I confirmed that those shell scripts worked when run from Terminal. (ie, it's just running the B2 executable, and passing some command line parameters that tell it which disc image to use). it usefully documents every command-line argument that beebasm will consume. but you will need to create your own version for your own needs! For reference, I usually go straight to the BeebAsm readme file here. In my case it was this line:īeebasm -i main.6502 -do EvilIn11.ssd -opt 3 -title EvilIn11
from Terminal), one which did the build, and one which ran B2 and passed it the SSD.įile 'build.sh' contained a line that built the main SSD. I created some simple script files that could be called from the command line (e.g. Instead I just used Visual Studio Code's 'tasks' feature. In the end, I didn't use BeebVSC's 'build' and 'run' features. Well done with building BeebAsm locally and creating SSDs!īeebVSC is great (I have it installed) but yes, it's more for assembler than BASIC. I feel I'm only about 10% of the way to getting a working toolchain! Any further help is appreciated!
So I have some of the tools in place to get things working. I have been able to build a disc image by following the chapter at - which I can confirm works in the B2 emulator. This error was referenced at viewtopic.php?f=2&t=11835&p=150202#p150202 but I don't know what the solution 'Open folder' refers to, I saw nothing in the workflow to suggest what that meant. Currently, attempting a build via F10 gives me the error message:Ĭommand 'BeebVSC: Create new build target' resulted in an error (Running the contributed command: '' failed.) Of course, the BeebVSC extension, and beebasm don't seem to like BASIC files, it's pro-assembler. I used the following URLs to help me get the beebasm build to be catalina compatible: Happy to provide more information if you're interested.Īs an update, I've installed the following: It meant I could test the demo in both B2 and JSBeeb (running locally) without too much difficulty, and I could build-and-run using one shortcut. This was broadly my workflow when developing Evil Influences (although I was mostly coding 6502 assembly, not BASIC!).
You could then edit your BASIC files in Visual Studio Code (or your editor of choice!), and set it up to run a BeebAsm build which created the SSD, and launch the SSD in an emulator. So, what is the best tooling setup required for Windows and/or Mac?Ĭan anyone point me in the right direction, before I pull what's left of my hair out?!īy the way, if what you want to do is create a BASIC program in a text editor and then run it under emulation, one way might be to use BeebAsm to create SSD files which contain the tokenised BASIC program and are already set up to auto-boot and run that program.
I've also seen reference to the Swift tool at Retro Software, which is Windows only, and is more aimed at assembly language, which I'm hopeless in. I'm sure there have been threads exploring this topic, but having it all under one roof would be a lot easier to digest. However, remoting is a little slow, just slow enough to be a pain in the neck.
I can remote into my Windows machine at work (I did have Bootcamp on my Mac some years ago, but it started misbehaving, so I removed the partition - little did I know that my entire hard drive was slowly breaking down, I only got it replaced earlier this year, and haven't gone back to bootcamp again).
I am also aware that the build tools are more stable on Windows, than on Mac (I'm using Catalina, which is 64 bit only). Is there a high level overview of how best to edit, saved and build such code, and DFS images, to run straight off the bat, into the emulators? However, I think I'm falling victim to tokenisation issues, as my code seems to fail to work. I'm aware of various builds of BBC emulator (including b2 and BeebEm5), and have installed the SDL version of Richard Russell's SDL version of BBC Basic.
I've been trying to edit my Androidz game to add various improvements to it (you may have seen this thread - viewtopic.php?f=54&t=20285), and I'm missing key information on how to edit code using my iMac.