Hi there,
I'm really happy to see so many people that like my product. So I'll try to answer all questions and comments.
Q1: Compile and Run option will not work as the preferences screen will not accept Atari800MacX.app as an emulator
A: Sorry, but I don't have a Mac or Linux machine for testing, so I need your feedback.
The browse button always also offers "*.*" in addition to "*.exe".
I have adapted the screen. It now (should) default to "*.exe" under Windows, "*.app" under MacOS and "*.*" under all others with the next release.
Q2: Is it possible to change the object file target folder for compliations?
Q: The compile option works fine but binaries are produced in /tmp which makes getting at them a pain.
A: I chose "%TEMP%" because I wanted to keep the required configuration at a minimum and because I have tons of single (effect) sources I play around with. So I don't wanted to have all the executable spoil my directories. Also for loading the symbol files into the emulator it is helpful to have a short file path, because you have to type it in (there is unfortunately no command line option to pass the symbols file name). For real projects it makes of course sense to store the executable. My idea would be to add a choice to the preferences which lets you select between "Compile to temp" and "Compile to source folder". Or is there a real use case where out want to define an explicit (static) output folder? I also had the idea of creating a menu entry for openin the source and the target folder directly. What do you think?
Q3: Any chance to make it fully open sourced??
A: WUDSN IDE is released under GPL V2, so it is open sourced already. I'll include the sources once the major tests and fixes are through.
For XASM/MADS I'll need support anyways. But I would like to incorporate all extensions into one stable version and provide is centrally.
Q4: To save the file I have to use "Save As" the "Save" option is not selectable.
A: This is because the file was created using "Unnamed Text File", so it has no name yet.
I have changed the guide to use "New/File" instead of "New/Unknown Text File".
That way you specify the file name in advance and the correct editor is opened directly (no close & double click required) and you can save directly.
Q5: Is thre .byte and Atari screen code directive in ATASM?
A: Yes, there are 5 different commands (.byte, .cbyte, .sbyte, .dbyte, .word) with additional parameter for offsets and so on.
Q6: What about MADS and XASM?
A: I have refactored some parts today and added the basic editor and compiler support for XASM and MADS.
Note: There is no outline, folding and symbols table and directives yet.
Q7: What else did you do today?
A: I added the download links to the perferences page to simplify the installation. I added a new menu entry which opens up the compiler's documentation from the local installation ("atasm.pdf/xasm-html/mads.html").
Note that all this is not available yet, but I'm working on it.
And now my questions for you:
Q11: "I'm writing a source code converter as we speak..." - for which conversion? MADS=>ATASM?
Q11: What is Hackintosh? A Mac emulator for PCs?
Q13: Is where a way for you to provide a Mac version of ATASM? Is that always a "*.app" file? I'm in contact with Marc (the developer of ATASM) and would like to include that binary into the standard distribution (Atasm V1.06).
Q14: What is the default file extension for MADS. I assume it is also "*.asm" since the examples in the distribution end like that.
Q15: Is there an English manual for MADS. Though my wife's parents come from poland she surely won't be in a position to translate a cross compiler documentation

But without one, I can hardly get all the functions ready (MADS is really powerful ca I can see).
Side note: You can configure tab width to 8 chars in the normal preferences menu.