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Author Topic: developing on a mac  (Read 5458 times)

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Devine

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developing on a mac
« on: October 18, 2016, 09:31:39 AM »

Hi,
I'd like to play with Amos but I'd like to use a modern text editor. Is it somehow possible to run Amos from ps-uae and point to my mac's hd? like a mapped drive?

Or perhaps I could compile also on the Mac and then run the executable under ps-uae ?thanks
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SamuraiCrow

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Re: developing on a mac
« Reply #1 on: October 19, 2016, 02:23:45 PM »

Amos source is stored in a tokenized format.  It's not raw ASCII text.  Binary ABK files can be embedded in it also.
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Hungry Horace

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Re: developing on a mac
« Reply #2 on: October 19, 2016, 02:48:41 PM »

Exactly this ^^

You should have not problem mapping and Amiga HD to the "real" OSX drive (I have done the same and in fact use a Dropbox folder so that my projects are constantly backed up)

.... However , you'd have to constantly covert to/from ascii within Amos itself if you want to type in code using an OS X editor.

Even then, you won't be able to take advantage of the Amos tokeniser feature (that helps greatly in cleaning up syntax etc)
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Mia

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Re: developing on a mac
« Reply #3 on: October 20, 2016, 09:35:56 PM »

APCmp can do a number of things on its own but it isn't very well documented.

you can test the syntax and get the same error message back that you get in the editor including the line number.

you can compile directly an ASCII file.

you can parse only an ASCII file into an AMOS file

to compile the command line needs:

apcmp FROM <filename> TYPE=1 NOERR NOLONG NOLIB NODEF NOWB TEMP="Ram:" LIBS="AMOS_Pro:APSystem" TO "Ram:<filename>"
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Lonewolf10

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Re: developing on a mac
« Reply #4 on: October 31, 2016, 07:42:18 PM »


APCmp can do a number of things on its own but it isn't very well documented.

Cool.

How did you find this out and where is it documented?
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Mia

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Re: developing on a mac
« Reply #5 on: November 03, 2016, 08:44:57 PM »

It's in the source code  8)
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Lonewolf10

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Re: developing on a mac
« Reply #6 on: November 08, 2016, 08:29:27 PM »

It's in the source code  8)

Oh, ok.

I downloaded the source code as soon as it was released, but haven't gotten around to examining it yet :(

Thanks for the information :)
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