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Author Topic: ICE Compiler  (Read 28436 times)

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Online xlibman

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Re: ICE Compiler
« Reply #360 on: May 13, 2017, 05:05:56 pm »
The combination of the ability to run BASIC sub-programs and being able to store to real vars in ICE will be very handy I think, for people like @Pieman7373 who wants to make JRPGs or people who wants to have highscores in their games.

And maybe @PT_ could finally finish GalagICE :P
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Offline Alvajoy123

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Re: ICE Compiler
« Reply #361 on: June 21, 2017, 09:23:25 am »
@PT_
:thumbsup: like the update

But can make command that can make appvars strs and vars

And can you give the user more freedom by adding costum logos  ;)

And add some Sprites commands for game etc.

And one bug when you try inputing a costum
command by press trace the screen messes up the screen

Can you show us some pictures of the program in this stage  :P

Your doing good keep up the good work
« Last Edit: June 21, 2017, 09:43:37 am by Alvajoy123 »
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Re: ICE Compiler
« Reply #362 on: June 21, 2017, 05:36:30 pm »
@Alvajoy123

What do you mean by "costum logos"?
IIRC there are sprite commands, check the documentation, though.
For the bug, can you please provide code/screen shots?

Agreed <3
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Re: ICE Compiler
« Reply #363 on: June 21, 2017, 07:26:26 pm »
@Alvajoy123

What do you mean by "costum logos"?
IIRC there are sprite commands, check the documentation, though.
For the bug, can you please provide code/screen shots?
By costum logo a way to make there own logo for cemuim

Does it have have a way to make tittle maps

The bug has no code it when u press [trace] and choose a command the srceen messes up try it for your self
« Last Edit: June 22, 2017, 03:32:51 am by Alvajoy123 »
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Re: ICE Compiler
« Reply #364 on: June 21, 2017, 07:33:57 pm »
Adding your own Cesium icon is already added in the C version, but not the ASM version. Whenever the C version is ready, you can use it. You can't use appvars/strings yet, that is going to be in the C version as well.

Thanks for the bug report, I will fix that asap!

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Re: ICE Compiler
« Reply #365 on: June 22, 2017, 04:02:44 am »
@PT_

Adding your own Cesium icon is already added in the C version, but not the ASM version. Whenever the C version is ready, you can use it. You can't use appvars/strings yet, that is going to be in the C version as well.

Thanks for the bug report, I will fix that asap!

Will there be any tittle maps and more Sprite commands in the C program

And when will the C program come out :p

What are you using to program ice in C ???
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Re: ICE Compiler
« Reply #366 on: June 22, 2017, 05:22:52 am »
I'm not PT_,but I hope I can help! #iPhoenixToTheRescue

1) Probably not. The current list of sprite commands seems pretty complete to me, but there might be a few that could be implemented.
2) When he finishes it :P
3) He is using Notepad++ (I saw it in HCWP, which is a Cemetech thing) along with the C compiler, which is part of the C tool chain IIRC.
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Re: ICE Compiler
« Reply #367 on: June 22, 2017, 06:14:23 am »
I'm not PT_,but I hope I can help! #iPhoenixToTheRescue

1) Probably not. The current list of sprite commands seems pretty complete to me, but there might be a few that could be implemented.
2) When he finishes it :P
3) He is using Notepad++ (I saw it in HCWP, which is a Cemetech thing) along with the C compiler, which is part of she C tool chain IIRC.
@PT_
Kind of sad if it has no tittle maps :'(

And how do you make a Sprite character
How do you the Sprite character move ???

Can you make it in a way where you can put 2 or more programs into one program  (-_(//));

That will be cool
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Re: ICE Compiler
« Reply #368 on: June 22, 2017, 02:13:18 pm »
Tile maps are not really needed. We have lists!

Check the documentation
1: Erase the sprite. 2: Redraw the sprite a few pixels away in the desired direction. 3: Rinse and repeat.

You can already, I recommend checking the documentation, it's very informative, even if it is scary at first :)
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Re: ICE Compiler
« Reply #369 on: June 22, 2017, 04:35:59 pm »
Tile maps are not really needed. We have lists!

Check the documentation
1: Erase the sprite. 2: Redraw the sprite a few pixels away in the desired direction. 3: Rinse and repeat.

You can already, I recommend checking the documentation, it's very informative, even if it is scary at first :)
@PT_
What is the link to the document because I think the one I have is outdated
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Re: ICE Compiler
« Reply #370 on: June 22, 2017, 05:29:17 pm »
Download the ICE compiler program from here

Open the folder, and double tap the document called "commands.hrml"

It should open in your preferred browser.
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Re: ICE Compiler
« Reply #371 on: June 22, 2017, 05:56:12 pm »
Download the ICE compiler program from here

Open the folder, and double tap the document called "commands.hrml"

It should open in your preferred browser.
Thanks I was outdated
By 4 or 5 commands

I do have questions about some of the command

Which is better clipped of no clip ???
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Re: ICE Compiler
« Reply #372 on: June 22, 2017, 06:12:12 pm »
Clipping allows the sprite to be outside of the screen. So, it can render half a sprite if the other half is outside of the screen (for example x=-8).
If you, for example, write a tile engine with smooth scrolling, you want to use clipped functions (at least for the outside tiles) in order to be able to let them go smoothly out of the screen.
However, clipping requires checking whether the coordinates are out of the screen or not, which makes it slower.
So, you got to decide whether the thing you draw might go off the screen or not, and based on that decide if you need clipping or not. If not needed, you could in theory always use clipping but as I said this will be slower.
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Re: ICE Compiler
« Reply #373 on: June 23, 2017, 08:12:59 am »
@PT_
Where do you put the Sprite file made by Covpng
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Re: ICE Compiler
« Reply #374 on: June 23, 2017, 01:39:05 pm »
Where the documentation tells you to put it.  :banghead:
(click to show/hide)

Edit:
Dammit I can't spell!
« Last Edit: June 23, 2017, 01:51:17 pm by _iPhoenix_ »
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