Hacking Design Your Own Menu: Community Challenge!

  • Thread starter Thread starter BassAceGold
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How many games do you store per folder?

  • ~5

    Votes: 6 9.1%
  • ~10

    Votes: 9 13.6%
  • ~20

    Votes: 15 22.7%
  • ~30

    Votes: 5 7.6%
  • ~40

    Votes: 12 18.2%
  • 50+

    Votes: 27 40.9%

  • Total voters
    66
Has been the new BAGASMI released?
I kind of stopped doing releases for it since no one really cared. I've been updating it on my own, just haven't been keeping track of version numbers.

The newest BAGASMI is built into the menu, so you can test all your scripts directly from the menus built in file browser. There is also the PC version of the interpreter which can be used for testing scripts, but it won't be able to run any of the operations that depend on menu features. It's just the stand alone interpreter.
 
I'm slowly starting to get back into coding things. Most of the work so far has been on the interpreter. I've added a few new logic operations to the interpreter, as well as modifying the math operators to potentially improve performance (combining storage with the math operator into one). I've also been working on the BAGASMI wiki.

I'm thinking that I might release what I've got of the menu so far, so people can play around with the scripting. The interpreter isn't as tightly tied to the menu yet (see the previous posts as to whats missing), however, you can pass files directly to the script much like passing roms to their respective emulators.

My hope is to just get some feedback on the stuff and prioritize some features or requests based on the scriptwriter's needs/wishes.

For those who aren't interested in this scripting stuff, the menu is perfectly useable for loading things. However, the menu is very bare-bones since many features are planned to be added through scripts in the future.
That sounds like a good idea.
If you let people tinker around with the menu as is, you'll get a lot more feedback and progress going.
I want to tinker!
 
Ok, so I'm hoping to get the tinkering release out by this weekend--either late Saturday night or sometime on Sunday. For now I have been working on error handling in the script interpreter; adding nice debug messages to reduce confusion when things blow up, ensuring that a problematic script won't take down the entire menu, and making sure there is a proper clean up in the event of failure.

I'll probably start a new thread on the release so we can separate the bugs/suggestions/questions from all the fluff in here. The first post will contain a link to the full pack with the first release considered as a stable release, as well as a link to the BAGASMI (the built in script interpreter) wiki will be available.
 
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Ok, so I'm hoping to get the tinkering release out by this weekend--either late Saturday night or sometime on Sunday. For now I have been working on error handling in the script interpreter; adding nice debug messages to reduce confusion when things blow up, ensuring that a problematic script won't take down the entire menu, and making sure there is a proper clean up in the event of failure.

I'll probably start a new thread on the release so we can separate the bugs/suggestions/questions from all the fluff in here. The first post will contain a link to the full pack with the first release considered as a stable release, as well as a link to the BAGASMI (the built in script interpreter) wiki will be available.


Is the menu working well enough to load NDS roms and args yet?
 
Is the menu working well enough to load NDS roms and args yet?

Yes, it can load any file using any external program. It does not contain any built in media player/image viewers/text editors/cover art/icon support. The plan is that the built-in features will be script programs making them external, swappable, and customizable.
 

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