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05.May.2026
bassm-amiga.com (ANF)


Portable BASIC cross compiler: BASSM 0.9.0
The first release—version 0.9.0—of BASSM (amiga-news.de reported) is now available as an executable file for Windows. BASSM offers developers a modern desktop app based on an easy-to-learn BASIC syntax modeled after Blitz2D. The code is directly translated into native 68000 assembly code and compiled using vasm and vlink into a lean, standards-compliant AmigaOS executable.

The tool handles the entire setup of a complex toolchain for the developer. The IDE fully integrates an editor, compiler, assembler, linker, and asset converters for graphics, tile maps, sounds, and fonts.

The developer describes the key features and unique selling points of version 0.9.0 as follows:
  • One-Click Pipeline & Live Testing: With just one click on "Run", the project is compiled and immediately boots inside the integrated vAmiga emulator (including a free AROS ROM) for testing.
  • Real-Time Resource Monitor: Even as you type code, the IDE statically calculates the cycle budget (CPU usage) and chip RAM consumption per frame. This lets you see immediately whether the game would exceed the limits of the standard Amiga 500 (512 KB chip RAM).
  • Comprehensive asset management: Graphics (including palette optimization), tilesets, and tile maps (with slopes, animations, and collisions) are edited directly in the built-in editors and compiled into the executable. Interleaved bitplanes are also natively supported.
  • Viewports: The screen can be divided vertically into separate areas (viewports). Each area has its own palette and its own copper list.
  • ADF export: BASSM can generate bootable disk images (.adf) at the click of a button. If you run these on a real Amiga or in an emulator, the disk boots and the game starts immediately.
  • Easy Getting Started: Upon first launch, the IDE automatically creates a BASSM directory in the Documents folder. If you click on one of the included examples ("Examples") on the Welcome screen, it is automatically cloned as a separate project into the projects folder, allowing you to start experimenting right away.
Current limitations (Early Access): BASSM is stable but is currently in Early Access. Developers should keep the following in mind at this time:
  • No runtime loading: Assets cannot currently be loaded from a floppy disk or hard drive at runtime. All assets (images, sounds, maps) are hard-coded into the executable during the build.
  • No hardware scrolling: Currently, the tile map is completely redrawn at every VBlank.
Outlook: The following features, among others, are planned for future versions:
  • Asset reloading: Dynamic loading of data at runtime will remove the current limit on pre-compiled assets.
  • Hardware scrolling: An optimized ring buffer for smooth tile-map scrolling is intended to replace the current frame-by-frame redrawing.
  • Music playback: Currently, only PCM samples are supported. Playing ProTracker MODs via the Paula chip is on the roadmap.
  • Variable font sizes: In the future, fonts will no longer be limited to fixed sizes. Any size - whether 5x5, 7x7, or 16x16 - will then be natively supported.
The download link is now available on the official website under the title link. Any interested user can download the latest build for Windows there and get started right away. The website also includes comprehensive documentation that explains all commands and concepts in detail. (nba)

[News message: 05. May. 2026, 12:01] [Comments: 0]
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