Some updates:
cpow (NESICIDE) officially has the annotated super mario brothers source compiling and running perfectly in NESICIDE2 now; great job!
I have just finished integrating lua into NESICIDE2, and have began work fleshing out the plugin subsystem.
Now this isn't your momma's plugin system. Plugins can (and should) do everything from adding editors (be it primitive, or high level stuff like level editors for a specific game), to extending the compiler (both chr-rom and prg-rom) itself.
For example, you may normally have to say:
Code:
.advance $FFFA
.dw NMI_Handler
.dw Reset_Handler
.dw $0
But we may have a plugin that exposes a function that lets you code it like this:
Code:
SetHandlers(NMI_Handler, Reset_Handler, $0)
Now obviously this specific example is overkill, but there is really no limit to what plugins can do as they can both hook fully into the compiler, as well as the IDE (it will even be able to create menus in the main IDE window). Plugins will also have the ability to look at, create, modify, delete, or otherwise manage any objects in the project (including objects created by other plugins).
The idea is that although it is great and all that NESICIDE2 has all these debuggers -- in the end, it's the toolset that makes developing games easier. And although several games may share the same toolset, typically its unique per game. We plan on creating a few sets of plugins (exposed as templates when creating a new project) to help new users out; but if someone wanted to write a game from scratch in NESICIDE2 they would most likely write plugins for that game in order to make creating levels, script AI, build maps, etc very easy.
Thoughts?
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