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Program Announcements / Dark Basic Classic - Debugger UpDate

Author
Message
waffle
22
Years of Service
User Offline
Joined: 9th Sep 2002
Location: Western USA
Posted: 6th Feb 2007 07:23
I have updated my debugger tool for DBC. I know, nobody uses it anyway because its a rather complex concept. Basically is just locates the #include file that the error is in because DBC gets it wrong and Dark Edit does not help. Maybe TDK's fixes that, but I don't know. I haven't tested his new one.

But, my debugger has a cool extra feature. It will compile (actually DB will do that) your project and let you pick the Icon
you wish to use for your app. All you need is MSPaint to make a
32x32 bitmap (16 color only) and add one line of code to your app ... #ICON "youricon.bmp" and its done.

Its a small DL available for free. Its a little complicated though.
http://www.archonrpg.com
Lost in Thought
20
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 6th Feb 2007 11:12
Awesome. Thanks man, it looks like I can use this

waffle
22
Years of Service
User Offline
Joined: 9th Sep 2002
Location: Western USA
Posted: 19th Feb 2007 04:20
just added another feature
I added a "Globals" check box.
If you check this, you can place your dims inside an #include file.
There are still considerations, such as the DBC compiler will
report errors if you try to access the dims outside of the
#include file. But, this is very helpfull in creating a truely
reusable code module.


SEE Docs for more information.
heartbone
22
Years of Service
User Offline
Joined: 9th Nov 2002
Location:
Posted: 19th Feb 2007 16:44
I don't use #includes but if I decide to, or I start teaching a game making class, then this tool will come in handy.

Thank you for sharing it.

I'm unique, just like everybody else.

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