Talk about your programs in progress. Discuss how to implement features, etc.
Forum rules
This section is for testing Commander X16 programs and programs related to the CX16 for other platforms (compilers, data conversion tools, etc.)
Feel free to post works in progress, test builds, prototypes, and tech demos.
Finished works go in the Downloads category. Don't forget to add a hashtag (#) and the version number your program was meant to run on. (ie: #R41).
So if you have any questions, remarks or feedback, please go there
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nxtBasic is a new compiler for Basic code. If you're familiar with any Basic language, you'll find nxtBasic easy to use.
The current version is the first beta release, so please expect some bugs, although it has been extensively tested.
nxtBasic is available for Windows, Linux and MacOS
nxtBasic comes with comprehensive documentation, including a complete language reference with syntax information and several example programs to help you get started.
It integrates seamlessly with the Commander X16 emulator. Check the "Getting Started" section in the documentation for more details.
I plan to add many extra functions to nxtBasic, including support for tilemaps, sound, functions and subs. There is also a lot to improve still, which will be done over time. If you have any requests, remarks, or suggestions, please post them below or send me a direct message.
nxtBasic is highly customizable. If you know a bit of assembly, you can create new built-in functions or even modify the behavior of existing ones.
"spritetest.bas" shows the behavior of it always giving a 256 color sprite regardless the setting of "colordepth". "sprite.bin" is the sprite file I'm loading. "sprite.bin" contains 32 bytes which I expect to represent a 16x16x2bpp sprite.
mgkaiser wrote: ↑Mon Jul 15, 2024 8:12 pm
Bitwise AND does not appear to work...
"print 255 AND 128" should yield "128". Instead it yields "1". I think because 255 is "true" and 128 is "true" so it returns "1" or "true".
Mr Unartic was using 1 for FALSE & 0 for TRUE. His AND/OR/NOT aren't proper bitwise operators. We had a discussion on DISCORD about this and he's changing it back to -1 for TRUE & 0 for FALSE as is usual in BASIC. He has assured me that this and Bitwise operators are fixed in the next release.
mgkaiser wrote: ↑Mon Jul 15, 2024 7:26 pm
"spritetest.bas" shows the behavior of it always giving a 256 color sprite regardless the setting of "colordepth". "sprite.bin" is the sprite file I'm loading. "sprite.bin" contains 32 bytes which I expect to represent a 16x16x2bpp sprite.
Thanks for testing
I've checked and indeed there was an bug with 4bpp sprites. Also the documentation mistakenly stated 2bpp was also supported, but VERA does not support that, so I'll change that too.
However, your sample sprite is 32 bytes, which means it is 8x8pc in 4bpp. Just to let you know. Here is what you sprite should look like:
Schermafbeelding 2024-07-16 095329.png (296 Bytes) Viewed 1579 times
The fix will be released with the next release. Probably friday.
mgkaiser wrote: ↑Mon Jul 15, 2024 7:26 pm
"spritetest.bas" shows the behavior of it always giving a 256 color sprite regardless the setting of "colordepth". "sprite.bin" is the sprite file I'm loading. "sprite.bin" contains 32 bytes which I expect to represent a 16x16x2bpp sprite.
Thanks for testing
I've checked and indeed there was an bug with 4bpp sprites. Also the documentation mistakenly stated 2bpp was also supported, but VERA does not support that, so I'll change that too.
However, your sample sprite is 32 bytes, which means it is 8x8pc in 4bpp. Just to let you know. Here is what you sprite should look like:
Schermafbeelding 2024-07-16 095329.png
The fix will be released with the next release. Probably friday.
I meant for it to be 2bpp 16x16. Since 2bpp doesn't exist I will have to rework it.