Author Topic: Axe Source Code Compiler For Windows  (Read 11054 times)

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Offline Geekboy1011

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Axe Source Code Compiler For Windows
« on: March 23, 2014, 01:51:25 pm »
Ok to start the name is a little misleading. Its a python script that uses wabbit's com object library to interface with wabbit and compile the program then export it out of wabbit. Still fast and effective though.

Right now its just a simple POC python script but in the end it will have a command line invocation and a GUI with everything you need on it. Its pretty simple only requirement is that you have a new beta of wabbit emu installed and you have used wabbit emu before (it grabs your ROM path from the registry).

Honestly I do not know who would need/use this BUT its pretty nice and works fast and it honestly was a good way to test out the com object library for wabbit while we attempt to get it past alpha into a almost beta state!

other things it will support are different axe versions and projects with multiple source files I just have not coded those in yet.


So thoughts anyone have any actual use for this project?

Offline Sorunome

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Re: Axe Source Code Compiler For Windows
« Reply #1 on: March 23, 2014, 01:56:29 pm »
Awe, that misleading title :P
Anyways, sounds nice, may be faster than clicking 'compile' in wabbit all the time ;)

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Offline Matrefeytontias

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Re: Axe Source Code Compiler For Windows
« Reply #2 on: March 23, 2014, 01:56:41 pm »
Sounds like a good idea, although I probably won't use it since I program everything on calc :P I can think of a couple situations where it can come in handy. Well done ;D

Also, no DL ? ???

Offline Geekboy1011

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Re: Axe Source Code Compiler For Windows
« Reply #3 on: March 23, 2014, 02:00:25 pm »
Not functional enough for a DL yet by the end of the day it will be. Going to setup the command line setup first then work on the GUI setup.

@Sorunome its really more of a convenience tool. 1 click OR a quick type up and you have your program compiled. The only thing its missing ATM is an error export I want to make it so that it spits out an error say tokens can use and Merth can incorporate it in.
« Last Edit: March 23, 2014, 02:03:10 pm by Geekboy1011 »

Offline Streetwalrus

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Re: Axe Source Code Compiler For Windows
« Reply #4 on: March 23, 2014, 05:36:41 pm »
Well that sounds very interesting. I've been wanting to do something similar with Tilem and bash scripting.
How do you plan to handle compile errors ? I think having an asm program on the calc side handle the Axe app would help.

Offline Geekboy1011

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Re: Axe Source Code Compiler For Windows
« Reply #5 on: March 23, 2014, 05:57:02 pm »
Thats exactly what im doing then Based on what axe does I will handle it from there. I might end up only supporting the latest axe version and newer for error support because of that. I have to talk to runer112 about how to get the info for errors from the app whilst its errored out.

Offline Streetwalrus

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Re: Axe Source Code Compiler For Windows
« Reply #6 on: March 23, 2014, 05:59:02 pm »
If it returns proper error codes and location in code then it could totally be used with tok8x for an IDE. :D

Offline Geekboy1011

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Re: Axe Source Code Compiler For Windows
« Reply #7 on: March 24, 2014, 02:46:32 am »
Ok so no release yet BUT it does work for no_shell programs with no axioms or anything its really bare bones atm BUT it does work :D I'm able to compile runners super small flappy bird game with a single command line call :D
Code: [Select]
test.py -s TNYBRDSC.8xp -o TINYBIRD
More work needs doing I need a detokenizer and some other stuff to get it to work the way I want it to but hey it's a start

Offline TIfanx1999

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Re: Axe Source Code Compiler For Windows
« Reply #8 on: March 24, 2014, 01:12:26 pm »
If you hooked this tool into a PC side IDE for AXE, I'm sure several people would declare their undying love for your. :P

Offline Geekboy1011

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Re: Axe Source Code Compiler For Windows
« Reply #9 on: March 24, 2014, 01:56:44 pm »
I can make provisions todo so but sadly I don't really have the motivation to make a full blown ide :P

Offline Streetwalrus

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Re: Axe Source Code Compiler For Windows
« Reply #10 on: March 24, 2014, 02:03:24 pm »
Emacs + make + emu scripting. :3

Offline Hayleia

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Re: Axe Source Code Compiler For Windows
« Reply #11 on: March 24, 2014, 04:00:53 pm »
*Vim
 :P
More seriously, the only reasons I use Vim is that I don't like to have several windows opened (so I like to save one window by having both the terminal and vim at the same place) and Vim can run through ssh without -X. Other than that, Emacs is surely fine and surely has as many features as Vim.

Anyway, great idea of a project :D
And I like the fact it is not a standalone compiler in fact. This way, even if you stop updating it, it keeps working with newer Axe versions as long as they are on Wabbitemu :)

Just a question: is it fast ? I mean, faster than drag and dropping then compiling in Wabbitemu at speed 400% ?
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Offline Streetwalrus

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Re: Axe Source Code Compiler For Windows
« Reply #12 on: March 24, 2014, 05:43:44 pm »
LOL use a tiling window manager and don't care about tons of windows. :P
Also isn't there an unlimited speed mode in Wabbit ?

Offline Geekboy1011

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Re: Axe Source Code Compiler For Windows
« Reply #13 on: March 24, 2014, 11:54:18 pm »
Just a question: is it fast ? I mean, faster than drag and dropping then compiling in Wabbitemu at speed 400% ?
It is currently a wee bit slower as I have not modified the code to support the faster speed modes so sadly its the same speed as normal minus the user having todo more then just type the command out

@Street yes and no. No ulimit but you can get it going pretty fast

Also Its in an alpha state got to write a readme then it will be ready for a tentative release :D

Offline Hayleia

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Re: Axe Source Code Compiler For Windows
« Reply #14 on: March 25, 2014, 01:48:38 am »
LOL use a tiling window manager and don't care about tons of windows. :P
I don't use any tiling manager ???

Just a question: is it fast ? I mean, faster than drag and dropping then compiling in Wabbitemu at speed 400% ?
It is currently a wee bit slower as I have not modified the code to support the faster speed modes so sadly its the same speed as normal minus the user having todo more then just type the command out
OK. Well for now it is still faster for small codes (when drag and dropping takes more time than the compilation in itself) ;)
And when you support fast modes, it will become even more convenient.
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