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Seemann

[REL] Sanny Builder

Recommended Posts

-Anti-

How about adding the possibility to fold up/down loops? like in eg. Notepad++

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Seemann
Posted (edited)

I would love to have code folding in the editor but unfortunately SynEdit doesn't support this natively and I can't invest too much time in improving an outdated component.

 

I have some ideas on migrating onto another platform (namely VS Code) so it could resolve many outstanding legacy issues (UTF-8 support, ability to open folders, dropping dependency on Delphi 7 etc). 

Edited by Seemann
  • Like 4

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OrionSR
On 7/18/2020 at 2:31 PM, Seemann said:

In the long term I probably should revert and bring back PLAYER_ACTOR into GTA III's CustomVariables.ini. Same goes to 207=flag_player_on_mission which was previously known as ONMISSION. Thanks for bringing my attention to this issue.

If the new customvariables.ini is appended to the older file then Sanny should compile either version correctly. And always decompile to the newer format. Personally, I'd be tempted to list familiar names like PLAYER_ACTOR and ONMISSION to have priority anyway.

  • Like 1

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Silent

Any plans to introduce an option to skip emitting if 0 for high level constructs? It's the oldest trick in the book when it comes to reclaiming some (sometimes much needed) SCM space, but high level constructs make it impossible.

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OrionSR
Posted (edited)
2 hours ago, Silent said:

Any plans to introduce an option to skip emitting if 0 for high level constructs?

Or maybe add script optimization as a post-processing option on compiled scripts.


I've been seeing a lot of jump +0 statements posted in help topics recently. I thought these were artifacts of high-level constructs but I'm not getting similar results from my scripts. There's probably a lot of other low hanging fruit available if text scripts and constructs were removed from the analysis.

Edited by OrionSR

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Seemann
On 7/27/2020 at 1:36 AM, OrionSR said:

If the new customvariables.ini is appended to the older file then Sanny should compile either version correctly. And always decompile to the newer format. Personally, I'd be tempted to list familiar names like PLAYER_ACTOR and ONMISSION to have priority anyway.

currently the order of variables with the same id is not guaranteed. it depends on the list sorting result and may vary when the list size changes (e.g. variables getting added or removed). I'm going to just rename those variables back to their original meaning, to avoid any possible confusions. It is a breaking change so was the introduction of the new names and I haven't heard any complaints.

 

On 7/27/2020 at 1:03 PM, Silent said:

Any plans to introduce an option to skip emitting if 0 for high level constructs? It's the oldest trick in the book when it comes to reclaiming some (sometimes much needed) SCM space, but high level constructs make it impossible.

mind filing a ticket in https://github.com/sannybuilder/dev/issues ? Definitely possible to add as a debug option. Could include other optimization tricks, such as replacing 0.0 with 0 (saves 3 bytes each)

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Strs

i have suggestion if it can be done man you are genius 

 

1: add in cleo that possibility to check each cleo scripts process and can show in screen when you call it that how much memory or cpu it using or cause for lagging your game 

2: Eliminate Cleo before that causing game crash why have to crash whole game ? just because of 1 script...just get rid of of it and it should show in screen that this cleo have problem ..

3: ability that if some opcode missing or wrong that can be download to sanny builder direct from internet..

4: possibility to lock with password script to open it need owner password if possible that way its more secured and no need to messed around with 3rd party software which makes game crash sometimes i saw that.. 

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Seemann

Today is the 15th Anniversary since the first Sanny Builder's release and the new version 3.4.0 is available now !

https://sannybuilder.com/index.html

 

Release Highlights:

  • added compiler support for the SCM format of GTA: Vice City Stories

As a continuation effort to finish the long-awaited expectation the compiler got the initial support for the GTA VCS SCM format. Mostly similar to the GTA Liberty City (see v3.3.0 Release notes) but many common opcodes got different IDs not matching with the previous games. The produced output was only verified to match the only known specification and was never tested on a real game. Any feedback would be highly appreciated.

  • added a simpler form of calling subroutines using labels: a label name followed by a pair of parentheses () substitutes a gosub command. I.e. the following two statements are equivalent:
gosub @label
label()

The decompiler also prefers the new form when "Write opcodes" is off.

  • added syntax for declaring local variables with custom names. Now you're able to declare a local variable using the syntax:
 <type> <name> [= <value>]

 Example:

int x

Optionally you may assign an initial value:

int x = 1

More information: https://docs.sannybuilder.com/coding/variables#shorter-form-of-declaration and https://github.com/sannybuilder/dev/issues/32

  • added more customization points for edit modes

It is now possible to customize the opcodes.txt path and the GXT file used for each edit mode. Also each mode can define exclusive code templates.

  • integration with the new documentation portal

New website https://docs.sannybuilder.com/ is up and running with the updated documentation on Sanny Builder features. Sanny Builder got links leading to this website from the main menu and error messages. Contributions are very welcome at https://github.com/sannybuilder/docs

 

Existing CHM files won't be getting any updates anymore. They will be removed with one of the future releases.

 

Full list of the changes in this release

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marcelo_20xx
Posted (edited)

Thank you very much for the recent VCS recompiler support, I am excited to be able to tweak some things on this game, unfortunately both Liberty City and Vice City Stories main.scm hangs when recompiled even if they have no changes made to them. Tested on real hardware and using the PPSSPP emulator for Windows

Edited by marcelo_20xx
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Seemann
18 minutes ago, marcelo_20xx said:

Thank you very much for the recent VCS recompiler support, I am excited to be able to tweak some things on this game, unfortunately both Liberty City and Vice City Stories main.scm hangs when recompiled even if they have no changes made to them. Tested on real hardware and using the PPSSPP emulator for Windows

That's what I expected, unfortunately. Would you be able to test different SCMs to help me identify the issue? Please shoot me a PM if yes.

 

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Seemann

Good news, everyone! The issue with LCS/VCS compilation has been identified and resolved. Tested with VCS PSP version, the game now works with the custom scm file. Kudos to @marcelo_20xx for the help with testing 👍

 

 

Expect the fix with the next release.

Edited by Seemann
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