Gameboy Code Editor (GBCE)

Discussion of programming and development for the original Game Boy and Game Boy Color.
Post Reply
Gamester
Posts: 14
Joined: Mon Nov 14, 2011 12:47 pm
Location: Germany

Gameboy Code Editor (GBCE)

Post by Gamester » Sun Mar 06, 2016 12:47 pm

Can anyone upload this tool? i have searched 2 days for this tool and couldn`t find it.

User avatar
dougeff
Posts: 2823
Joined: Fri May 08, 2015 7:17 pm
Location: DIGDUG
Contact:

Re: Gameboy Code Editor (GBCE)

Post by dougeff » Sun Mar 06, 2016 2:03 pm

I'm away from my computer....I can't test it.

a link appears here...
http://devrs.com/gb/software.php
nesdoug.com -- blog/tutorial on programming for the NES

Gamester
Posts: 14
Joined: Mon Nov 14, 2011 12:47 pm
Location: Germany

Re: Gameboy Code Editor (GBCE)

Post by Gamester » Sun Mar 06, 2016 5:34 pm

Thanks for the link but its dead.

User avatar
Dwedit
Posts: 4411
Joined: Fri Nov 19, 2004 7:35 pm
Contact:

Re: Gameboy Code Editor (GBCE)

Post by Dwedit » Sun Mar 06, 2016 8:25 pm

I guess you could just use any other text editor? You can configure syntax highlighting in many different text editors.
Here come the fortune cookies! Here come the fortune cookies! They're wearing paper hats!

Gamester
Posts: 14
Joined: Mon Nov 14, 2011 12:47 pm
Location: Germany

Re: Gameboy Code Editor (GBCE)

Post by Gamester » Mon Mar 07, 2016 2:02 pm

i use notepad++ right now, but the code editor has the ability to compile the code and run the Rom in an Emulator.

User avatar
tokumaru
Posts: 12003
Joined: Sat Feb 12, 2005 9:43 pm
Location: Rio de Janeiro - Brazil

Re: Gameboy Code Editor (GBCE)

Post by tokumaru » Mon Mar 07, 2016 5:08 pm

I'm pretty sure Notepad++ can do that too, if you assign a build-and-run script to a hotkey. I don't know the specifics because I've never done this myself, but you should look it up.

User avatar
thefox
Posts: 3141
Joined: Mon Jan 03, 2005 10:36 am
Location: Tampere, Finland
Contact:

Re: Gameboy Code Editor (GBCE)

Post by thefox » Mon Mar 07, 2016 5:20 pm

tokumaru wrote:I'm pretty sure Notepad++ can do that too, if you assign a build-and-run script to a hotkey. I don't know the specifics because I've never done this myself, but you should look it up.
There's a plugin called NppExec that can be used to achieve that at least.
Download STREEMERZ for NES from fauxgame.com! — Some other stuff I've done: fo.aspekt.fi

Gamester
Posts: 14
Joined: Mon Nov 14, 2011 12:47 pm
Location: Germany

Re: Gameboy Code Editor (GBCE)

Post by Gamester » Thu Mar 10, 2016 3:57 pm

Thanks i will try the plugin.

Gamester
Posts: 14
Joined: Mon Nov 14, 2011 12:47 pm
Location: Germany

Re: Gameboy Code Editor (GBCE)

Post by Gamester » Sun Mar 13, 2016 6:46 am

If anyone need it. Here is my "script" for NppExec.

F:\Gameboy\gbdk\bin\lcc.exe -o test.gb "$(FULL_CURRENT_PATH)"
F:\Emulators (gb)\bgb\bgb.exe "$(CURRENT_DIRECTORY)\test.gb"

enable "save all files on execute" and "Follow $(CURRENT_DIRECTORY)" in NppExec to make it work.

User avatar
Ryoga
Posts: 55
Joined: Wed Mar 16, 2016 2:08 pm
Location: World 9 - Warp Zone

Re: Gameboy Code Editor (GBCE)

Post by Ryoga » Fri Mar 18, 2016 4:37 pm

Several text editors have this feature. Crimson Editor (actually Emerald Editor) allows to launch scripts to perform some operations like compile, execute, etc without installing additional puglins.

Post Reply