), 4.8 and 6.0 Fix issue #69 (VICE remote binary monitor interface hang) Fix: char screen editor - stupid bug that nixed all color in "affect only color" mode Add: Convert data statements from decimal to hex and vice versa Port project files to SDK format Click here to get it! |
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Update Mega65 samples Fix opcode doc formatting "Fix" potential errors in dir art import Fix: Potential crash on malformed path in !src Add: First experiments with NCM mode (mega65) Fix: automatic horizontal scrollbar would not always become visible when tabs are hidden under the mini view Fix: Issue with temp labels that are modified inside !for loops WIP: Mega65 NCM Fix: Major speedup for copying sprites to clipboard Fix palette mapping for unpaletted pictures Fix: UTF8 encoding without BOM Fix alpha part of incoming palette Add vscrollbar to image list box (now works in character selection panels) Fix: BASIC - Proper handling of hexadecimal literals for BASIC 65 Fix? : Downgrade DockPanelSuite (had some issues one some machines the layout was hosed on startup) Add: Outline double click automatically selects source Add: BASIC65 WPOKE token Add: BASIC warning if truncated variable names end up ambigious Add BASIC/Assembly combined sample Fix potential crash in build Add: Mega65 sample project Dalek Attack (BASIC) Fix: On charset import in char screen editor verify import format Fix: Do not auto-collapse binary literals into local labels (#..## variant) Add: BASIC #include directive Add: !nowarn pseudo op Fix label location Fix: Import/export for sprite editor DockPanelSuite Crash fix Update DockPanelSuite Add: Button to toggle collapse state of zones in assembly Add: Stop autocomplete on opening when inside a comment Add: Dependency checking for missing target files Cleanup: Import methods in separate forms for Charscreen Add: charscreen editor Cleanedup export methods, add as string, replace space with cursor right and strip unused color options Cleanup: Export methods for charscreen editor Fix: Enhancements for issue https://github.com/GeorgRottensteiner/C64Studio/issues/56 Fix: Reordered BASIC dialect file for Mega65/V10 so GOSUB and GOTO are highlighted properly Fix: PETSCII table issues (no redraw, no insert if docked) Click here to get it! |
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Lots of small fixes, a few new features and hopefully better stability. Add: Charset screen copy to clipboard also copies image section Add: Force HiRes bitmap export to use the same color settings if possible WIP: Relocation file Fix: BASIC disassembler, no token completion inside string literals inside REM Fix: C64Studio/ACME style macro only possible with + prefix Fix: Nested loops were broken (again), last loop had wrong values Fix crash on cloning projects on overwriting existing files Add: !list pseudo op to suppress output in preprocessed file Fix: Export from .prg to .bas file, do not inflate control codes to opcodes in REMarks Add: Clone solution method Fix: Renaming project also renames the .c64 file Add: Caption show name of solution and project Add: Allow copy/paste of charset from Mega65 to C64 with palette mapping Fix: Potential concurrency issue on accessing dependencies Fix: Temp labels not showing up in Outline/Intellisense Add: Graphic screen editor: Support for Mega65 mode Add: Colors to map project (beginning support for Mega65 modes) Add: !media support for mapproject (character data) Add: Charscreen Editor - Export to Marq's PETSCII editor format Fix: Uncomment on half selected first line would leave the comment prefix Fix: Potential racing condition accessing DeducedDependency list Fix: Charset import from ASM now works for Mega65 formats Major update on Tiny64 emu: Most common opcodes now working with Wolgang Lorenz' test suite, programs start working Add: Hexbox, Ctrl-A = Select All Fix: Secondary memory view uses configured colors now Fix: Tiny64 irq behaviour, now the cursor blinks! Fix: late resolve of temp label failed Fix: Allow to type ? in REM again for BASIC Add: Update Mega65 BASIC dialect file (BIT command) Fix: add temp label type (would not show up in Outline) Add: 32 color support for Mega65 HiRes mode Add: Capture error/output streams for called emulators Fix: main toolbar button size for super high DPI Add: BASIC 65 tokens lock,unlock,bit Add: Auto-open preprocessed file Fix: Non project files, that are used in a shared build now also share file info (and thus Outline) Add: Allow multiple zone declaration Fix: BASIC Shift-Space now works as expected, Shift-Arrowup is now properly known for PI,remove shift-arrowleft Fix: Issue 59, !trace not working as expeced Add: Charpad V8 format import support Add: Pre build chain projects are now properly check for changes on a rebuild attempt Add: Option for right click behaviour in charset/sprite editor Fix: Properly build text messages with !warn/!message/!error Fix: Charscreen editor bg color combo fix Fix: BASIC Allow ? as first token in label mode Fix: Charscreen editor, allow 256 color in bg color for Mega65 Fix: Label mode toggling messing up line numbering when hard comments were inside Fix: Character shortcut keys now also working in sprite/charscreen/map editors Fix: Syntax coloring for tokens right after line number Fix: ToString for real number symbols results in proper value (e.g. 1.5 instead of 1) Fix: Outline store expansion state of "global zone" node Add: Copy/Paste buttons in charscreen editor Add: Allow palette import with FCM charset import Fix: Display FCM char color 0 as transparent Add: Go To Declaration automatically sets navigation point on source Fix: Color shortcuts now only select color, not change it (charset editor, sprite editor) Fix: VIC20 charset editor exchange color missing functionality Add: Sprite editor clear Fix: VIC20 charset mirroring X Add: Active project per solution Add: Charset screen import from BASIC listing (parsing PRINT statements) Fix: single character literals Add: text screen export with offset Fix: theming issue on project properties for build events Fix: Rename Atari Sample project folder Fix: handling of string literals could result in hard coded value 1 Fix: Color chooser dialog in map and text screen editor Add/Fix: ViC20 uses proper palette Add: Clone Project option in Solution Explorer Click here to get it! |
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Biggest enhancement, support for Mega65 graphic modes, ViC20 mode plus support for real numbers throughout. Caution: Due to hefty rewrites there might be one or the other bug in the text, sprite or graphic editors. Please notify me if you find something! Add: Mega65 sample projects showing a few new features Add: Find Reference also works on macros Add: math.floor and math.ceiling Add: Import graphic for FCM mode Add: graphic import, generate palette from > 8bit images Add: Real number support throughout assembly Fix: File manager showing proper PETSCII characters for file names Fix: !fill with expression list filling num times sequence, not num bytes Add: Sprite Editor, allow importing new palette from clipboard image Add: Palette editor: Support import of regular formatted palette file RRRRRRRRGGGGGGGGGGBBBBBBBB Fix: Backspace with tab in front could auto-delete the tab and mess u undo Add: Exchanging colors now only affeects selected characters Add: Changing a color auto-selects it for drawing Fix: Mega65 16bit charmode mostly working Add: New functions math.todegrees and math.toradians Fix: BASIC import from prg now properly restores PI symbol Fix: Charscreen editor - cut off floating selection, fix for 16bit chars Fix: Share asm file info also if file name case does not match Fix: Deleting selection with tabs inside and tabs following Add: Mega65 16bit character support Add: Charset project multiple palette support Add: C64Ass -v/--version option Fix: issue #55, watch entries cannot be deleted permanently Add: Opcode docs for Mega65 Fix: Allow sta ( x*y) + ( 231 - 3 ),x to compile Add: active palette per sprite Add: Outline showing BASIC variables Add: Store Replace settings in Find/Replace dialog Fix: Add Project as add Existing item now properly adds the project to the olution Add: Media Manager support for D81 format Add: Mega65 modes in Map Editor Fix: !dword upper two bytes were zeroed out Fix: BASIC parser logging error on a unclosed macro Add: assembler source file encoding choice Fix: Find/Replace showing result on screen (scroll horz), find at first position and proper line index Add: Sprite Editor fill method Fix: Do not overlap pasting floating selection in charscreen editor Fix: assembler type autodetection detecting PDS/DASM with "org" inside string literals Add: Syntax coloring for button backcolors Add: Charscreen editor: Painting in one stroke is now one undo step instead of every single char Fix: undo charset screen size would not update size textboxes Fix: Char/Sprite list remove mouse over highlight if mouse is outside Add: C64Ass define, nowarnings, ignore specific warning arguments Add: autofill current selection in find/replace dialog (only if single line) Add: Support for VC20 and Mega65 FCM modes in charset and charscreen editor Major rewrite: Find/Replace now working with tabs properly Fix: Update BASIC 10 commands to latest doc state Fix: Find Next/Replace Next now always starts at the cursor pos, not on a previously last found pos Fix: Caret pos when deleting line and line below is shorted then the deleted one Fix the strip spacing fix to not destroy code with tabs inside Add: mega65 support to text screen editor for 80x25 modes (hires and mc for now) Add: Strip Trailing Spaces now also trips trailing tabs Fix: Drag&Drop with mouse dragging (plus Ctrl) works again Click here to get it! |
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In Detail: Add: restore active tab of tabbed panes Add: Allow BASIC PETSCII macros inside !text statements (e.g. !text "{clr}hello world") Partial fix: properly add up line sizes on overlapping content (loops, macro calls) Partial fix: Offset line memory for nested !for loops Fix: BASIC build now works from label mode directly Add: Illegal NOP variants following ACME Fix: for wrong number of bytes in string literals Add: allow PETSCII control char substitution in assembly as well: !text "{clr}hello world" Fix: Export map editor to assembly, unusable label names from unfortunate tile/map names Fix: Source/label info for lines which are separared via colons Fix: Memory map output Maybe complete: Save As now does internal renames, save copy as does not Fix: ASM Parser, not properly collapsing tokens if the line ends with a comment Add: Textual memory map output after compiling Add: Do not mark built files as dirty when switching between loaded projects Fix: NOP $abcd now working with $0c for 6502/6510 Add: Navigating back/forward Fix: File Manager Disk image, adding new directory entry may overwrite pointer to next track/sector Fix: Only remove BASIC meta data line if it is actually present (facepalm) Add: Search/Replace in whole solution Fix: Updates the condition field when a new breakpoint is selected Add: Find all references Fix: Source code changes now handled with new events, breakpoint moves are now correctly handled Add: Show all references Fix: Potential fix for missing 3rd column in debug watch view Fix: Adding a breakpoint via Debug Breakpoints dialog now adds a breakpoint marker in the source file Add: Charset screen editor, show selection bounds Fix: Disassembly not updating with code Fix: Set BASIC V7 default start address to 7169 Add: Save/Restore BASIC file meta data (start address, dialect) in .bas file itself Fix: Speedup of syntax coloring update during background parse phase for huge files Fix: BASIC PRINT export from charset screen editor now working with apostrophes Fix: bug in watch removal Fix: Debug watches are now displayed per project/single file Fix: Pressing the Delete Button in the Breakpoints Window will now remove the breakpoint from the ASM window. Add/Fix: Undo for category swap Add: Partial support for Charpad ctm format version 7 Click here to get it! |
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In Detail: Add: Allow list for !fill expression Add: Auto-Fill emulator entries on wizard or new entry Add: !fill expression parsing with list Fix: BASIC renumber messing up lower case mode Add: Charsetscreen editor: Shifting Fix: Charscreen editor: Several display errors in extra wide charscreens Fix: Tooltips in embedded charset editor control Add: Wizard emulator detection, Enable OK Button on paste Add: Binary Editor: Pack half bytes and swizzle Add: Export option for !mediasrc and maps, mapextradata only Fix: BASIC : Most issues with upper/lowercase toggling are fixed Enhance: Error message on wrong character count on !media/!mediasrc for charset Fix: Imported charsets should always have at least 256 chars Fix: Exporting from MapEditor to charscreen sets color controls properly Fix: BASIC code, toggle upper/lower case now properly handle string literals Add: File manager - Little feature, import screen code asm !byte statements to automatically create dir art entries Add: Map editor, allow export of extra data only Fix: BASIC Editor, auto-complete BASIC commands also in lower case mode Fix: Change operator prio of modulus to match division/multiplication. This might break things for people who don't use brackets WIP: TASM/C64Tass support Fix: Exporting BASIC file via File Manager now sets the chosen BASIC dialect Fix: Autodetect assembler type fix did not properly handle comments Fix: Crash when opening help after help was closed via close all function Fix issue on late evaluation of relative 16 bit branches/jumps Fix: Optimize assembler detection (skip comments) Fix: Same issue with POIncludeMedia Fix: Exception with !binary " Fix: Restore cursor position/scroll offset after replace all Add: Image export to clipboard for charscreen editor Add pseudo op !be16, !le16, !32, !be32, !le32 Add: Adjust syntax color to currently used CPU and assembler Add unit test for wrong memory segment combination Fix: off by one error (writing wrong values if !fill was followed by a one byte gap and then more data) Fix: Wrapping of tile data export in map editor Fix: Wrong error message with overlapping segments when using !bank pseudo op Add: Atari 2600 Samples Add: Store collapsed/expanded state of projects/folders in Solution Explorer Fix: DASM . as alternative to * Add: !cpu type 6502 Fix: DASM settings to work with Atari samples Fix: Stack Overflow when setting EMPTY SPACE background color to Auto Fix: Re-add alternative illegal opcodes for 6510 Fix: Forward immediate labels in macros Fix: no stripping of spaces or REMs when renumbering (requires cleanup) Fix: Add alternative illegal 6510 opcode axs (alt. to sbx) Fix: Line spacing and zoom issues in ASM and BASIC editor display Click here to get it! |
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Biggest new features: Finally proper scaling support for high DPI (e.g. Surface or UHD) plus support for a few new CPU types. The syntax of the new mnemonics is oriented on ACME. Now you can build BASIC (V10) and assembler programs for the Mega65. In Detail: Fix: BASIC V10, wrong opcodes Fix: Scaling issue of PETSCII table Fix: scaling on File Manager toolbar Add: Ctrl-+/- to zoom in BASIC Add: Ctrl-A (Select All) for BASIC Fix Basic V3.5 default start address Add: CPU opcode docs Fix: BASIC editor line height now works with custom font sizes Fix: BASIC syntax coloring properly updates now Fix: keep spaces after line numbers when renumbering Add/Fix: Scaling issues now almost all gone Fix: BASIC coloring issues Fix: BASIC V10 SIN token Add: !CPU support for 4502, Mega65 Fix: Basic V10 SIN token was wrong (thanks Heinz!) Fix: BASIC editor scaling issues Fix: Charset editor scaling issues (DPI) Fix: Initial debug memory values are not marked as changed Add: Default start address for BASIC dialects Fix: Add "exit" to label file when not debugging (VICE 3.5 GTK leaves the monitor open when passing a label file) Add: File Manager -> export to BASIC now lists all BASIC dialects Fix: Scaling issue in BASIC editor Fix: retarget .NET 3.5 for projects set > 3.5 (while not being needed) Fix: invalidate memory on DebugGo Add: Basic V10 dialect file Fix: On new debug session default auto refresh memory to currently visible memory display Add: Debugger allows changing of registers, PC, SP and flags Add: Hide disassembly window when debugger jumps back into owned code Fix: Clipboard ownage of pasted images Add: character editor. Allow category reordering Move Charset categories to control Fix: Do not remove change marks in memory view by scrolling Fix: Label file enabling in build chain properties Fix: Old interface in newer GTK VICEs does not support binary dump anymore Fix: catching exceptions for every single BASIC dialect file Fix: Bug in duplicate memory map entries, longer length might have gotten lost Add: Support for !cpu 65C02 and R65C02 Fix: Address of line update when inserting line breaks Add: Sprite Editor -> save animation to GIF Add: Charset editor preview, prefill with white spaces instead of black @s Fix: Crash when removing breakpoint from non-project file Add: Triple click selects full line Add: Doc update for math.sin, math.cos, math.tan Fix: potential crash in FastColoredTextBox Fix: potential crash Add: Support for WDC65C02 processor (!cpu) Fix: dialect files in test project Add: Add math.sin/math.cos/math.tan to regular options. Float is casted to int Fix: Sprite Editor - name change of layer would reset cursor on first char Fix: BASIC label mode after Dialect addon Add: Make BASIC tokens externally configurable to allow for new dialects Fix: Potential swallowed remote debugger command in VICE legacy interface Add: more emulator shenanigans Fix: Laser BASIC and BASIC Lightning Tokens Add: Allow copy of file between projects Add: Major tiny64 update (added display, cia is wip) Fix: duplicate label text for character editor (this time for good?) Fix: Replace selection character count with "character" instead of "bytes" Fix: no inserting spaces in REM when toggling between label/no label mode Fix: BASIC toggling label mode now properly uses the set symbol mode Fix: Fixed mixed up charset/watch tool name Add: Display unused background in map editor Fix: Character Editor control, slightly offset pixel detection Fix: Bug when memory section was not filled with trailing * = ... statement Fix: Broken binary literal parsing Fix: Replace Win32 StretchBlt with .NET draw code for Charset Editor Control Click here to get it! |
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Add: Support for $01 for VICE binary interface Add: petcat compatiblity at BASIC file import Fix: reverted errornous DPI adjusting of dialogs Add: Alternative spelling of {RGHT} Fix: Crash with warnings without compile config Fix: Import of lower case BASIC files Add: Renaming file hides extension Add: Add display offset to column in hex display Add: Partial support for concattenated labels (LABEL##VALUE) Add: DPI awareness Fix: Crash if solution was closed and one of the add item buttons was clicked Fix: Charset screen editor: potential selection crash when going outside Add: Allow editing of disk name/ID in File Manager Fix: Display Char number in charseteditor Add: Hack option to allow .byte/.word additionally Add: Charset editor, import from BASIC (Hex) Data add second unit test for virtual segments Add: Virtual values (!byte ?, !word ?) Fix: Graphic screen editor: Full Paste button of graphic screen offers size adjustment Fix: Adjust !byte values also when following a label Add: Display type of undo as tooltip text Add: Clear screen option to charscreen editor Fix: start charset editor with default uppercase charset Fix: Description of regular letters for BASIC key map setting dialog Fix: Literal 16bit value watches now default to one byte (not two) Fix: Multiplying watch entries if you have more than one project in a solution Add: Copy debug watch lines/values to clipboard Add: Recalculate !byte, !word, etc. values on right click in assembler editor Add: Binary display of X, Y, A registers in Debug window Potential crash fix in Undo after Replace all Add: Map Editor Up/Down to sort maps Add more info to kernal.asm Fix: Potential crash in File Manager when deleting files Add: BASIC Replace ? with PRINT Fix: Tooltip text for add new file in File Manager Add: Show Selection length in BASIC editor (useful for PRINTs) Fix: Allow Ctrl-I in BASIC Fix: Crash if deleting folder with content in Solution Explorer Fix: right pad file name with Shift-Space instead of space on import in File Manager Add: Support for Simons BASIC Add: missing response type to VICE debugger for binary interface Fix: Rename bug when file inside sub folder Add: DASM incdir directive Add: !realign pseudo op Fix: Text screen editor, graphic errors if in selection mode, inserting a floating selection and dragging the mouse Fix: Renumber in BASIC not working if selection was upside down Fix: FileManager properly move dir entries with duplicate names Add: File Manager with PETSCII table Fix: TLS1.2 hack for .NET 3.5 for update check Click here to get it! |
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Fix: Update URL for version check Fix: Allow {, }, _ as valid keys for BASIC (to access assembly symbols) Add: Binary Editor - remove nth byte option Fix: Macro with squiggly braces inside inactive scope would not be properly parsed Fix: Replace tool list with arrangeditemlist Add: Allow clone for arranged item lists (sprite editor, grapic screen editor, value table editor, library paths, build chains) Add: Binary editor, wrap data output (ASM) Fix: BASIC Renumber modified Ctrl-N in string literals Add/Fix: Export sprite to BASIC now obeys the wrap-at-x-bytes setting Fix: Crash when copylinedown is used in bottom most line Fix: Theming, set BASIC editor fore color to CODE, not CONTROL_TEXT Fix: Remove "GO" BASIC token once again, messes up syntax coloring for GOSUB and GOTO Fix: Only auto-add truedrive options for VICE Add: Auto-Add local baselib path for Kernal.asm Fix: Tiny theming issue with labels WIP: Decent sample projects Tiny cleanup of sample projects, needs major overhaul! Fix: Rename BASIC line number for exports consistently Add: !fill expression method Add: Keybindings for bookmarks Fix: Scaling bug in sprite editor Add: Allow font styles WIP: New binary monitor interface to GTK Vice Fix: typo in doc Fix: autodetection for zeropage addressing failed for value $ff (facepalm) Fix/Add: Allow adding of .chr binary to solution Fix: Allow breakpoints working with non-project files Fix: Export to Koala, added missing BG color byte Fix: Proper wait for executed output during build Add: Dependencies and symbols from other projects Add: Charset control in charset screen Add: Export to binary charset from map project Fix: charset screen size change only sets modified if it really changes Click here to get it! |
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This game is a nod towards Epyx' Games series of old. Boasting 5 tracks with either Free Style or Slalom or even both categories racing. Think it's easy? Think again! Arriving at the goal is no easy feat! Pick your country, your name and off you go! Up to four players can ski it out on your beloved bread bin! Click here to get the game. |
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You are Lucy, a FedUp Excess delivery gal. Your last parcel for today is for a Mr. Jones at TechCorp, Inc. Deliver it to Mr. Jones and you're done for today! Click here to get the game. |
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Fix: Let Black Jack for CBM Prg Studio compile (allow * counter for macros) Fix: Up text length for binary editor import Fix: Crash in Charset screen editor when floating selection was placed outside the screen Fix: Add missing extension to C64Ass.exe (ouch!) Fix: BASIC shifted characters A-Z, properly place in PETSCII range Fix: Speedup of symbol transfer after full assembly Fix: Remove selection borders in char screen after changing mode Fix BASIC line length check warning Fix: initial break point set via project properties is not temporary Add: Macro File, RunFile Fix: Remove 2049 default setting from new projects Add: Charscreen import from Marc's PETSCII editor Add: BASIC source context menu Add: Partial renumbering of BASIC code Add: Clone tile for map editor Add: MediaTool support for map project (currently MAPDATA only) Fix: !hex pseudo op Add: media tool map project mapdataasm Fix: Wrong type inserted in map editor Fix: true drive icon was showing in wrong state Fix: Crash in Preferences when no baselib path was added Fix: Reloaded-documents not set as modified Add/Fix: Files opened are opened as project members if they're added in there Add: Support for C64Debugger (passing labels and program) Add: Map Editor: Delete all selected tiles at once Fix: Crash when opening file without solution. Add: Auto-save and -restart with any changes (non blocking shutdown) Fix: Step into after run to cursor after first auto break point might trigger additional break point adding Fix: use 0xa871 as intermediate break point (RUN command), so it also works with Inject to RAM Fix: Default extension for map export as new charscreen Add: Option for auto toggling BASIC entry mode Fix: Better error message on wrong method for !mediasrc pseudo op Add: Export to image for charscreens Add: option to strip trailing spaces Fix: exception for marking check in BASIC files Fix: Length check for BASIC file was off by one Add: Error marking in BASIC Add: BASIC strip REM, skip line if empty, but only if not referenced Fix: Layout restore now works for all dialogs Add: Close Solution to main menu Add: Show the exact match in AutoComplete as well (not on top yet) Add: AutoComplete sorted by relevance Fix: No popup for completion if a comma is to the left Fix: No popup if only match is exact search fragment Fix: Crash on macro insertion by label Add: label insertion as macro in hex mode (prefix with 0x) Add: Directly open .ctm files as map projects Add: Setting for max MRU entry count Add: character editing in map project Add: Copy map to image in clipboard Add: manual "check for update" menu item Add: Charset shifting to Character Editor Add: Option to treat warnings as errors Click here to get it! |
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This series ran for 100 steps until 2013 and created a full game, which later became Guns'n'Ghosts. Go here to start the journey! |
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Fix: Shortcut keys in charset and graphic editor only apply on focused editor Fix: Debugging start address properly used now Add: Ultimax cartridge support plus special debug behaviour for cart startup racing condition Add: !hex pseudo op to line up with ACME Add: Secondary key bindings Fix: Crash on find all with no open file or selected project Add: Mediatool support for graphic screen and binary files Fix: Bitmap export color clashes Fix: Bug in zone detection (stored zone was used instead of local one) Add: Binary editor gets upsize (8 to 16 bit) Add: Display and toggle button for string entry mode Fix: Hotkey for debug step out was not working Fix: Token scan for BASIC V2 Fix: Predefines from build chains now really work Add: BASIC casing button shows current setting Add: Support for Laser BASIC Add: Display offset for binary display to help align memory views Add: Remove all watches Add: Solution Explorer: highlight one node per project, not one globally Add: Mark build as dirty if build events are modified Fix: Unwanted userappdata path usage Add: File Manager rename file via F2 Fix: BASIC tokens with two byte opcodes Fix: Exception with invalid regular expression in Find/Replace Click here to get it! |
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It is kind of a Metroidvania, you find items which provide access to new areas, or new abilities. There are no enemies, but lots of holes to fall into :) Tuck is on his way to Vokuhilon to the big snail farm auction. But unfortunately the engine fails and he has to emergency land on Meta. Stranded he now has to find a space ship repair kit (a very rare item!). Help Tuck find his way about and fix up his space ship in time! Click here to get the game. Have fun! |
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Add: WIP support of XVIC and X128 emulators (debugging works) Fix: Allow fatal errors to still write preprocessed file Fix: Fatal errors abort error message collecting so no followup errors are shown Fix: macro with local arguments now work when called from different zones Add: Tooltip with full file path on tab Add: BASIC symbol mode replaces with multipliers Fix: Keyboard shortcut in sprite editor only if focused Add: BASIC Hex import/export (C128) Fix: Charset mode toggling in Debug Memory view Add: BASIC version selection Add: D84 choice in element properties Add: Reverse mode to char screen editor Fix: Major speedup in replace all Add: GTK Vice detection and repeated debugger connection attempt Click here to get it! |
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Fix: PETSCII dialog is now optimized (major speedup) Add: Auto-Center text in charscreen editor Fix/Add: Way better PDS support Fix: Auto correct alpha on syntax coloring settings (the dreaded everything's white problem) Add: Keyboard shortcuts for mirror/rotate/shift in charset, sprite and graphic screen editor Fix: BASIC insert/replace now properly inserts/replaces Fix: BASIC renumber now also renumbers line numbers directly after THEN Fix: Custom build step uses configured target file name/type Add: All kernal functions to kernal.asm Fix: Autocomplete filling would override detailled info Fix: Properly start empty BASIC file with start address 2049 Fix: Crash in Find/Replace when RangeFromSearchLocation returned null Fix: Pasting in graphic screen editor now updates editor window Fix: Sprite editor export/import as .spr properly uses the multi color flag Fix: Sprite editor deleting also updates editor view Fix: Copy/Paste selection ranges work again for charset, graphic screen and sprite editor Fix: Disassembler, export to assembly now does not insert the assembled bytes in front Fix: Crash if cheap label in front of macro call Add: Function of graphic screen editor green buttons Add: WIP of multiple memory views Add: filewatcher to non-code documents Add: Toggle endianness in Debug Watch Add: File watcher messages now collected in one dialog to auto-reload all Add: External dependencies Fix: Crash if settings folder was not existing on startup Click here to get it! |
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Add: Graphic screen editor paint tools Add: BASIC editor 80 char pos line Add: Allow changing of start address for BASIC Add: Save to File Manager Add: Real version number to properties/details Fix: Crash when deleting folder in Solution Explorer Add: Prepare file opened via context menu on !source PO Fix: Crash when unknown character encountered Fix: caret color detection Add: Support for alternative Debug.Log viewers Fix: Different post build commands for Win/Unix Fix: Resource leak in Hex sprite viewer Fix: Crash in sprite viewer Fix: Crash in macro viewer without active project Add: Support for GTK Vice' console window Fix: BASIC renumber bug (first token after line number went missing) Add: Opening of base libs via context menu Fix: Default graphic screen start size 320x200 Add: Debug Views (memory/register) color adjustable Click here to get it! |
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Fix: issue where local labels inside bracketed zones were not properly recognized inside macros Fix: improper token offset during macro call relabeling Fix: Set default debug start address label (was empty on first creation) Fix: ifdef issue that was present in ifndef (defines evaluating to zero) Fix: bug with config values outside 0 to 0xffff which were silently swallowed Fix: !ifndef also checking if value was not zero Fix: BASIC, several renumber bugs (on gosub/goto) empty lines were removed {space} was inserted for blanks Fix: Fixed scoping bug with !zone inside inactive zone Add: missing BASIC macros, RVS, OFF, SPACE, SPACES, ARROW UP, ARROW LEFT Fix: Fixed renumber bug for BASIC, when macros were inside string literals Add: Allow late evaluation of symbols in !basic pseudo op Add: Added support for several statements for !basic pseudo op Add: theming shenanigans (new color entry "control background"), should allow for "dark themes" Fix: Fixed wrong label zone info (local line index was not set properly) for labels in lines with separating colons Add: Allowed debug start address setting per config instead of global Allow debug start address also to use a label Fix: Fixed early evaluation of ifndef inside macros Fix: allow negative values automatically Fix: Disable "unused label" message for local labels inside a !for loop Add: added missing petcat macros (swlc, swuc, ensh, dish) Fix: Fixed bug in local label uniquification inside loops. Fix: Fixed potential cross-thread-invocation of method Add: grid for map editor Fix: Fixed several sprite editor issues (off by one on sprite index, layer re-sorting/removing was not properly saved) Add: added jump to line Fix: Fixed errornous collapsing of - with literal number when a subtraction was intended Fix: Fixed wrong duplicate Y mapping for BASIC in english defaults Fix: Fixed int +/- off by one edge case Fix: Fixed file not properly opening on dragging drop Fix: Allow emulator run without productversion (would bail before) Fix: Outline sorting totally borked, labels/constants were not added in their zone depending on sorting Fix: Potentially fixed Compyx' crash problem Fix: Fixed line separator issue, separators where fused into labels Fix: Fixed !addr scope check if inside inactive scope Click here to get it! |
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Clear every screen of all dots. Be sure to fight back enemies, as they drop nice extras. Pickup 9 of a kind to activate a particular powerup. Once all dots are collected grab the key and unlock the exit! Careful though, the enemies will get faster and tougher as the stages advance. So you have to be on your toes and be sure to grab enough powerups to keep up with them. Randomized stages allow for high replayability as no two games are alike! Play alone or team up. Both players play with one score and one pool of lives. The one who activates an powerup is the only one to receive it though. Click here to get the game. |
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Add: Reload functionality for disassembler Fix: Over zealous check on compiled file > $ffff Fix: Import of Charpad file Fix: Missing ASM settings in settings dialog restored Add: Allow tabs with more than 9 spaces Fix: Bug in non 40x25 sized char screens Add: Line address display Add: Context menu to jump to memory view from label Add: Proper support for !addr pseudo op Add: XOR as operator Add: Now line separators (:) work properly Add: Sample projects to release folder Add/Fix: BASIC editor entry now does normal keyboard for normal entry, only positional mode in string enter mode Add: Separated MRU in projects/files Add: Import from ASM/BASIC to sprite editor Fix: Memory block output display for BASIC Fix: Running BASIC files with debugging enabled Fix: Copy/Paste for Find/Replace Add: GMOD2 cartridge support Fix: Bug in macro evaluation, else if was evaluated Add: Delta values in value table Add: Set default key binding if no binding is set Add: Allow reordering of tools Add: BASIC macro multiplicator {4 down} now works Fix: Totally broken if else chains Fix: Endless loop if macro calls itself Click here to get it! |
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Since the last version didn't work anymore on Windows XP I've fixed that particular problem. Thanks on for testing, you know who you are! A big thanks go out to all fans who still build and upload sets! Have fun! Click here to get the game. |
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This DOS game is one of my favourite projects and was created with several great gals and guys and lots of love. As a bonus the speech is fully functional! Due to the market back then it's only available in german though. This packet is available for download with kind permission of the DVS Media GmbH. The download contains the DOS emulator DOS-Box, to start the game simply double click the batch file "Iron Willy.bat". The game itself is an adventure in 3 acts, an pure adventure part, a puzzle part with lots of welding and a short action part near the end. Have fun! Click here to get it! |
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Fix: easyflash, RGCD and magic desk cart generation was borked Add: BASIC upper/lowercase toggle Add: Library paths Fix: Bug in !media for graphicscreen not being full width Add: Simple up to date check Fix: Unfolding of folded blocks during compiling Add: Enhanced disassembly and preprocessed file output Fix: Late breakpoints not working at all Fix: several bugs in loops inside macros, nested macros Fix: D64/D81 disk image BAM check for free space Add: Graphic screen editor allows export to Koala Fix: Binary import for charset screen if color bytes are > 15 Fix: Set filename in container media to outer filename (not HURZ anymore) Add: Grid in charset screen editor Add: Import charset and charset screen from assembly Add: Key binding for collapsing/expaning all folded blocks Add: Export to charset screen from map editor Fix: Local labels in macros were not properly localized Add: Option to move range of charset in charset screen editor with automatic screen adjustment Add: Override charset display mode in charset screen editor Click here to get it! |
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A real fan sat down and created his own manual for Joe Gunn. The manual comes with hints towards the first puzzle, is provided as PDF and really shows it was made with passion. Therefor I'm putting the file up for download (with kind permission by the author, Andy Haywood) from here. Maybe the chance to undust Joe Gunn once more? ;) Find the manual and the game here. |
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Fix: Macro source info was using file name at calling location, not of the macro source location Fix: Fixed loading bug in ValueTableEditor, table with values was refilled but automatically cleared when loading tables without formula Add: making !media accept startindex/count optionally for value tables Fix: fixed source export of map editor column by column. Add: Added MAP_DATA binary export to MapEditor also fixed row by row and column by column where it was the wrong way around Add: Enhanced !basic pseudo op to allow line number and text comment Add: Added text entry mode for char screen designer Add: Added delta info to relative-jump-too-far Fix: Corrected stupid bug in !basic pseudo op, pointer to basic file end was totally wrong Add: Enabled including of assembly symbols in BASIC files (and subsequently debugging the called assembly) Add: BASIC macros now allow hex values (prefixed with $) Fix: Fixed autocomplete for enabled tabs (hopefully not breaking everything else with tabs) Add: support for V5 of charpad ctm files Add: a include map sample project with charset Add: added binary editor to "Window" menu as well Fix: save all now also saves documents which are not part of the solution Add: Added value table editor to Window menu as well Fix: selection highlighting now also works in BASIC Fix: added missing BASIC macro symbols Fix: total rewrite of syntax coloring for BASIC Add: double click selection in BASIC now selects the token beneath Fix: Fixed operator precedence, hi-/lo-byte operators had lower prio than comparison Fix: Fixed renumber issue: Non-existing target line numbers were set to zero, now they stay unchanged Fix: BASIC: Renumber does not mess up spaces anymore BASIC: Renumbering does not at new line at the end BASIC: Renumbering does not mess up control codes Fix: Importing image in charset editor now used the import dialog. Import dialog checks does not bitch about hires chars anymore if they have a valid custom color Fix: Fixed crash when shortcutkeys in toolbarstrip doesn't like the short cut Fix: Shortcut tooltips are now adjusted when app state changes (debug toolbar shortcuts) Add: Option to hide auto complete Add: Experimental auto-adjusting of moved symbols (editing will move symbol infos accordingly) Add: Added export for charscreen projects Add: Made miniview toggle-able via context menu Add: added spritepad support (*.spd), Importing in sprite editor and reading via !media Add: better color selection for manual drawing in graphic screen editor Click here to get it! |
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Have fun! Click for Birdie's Revenge and/or GD Missile Command to get the game. |
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Add: Value Table editor Fix: dc.b for PDS assembler Add: Koala import support courtesy SouIstealer Add: Cheap local labels Add: Charscreen editor now has char/color only options Add: Debug Memory allows toggling upper/lower case in PETSCII view Fix: Crash if line number in search out of bounds Add: Shortcuts displayed on toolbar/menu, courtesy SouIstealer Add: Missing exchange color options for charsets/sprites plus undo Fix: Code ordering for nested macros could get off by one Add: Ctrl-H and Ctrl-N now properly "compiled" for BASIC editor Fix: Potential endless loop in find/search Click here to get it! |
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Add: Assembler system label ASSEMBLER_C64STUDIO Fix: Crash in "import file" for text screen editor without solution Add: Better error marking in code Fix: Branches in zero page now assemble Add: Binary export "To BASIC" now supports line start and delta Add: Export for map data from selection now selects all if no selection exists on the map Fix: Export in map editor now only adds prefix if selected Add: Missing undo for default charsets in charset editor Add: Delete option to Media Manager Fix: Register display for $01 (off by one error) Fix: Map project now properly builds charset selector from loaded charset Add: BASIC macro variants for "gray" with a and numeric PETSCII {147} equals clrscr Add: tiledata option to !mediasrc pseudo op Fix: crash bug in BASIC compiler Fix: Panels activate now without stealing focus, updates .NET framework to 3.5 (for latest DockPanelSuite) Add: Syntax coloring updates in current line right away (instead of delayed as the rest of the file) Add: Direct paint option for tiles in map editor Add: More missing undo steps for map editor Add: Export to BASIC to sprite and graphic screen editor Fix: invalidoperation bug in MC export Add: Manual color mapping in graphic screen editor Fix: Search string not found it at very end of file Add: Sector error info support for D64/D81 to File Manager Fix: Crash in find next when target document was not open or previously closed Fix: No error if opcode with immediate addressing and late evaluation was out of bounds Add: Additional output of start address and size after successful compile Add: Changed tab support to also work without TabsAllowed enabled Fix: Removed "apply functionality" in tool settings Add: Portable mode (has to be chosen once in settings dialog) Click here to get it! |
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This ended in a little 3d climb/sneak game named Assassins'r'Us. Find the game here. |
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Add: Intellisense now shows entries which contain the typed string instead of only starting with Fix: Mediatool and Mediamanager paths are now properly in apostrophes for paths with spaces Add: Added debugger interface to decouple VICE remote debugger Add: simple emulator framework (capable of running up to the BASIC startup screen) Add: Watches can now be moved up/down via context menu Fix: !if inside !macros didn't work properly Fix: Bug in watches due to VICEs binary mem dump when only one byte is wanted Add: Undo for default upper/lower case charsets in charset screen Add: Custom colors for sprite/charset display in memory view Fix: Uncommenting now works with mixed tabs/spaces Click here to get it! |
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Fix: Crash if "rebuild" with non project was clicked in toolbar Fix: 40 track .d64 images can now be opened in File Manager Add/Fix: Background worker to speed up general behaviour (switching docs, etc.) Fix: Proper support for VICE 3.1 Add: 1bit image import Add: quick hacked CBMPrgStudio support Fix: Fixed bug in !pet, @ was compiled to $00 instead of $40 (increases ACME compatiblity) Fix: Allow key mapped actions to work even if no document is currently active Click here to get it! |
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Add: Action to jump to next warning/error message Add: Support for VICE 3.0 remote debugger, now works with binary mem dump => way faster memory reads! Add/Fix: Total rewrite of BASIC key mapping, now it should do what's on the tin. Add/Fix: Replace all now works with selection, open documents and whole solution Add: !media supports spritedata for sprite files Fix: Build chain dependency building properly now Fix: Random crash at !macro with expression parameter replacing Fix: BASIC label mode could mess up if commands were used following ON GOTO,GOSUB Fix: Several crashes with drag & drop in Solution Explorer Click here to get it! |
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The editor has a new tile fill mode. As new feature block groups can be copied and pasted for faster reuse. A big thanks go out to all fans who still build and upload sets! Have fun! Click here to get the game. |
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It seems Mother Russia is falling behind in the arcade stakes. So this must be rectified immediately. So I have had a note from a Mr V. Putin saying he needs your input. Now being Russia they dont want flashy graphics and that ... See Tetris none of that high resolution stuff. Make Russia great again with such games as Tsar Wars, Hunt for Pink Oktober and such other great games... Thus the comrades from Retro Remakes let us know, and I followed their call. My entry, "Super Putin Bear Rider". Have fun! Click here to get the game. |
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Lost in ancient ruins an explorer tries to escape. His only weapon is his trusty oil lamp. Can he escape alive? Have fun! Click here to get the game. |
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Add: Highlight of other occurrances of current selected text Add: Display of memory content optionally as sprites/chars Add: Exchange colors methods to sprite editor Fix: Key mapping for BASIC should now be really functional Fix: Pi constant for BASIC was mapped to wrong value Fix: Lots of smaller fixes and added errors for compilation and opcode detection Click here to get it! |
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Add: Label file for VICE (run and debug mode) Add: Outline allows for showing/hiding local/shortcut labels Add: BASIC - Short cut of commands automatically replaced with full command Add: !macros now also work with {} brackets similar to ACME Add: Code folding, also saved Add: MediaTool for simple pre/post build processing Click here to get it! |
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As a kind of bonus there are three new achievements. A huge thanks go to the people still creating and uploading new sets! Have fun! Click here to get the game. |
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Add: Byte and cycle display in left border Add: Fastscroll display on the right border Add: Change marker on left border Add: Group modification of selected chars in charset editor Add: Segments now build properly Fix: Display memory view with Commodore font Add: Check for HiRes bitmap mode in graphic editor Fix: Several bugs in import dialog format checks Click here to get it! |
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Fix: Search/replace with tabs enabled now places selection properly Fix: Color preferences now really don't mess up the settings anymore Add: Sprite Preview now allows expand h/v Add: Charset can clear selected chars Add: Enhanced Character Mode (ECM) in charset, charset screen and map editor (not for paste detection yet though) Add: !addr/!address as pseudo pseudo ops for ACME compatibility (they are ignored for now and do not trigger a "unknown pseudo op" warning anymore) Click here to get it! |
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Fix: Import of 4-bit images now works Fix: symbols are now distributed to files in sub folders correctly Add: Direct calculation to Calculator (allows all variants just like in assembly) Add: Mem-Dump update put in idle queue (debug memory view now scrolls smoothly), downside, update takes a bit Add: Open last session as option Add: Setting colors, keybinding, fonts to defaults per button Add: Tool Windows visibility is now saved for edit and debug perspectives Nothing essential changes, lots of smaller features and bug fixes. Click here to get it! |
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Gather all carrots, but you may have to bring sacrifices. Have fun! Click here to get the game. |
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Thanks to some feedback I was able to fix a bug when testing duel sets. Also now there's a restart level key, defaulting to R. Level sets may now be renamed from the level selection screen, simply click on the set property button. Have fun! Click here to get the game. |
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Fix: Colors on startup with new settings are now set to sensible values Fix: Replaced Scintilla in most places with a pure .NET control. A big step towards better cross platform. Also better syntax coloring Fix: !ifs inside macro definitions now work Fix: Big speed up on preparsing when opening multi file projects Click here to get it! |
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Fix: Import File in Media Manager now refreshes the file view Fix: Nested for loops now really work as intended Fix: Crash with combined binary complements Fix: Bitmap export now properly uses actual size (not forced to 320x200) Fix: Crash yet again in projectless mode (using files without project/solution) Add: !BASIC pseudo op Add: Sprite editor effects (shift, rotate, mirror, etc.) now work on whole selection Add: Undo for charset and graphic screens Add. Graphic screen now directly resizable Click here to get it! |
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Add: alternative BG color to map editor Add: True drive toggleable Add: Emulator choice Add: Undo for map editor, charset editor, sprite editor Fix: Easyflash creation would crash for files bigger than 65536 bytes Fix: Way better PETSCII table dialog Fix: Set tiles could visually disappear when changing to other tool (but were actually set) Fix: Dependency during chained build now also rebuilds dependant element if it has been rebuilt during the same build cycle Click here to get it! |
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Fix: Several crashes with out of bounds selection in charset and charset screen editor Fix: Several crashes when pasting out of bounds in sprite and charset editor Fix: Loops nested in macros now work properly Fix: PETSCII Table now works on single click Fix: BASIC toggling between label/non label mode doesn't add spaces everywhere Fix: BASIC macros now work case insensitive Fix: BASIC source fonts correctly use for every part Add: DASM pseudo op ALIGN Add: alternative multicolors in map editor Add: Proper creation of project and non-project documents Add: BASIC files compile file name default to file name plus .prg Add: Color exchange for charsets Add: Allow BASIC font to be different than C64 font Click here to get it! |
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And unfortunately a few new bug fixes: Major one: I re-added a few known behaviour bugs, which some user level sets relied upon. Now all sets should be solvable again. Once you win a set you should no be able to return to the main menu. No more crashes in levels with many objects. Speedup for levels with many objects Speedup for the level selection screen, huge levels caused quite a slowdown for the preview. Have fun! Click here to get the game. |
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Add: Tools (rect, box, selection, fill) for charset screen editor Add: Tools (rect, box, selection, fill) for map editor Add: Store/show comment info for labels, display in tooltip (continuous and after line comments are considered) Add: Newer Scintilla control Add: Better disassembler, now allows to modify binary, jump addresses and save/load project settings Fix: Crash when "find all" in non opened files was used Fix: Run to cursor from context menu could use wrong address Fix: Exporting graphic screen into existing charscreen project did not honour multicolor setting Fix: Moving tiles up/down in map editor could mess up tile indices in editor Fix: Pseudo op !CT could modify previously used custom conv table Click here to get it! |
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Fixed a crash in a user level with custom script. Additionally the short cuts to modify the game difficulty on the fly did not work quite right. There's a new extra easy difficulty setting for those extra mean stages. With the proper short cut keys the game difficulty can be changed while playing, makes beating those nasty stages easier. Some user levels were unsolvable, because they either used accidental features which I fixed; or they really were broken. These features are restored (like moving boxes over one way blocks), other stages have been adjusted. Have fun! Click here to get the game. |
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Help the toy kingdom! Guide the tin soldiers to their exits. Several building blocks are at your disposal. 10 stages come with the game, an editor is inside to create more puzzles. Find the game here. |
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Fix: Comments with non ASCII characters could break macro insertion Fix: Several DASM pseudo ops have been added and/or fixed Fix: Adding new item could overwrite existing file Fix: !error, !warn and !message pseudo op now properly evaluate expressions as text Fix: Dependencies can now be compiled without opening the file Fix: Running external commands with spaces in path now finally really works (ouch!) Fix: Import of paletted images now works (didn't show up in the preview dialog) Add: Symbols/tokens of dependencies and included files are now also updated after successful compile Add: !warn pseudo op Add: binary not operator (!) Add: Methods CHARVERT, COLORVERT, CHARCOLORVERT, COLORCHARVERT, CHARSET to !media and !mediasrc for character screen projects Add: Tab Context menu to close, or close all but this |
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A little action puzzle game. Connect planets with a cable for better interner access. Cables must not be crossed! The game plus (ugly) code can be found here. |
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Just as written by Jörn HitBlock Deluxe 1.5 crashes during start if the PC doesn't have a sound card or no speakers attached. Please get the new download to have the problem fixed. I apologize! |
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The setup will update an older installation, no settings or levels will get lost! Here's the game. Sorry, and have fun! |
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Fix: Charpad .ctm import could have wrong colours Add: Dependencies allow to include symbols (useful for multiparters) Add: Add existing item asks to copy file if not inside project folder Add: Better range export for sprites Add: Symbol import for dependencies Fix: !media did not work right for spritesets Fix: potential hang with !for pseudo op if step values did not add up to end value exactly |
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Add: Extra data per map in map editor Add: License information Add: Finally, IDE layout saving Add: !convtab, !ct allows now spreading custom mappings over several lines Add: Charpad .ctm import (charset and map editor) Add: !media and !mediasrc pseudo op (direct or assembly import of charset/spriteset/screens/maps) Fix: Several bugs in map editor (only last map saved, update name) Fix: Pseudo breakpoints (Ctrl-F10) would only work twice Fix: Import existing file in sub folder would not properly build file hierarchy Doc: Added !RAW |
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Add: BASIC renumber function Add: !PET pseudo op Add: elseif for !if, } else { pseudo op Add: !TRACE pseudo op Add: Watches are saved/restored with a solution Add: Ctrl-A works now in export assembly controls Add: Preliminary graphic import dialog (not fully functional yet) Add: range and block selection in sprite/charset editor (Shift-Click = range, Alt-Click = block) Fix: Expression evaluator could miscalculate when both division and multiplication were in an expression without parenthesis |
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New entries are Soulless, Guns'n'Ghosts and Get ´em DX. The C64 page is here. |
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At its heart it's a Frogger variant. Granny must reach the other side without getting killed by traffic. I personally never managed to do so. If you do, please be not disappointed. :) The game can be found here. In other news I'm working on a Rogue like named Dawn. Base is a nifty graphic tile set. The game will try to combine Final Fantasy strategic fights with Rogue tactics. A WIP thread can be found at TIGSource |
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Levels with a few hundred enemies would bog down the computer Followers can be escaped by keeping to walls on the left The global level set list can now be sorted by clicking on the header Bug fix for "The lost Mazes - level 5" Another huge Thank You! for the feedback! Click here to get the game. |
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Fix: local labels in macros Fix: Replace all in selections Fix: Keyboard shortcuts mode based Add: Commenting/Uncommenting selection Add: Solutions, support for more than one project Add: Folders in solutions/projects Add: Included aay64 documentation Add: Context help (currently only for opcodes) |
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Uploading bigger sets didn't work On some notebooks fullscreen would not work No more blocking delete-level dialog in the editor Short cuts in the editor And another huge Thank You! for the feedback! Click here to get the game. |
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-color thieves now block again -teleports work as previous -done and exit blocks work as previous Simply re-download the setup and install over the old version. All your settings, achievements and scores will stay intact. Thanks again for telling me about the mistakes! Click here to get the game. |
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Here comes HitBlock Deluxe, the completely overhauled version. Click here to get the game. Since some features were added last minute please let me know if you run into any issues. Have fun! |
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Add: Ignore warning settings Add: Modifiable constants (instead of redefinition error) Add: Way better PDS and a little better DASM support Fix: overlapping segments are now properly written to the final result Fix: Temporary breakpoint did not work, if a store breakpoint was set Fix: Find in selection Fix: Crash in Find/Replace |
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I hope nobody got scared by the Donate button on the menu bar.
Nobody should feel forced to anything. Still, there are some costs for hosting the site and also creating new games. If you want to support new development, I'd be really happy and thankful. And don't worry, everything is and will stay free! In other news HitBlock is perfectly stable. The last touches are set to new stages, a few new features and most of all, compatibility to older stages. All existing stages from the online level database will work fine! |
Fix: Pasting image in graphic editor does not check for validity Add: Binary editor (File->New->Binary Editor) Fix: Deleting live breakpoints while in broken state might delete wrong breakpoint Add: Better PDS assembler support, DH, DL, CBM, EQU, proper local labels Fix: Major speedup on longer warning/error list Fix: Media Manager: Rewrote file handling (load address was getting messed up again) Fix: Assembler type auto detect now really working |
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Esp. stages for the new game modes. And I want to double check with older level sets so they're still solvable. Plus the levels with the tight gap should get playable again. |
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Fix: Search All had off by one line numbers Fix: Replace all could run into endless loops if the replaced text contained the search text Add: Search All now brings search result list to foreground Add: Search All now shows proper line numbers for currently closed documents Add: Debugger now jumps to disassembly if cpu pointer is not in code |
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The theme: 10 seconds The magic apocalypse happened. A magic rift is tearing the world apart in ten seconds. The only way to avoid this is to get to the magic source and repair it. But you've only got 10 seconds... |
What if dinosaurs weren't extinct? Then they would herd humans! Drive your herd into their designated goals :) |
Fix: Complete rebuild of BASIC tokenizer according to C64 kernal Add: Support for store/load/exec breakpoint types Add: Focus now shifts to Emulator/IDE during debugging depending on state Add: Find/Replace dialog of Scintilla replaced by self built dialog, now allows search in file and properly holds search/replace history (may be buggy) Add: Button to force hires/multicolor on all characters in Charset Editor |
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HitBlock is going strong GUI wise, and a lot of testing is required now. There are still quite a few bugs hidden away. In a short time a new puzzle game should be available. I had planned it for this update but I just wasn't satisfied with the overall look. |
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Currently I'm working on HitBlock Deluxe for PC and Hyperion for C64. Since I'm also working over the uploaded level database I'd be happy to hear your thoughts. A new feature will be a download count. Maybe also level voting but only if I can keep misuse down. Hyperion will be a metroid like game with scrolling, lots of aliens and a dark background story. To see a few mockups head over to Lemon64. |
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Add: Command line tool MediaManager Add: Renaming files in File Manager Add: !for macro Add: !macro macro Fix: Disassembler would abort if jumps were out of bounds, relative addresses were calculated wrong Fix: lo/hi-byte operator now works properly also inside an expression Fix: Exception when !source-ing empty file Fix: Adding Watch of local label now works Breaking Change: Fixing the lo/hi-byte operator now makes expression like # |
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The provider change is done, the site has moved.
Now the recurring outages and being-hacked should be a thing of the past. Plus: There will be more and more regular updates. Not every single one will have a download though :) |
On the other hand another C64 project is done, Get ´em DX. It's a polished version of the original game from 2011. This time with spruced up graphics and real music and sound effects. A free download and also buyable media versions for fans and lovers of good old games can be found here or at RGCD. |
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23.09.2012 - 2.4: Changed ASM parser, now checks for * inside !IF work Fixed saving of charset export file name Proper behaviour for files saved outside of project folder Enabled watches for ,x and ,y (needs to be selected) Fixed Basic bugs: * was resulting in @, PRINTX was not recognized as PRINT Fixed asm bugs: 3 digit hex numbers were treates as single byte Fixed crash for properties of new Basic files that were not saved yet Syntax Coloring customizable (in certain limits) Grid in sprite/charset editor Copy/Paste in sprite/charset editor now doesn't care about image size PETSCII character table |
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On 1st of July Soulless for C64 was released. It can actually bought in two web shops as tape, disk, cartridge or digital download. Poster and companion CD are available as well. Take a look at Psytronik or RGCD :) Also, since it was asked for in the guest book, find a very very work in progress of a 3d puzzle game over here. |
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A little rogue like. Fight monsters, earn experience, grow stronger to finally beat the mighty beast. Find the game here. |
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It's a little simple christmas game for the smaller. Santa brought a few presents to the wrong houses and Rudolph has to sort it out. Land carefully and deliver presents to their rightful owner. You can't really crash, but lose a lot of reindeers. Find the game here. Merry christmas too all out there! |
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This time #20 with the theme "It's dangerous to go alone, take this!" Not really innovative a little Zelda clone was created. The game is rather short, as consolidation there's an editor and even some enemies. Find the game here. |
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Here's a little present. Not a real game, just a small fun toy. Decorate the tree! Listen to the music! And torch the decoration. Find the toy here. |
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A little bit older, fixed up and made ready. It's a funny little puzzle game with editor. To download go this way. |
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This time it's a complete game, rather short though. Imagine a 3d world, folded into a plane. And now, fold at a different spot. This makes it possible to access all kinds of short cuts. Difficult to describe, just give it a try, right here. |
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A long long time ago I tried to start the experiment experiment. It worked for one entry :)
To get things going again here's the download to an older experiment, Gyroscope Plus. To get the download and more info go here. |
This was my entry for the Forum64 Basic competition. It's a little Final Fantasy clone and might even be fun to play! Get the game here. |
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Write a game to a specific theme in 3 hours. This time a puzzle game with the theme "spring". Result is a nice little game that even is not completely easy! In other news HitBlock Deluxe is progressing quite well. Find the game here. |
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Earn money in the chocolate heart factory. Maintain the big machine, keep it going and produce the required number of packaged chocolate hearts. Jump back and forth and repair the broken parts which mess up the production. Find the game here. |
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I couldn't resist participating in yet another programming competition. The result is a fine little game over here. |
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While toying with Windows 7 I noticed that the setup doesn't work right. I've worked it over and it should do its job now. Find the new Setup here. |
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This version doesn't ship with all sets predownloaded, it works fine with Vista (and probably Windows 7) and also received a few bugfixes. Due to the changes this version can not be installed as update of a previous HitBlock installation. More about it here. |
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After moving house I plan to speed up development again. Let's start with a sad little excuse for a game, once more for Ludum Dare! Find more about it here. |
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Since my interest in C# and also SilverLight I participated in yet another programming competition. The following game resulted. Requires SilverLight 2, a browser plugin based on .NET, available for common browsers and OSes. So hurry up into the SilverLight department! |
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Ludum Dare #14: Doom Runner More over here. Since i borked it last time the download link for XOrbit is now available. |
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The cooperative 2 player mode is working, the whole GUI stuff is missing ;) And part 2 of the experiment experiment: XOrbit. Since its WIP it's pretty rough around the edges. Try the "Nasty Puzzle" mode for a little hectic. More about it here. |
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While cleaning up behind the old stuff box in the cellar i found a few gems under heaps of dust. For one, there's my first version of HitBlock for DOS, as well as a few other old games, now conveniently sorted in Other Programs. In other news the work on HitBlock Deluxe is commencing nicely. I'm getting in the working mood again. Have fun! |
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