Author Topic: Axe Parser's 1st anniversary  (Read 10190 times)

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Offline DJ Omnimaga

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Axe Parser's 1st anniversary
« on: February 06, 2011, 05:15:00 am »
This might not seem like it, but 5 days ago, the new TI-83+/84+ programming language Axe and the Axe Parser application already turned 1 year old! On February 1st 2010, Quigibo announced his new language project on Omnimaga forums, posting version 0.0.1 alpha to show what he had done so far. Over 12K Axe-related posts later, dozens and dozens of notable games were created with it already!

Initially, people were not 100% confident about the future of this project, because in the past decade, alternatives to TI-BASIC, hybrid TI-BASIC and Z80 assembly were attempted, but most were canceled due to the author's ambitions being higher than their skills and others had low success for some reasons in particular. This changed as soon as Quigibo added sprite support to the language, which could already allow games to be created. By then, entire calculator games could be created. In its first month after being announced, the Axe Parser project had over 700 posts in its sub-forum and about 30% of the entire forum activity that month. Afterward it started gaining more and more popularity, as dozens of arcade games were being made to showcase Axe's language capabilities and several people started learning the language. Although Ndless and TI-Nspire development were the main cause of our major activity increase in March, Axe played a huge role in it.

Eventually, I made a tribute video showcasing what the language could do. For those who are nostalgic and want to see what you could do with Axe Parser by May 2010, you can watch the video on Youtube or download it here (requires a forum account). Afterward, an Axe-exclusive programming competition was started on Omnimaga and when it finished, 13 game entries were competing against each others. In addition to that, several ticalc.org 2010 features were Axe games and today, several games using this revolutionary language comes out.

For those who didn't follow Axe development and don't want to read through both main progress threads, which are over 1700 posts each, a list of all Axe Parser versions from 0.0.2 to the latest (available for download) can be found here and the sub-forum here.

For answering many BASIC programmers' wishes with a programming language similar in use to TI-BASIC but almost as fast as ASM, we would like to thank you 12926 times, Quigibo, for your hard work and dedication to this project!

Offline kindermoumoute

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Re: Axe Parser's 1st anniversary
« Reply #1 on: February 06, 2011, 05:59:24 am »
Happy birthday axe parser !
« Last Edit: February 06, 2011, 05:59:39 am by kindermoumoute »
Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%

Offline Silver Shadow

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Re: Axe Parser's 1st anniversary
« Reply #2 on: February 06, 2011, 08:59:46 am »
Congratz to Quigibo! Long live Axe Parser! :)
Former Coder of Tomorrow


Offline Binder News

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Re: Axe Parser's 1st anniversary
« Reply #3 on: February 06, 2011, 09:50:17 am »
Long live the King! Uh, I mean Axe!!!! :)
« Last Edit: February 06, 2011, 09:50:29 am by Binder News »
Spoiler For userbars:







Hacker-in-training!   Z80 Assembly Programmer     Axe Programmer
C++ H4X0R             Java Coder                           I <3 Python!

Perdidisti ludum     Cerebrum non habes

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Offline FinaleTI

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Re: Axe Parser's 1st anniversary
« Reply #4 on: February 06, 2011, 09:53:41 am »
Huzzah for Axe!


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline yunhua98

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Re: Axe Parser's 1st anniversary
« Reply #5 on: February 06, 2011, 10:36:39 am »
Yay for Axe!

Spoiler For =====My Projects=====:
Minor setback due to code messing up.  On hold for Contest.
<hr>
On hold for Contest.


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Offline ztrumpet

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Re: Axe Parser's 1st anniversary
« Reply #6 on: February 06, 2011, 11:26:30 am »
Congrats Axe!  Thanks Quigibo! ;D

Offline squidgetx

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Re: Axe Parser's 1st anniversary
« Reply #7 on: February 06, 2011, 01:00:30 pm »
Hooray! Happy birthday to the app that got me back into calcs ;D and mad props to Quigibo!
« Last Edit: February 06, 2011, 01:00:43 pm by squidgetx »

Offline Builderboy

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Re: Axe Parser's 1st anniversary
« Reply #8 on: February 06, 2011, 01:17:40 pm »
Happy Birthday Axe! Yayyyyyyyy can't believe it's already been a year ^^ I remember when Axe first came out, I think we were all a little skeptical, but now, Axe is the most powerful non-asm language for the calc! 

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Re: Axe Parser's 1st anniversary
« Reply #9 on: February 06, 2011, 01:33:54 pm »
yay

Offline Hot_Dog

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Re: Axe Parser's 1st anniversary
« Reply #10 on: February 06, 2011, 01:36:10 pm »
And I thank you over 9000 times, Quigibo!  Axe Parser is perhaps the best thing that has happened to the Ti-83+/Ti-84+ series

Offline Munchor

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Re: Axe Parser's 1st anniversary
« Reply #11 on: February 06, 2011, 01:56:38 pm »
Wasn't 1.0.0 to be released today? Or at least a new version?


HAPPY BIRTHDAY AXE!!!

Offline ztrumpet

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Re: Axe Parser's 1st anniversary
« Reply #12 on: February 06, 2011, 04:19:31 pm »
Quoted from page 3 of the Axe Parser thread:
Quote
Also, if you haven't done this already, I'd like to suggest that you auto-generate multiplication algorithms when multiplying by constants.
I probably will for powers of 2, but I don't think there will really need to be such high speed math operations, I mean, I don't think anyone will be making a first person shooter or anything.  But I guess if a few microseconds are important enough to account for the program size increase, you can always add some Hex code to do the faster multiplication.
Now I don't know about you, but I think first person shooters have been proven possible in Axe. :D

Offline jnesselr

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Re: Axe Parser's 1st anniversary
« Reply #13 on: February 06, 2011, 04:32:13 pm »
Long live the King! Uh, I mean Axe!!!! :)
And you don't want me to live long?

Good job Axe!

Offline Eeems

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Re: Axe Parser's 1st anniversary
« Reply #14 on: February 07, 2011, 12:52:09 am »
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