Author Topic: Axe update  (Read 5764 times)

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Offline DJ Omnimaga

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Axe update
« on: September 27, 2010, 10:30:03 pm »
A new version of Axe Parser has been released tonight by Quigibo. This is one of the final updates before version 1.0.0 comes out in a few months and the first in one month (due to the contest and being busy). Here are the features and changes below, quoted from his post at http://ourl.ca/4060/121984

Axe Parser
Delta 0.4.5


Wow, its been a while :)

New Features:
  • Direct Nibble manipulation!
  • Subroutines can save and restore argument variables (for recursive uses).
  • Most Axe variables can be dereferenced.

Changed:
  • Correct number of Ends after nested elseif statements
  • White space in program is handled better when scrolling to an error.
  • Axioms are temporarily disabled.
  • Fixed Auto Power Down bug.
  • getkey() routines alway delay long enough to register a key even in 15MHz.
  • DispGraphrr can be used in an interrupt routine now.
  • Optimized Copy() Fill() and Exch() commands.

Download link: Axe Parser v.0.4.5

In addition to that, some of the games that were submitted for the Omnimaga contest are being updated and/or finished right now. Make sure to check out the Other calc projects and ideas section for the many updates and downloads!

Don't forget to vote for your favorite contest entry as well!

Offline Ikkerens

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Re: Axe update
« Reply #1 on: September 28, 2010, 12:49:52 pm »
Ok, I've been staring at the command list for 10 mins now, and I can't figure this  out.
What are nibbles?

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Offline Raylin

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Re: Axe update
« Reply #2 on: September 28, 2010, 12:58:46 pm »
Well, you know how a byte is two hexadecimal digits? Well, a nibble is one digit.
« Last Edit: September 28, 2010, 12:58:58 pm by Raylin »
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Offline DJ Omnimaga

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Re: Axe update
« Reply #3 on: September 28, 2010, 01:01:24 pm »
Half-bytes.

Basically, native nibble support in Axe means you are no longer forced to grab half a byte from a pointer using L1/16 and the other half using L1^16 anymore. That made it complicated for scrolling tilemappers. Now the new nibbles command should make this process easier.

Btw, the number range a nibble can contain is 0 to 15 (or maybe -8 to 7?). Basically 0 through F. A regular byte is 0 to 255 (00 to FF)

Offline jnesselr

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Re: Axe update
« Reply #4 on: September 28, 2010, 01:17:54 pm »
-7 to 7 signed and 0 to 15 unsigned. Can't wait for 1.0.0. Good luck quigibo.

Offline DJ Omnimaga

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Re: Axe update
« Reply #5 on: September 28, 2010, 01:43:23 pm »
Mhmm no I think it was -8 for signed. For full bytes it's -128 to 127. Otherwise it wouldn't even be full 16 range.

http://en.wikipedia.org/wiki/Integer_(computer_science)

I do not remember if for anything else than the 26 variables Axe uses signed or unsigned nibbles and bytes, though.

Offline jnesselr

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Re: Axe update
« Reply #6 on: September 28, 2010, 05:12:18 pm »
Oh yes, I think you are correct. I was thinking 7 to 0 to -7 made 15, so that was correct. But yes, It is -8 to 7 I think.

Offline calcdude84se

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Re: Axe update
« Reply #7 on: September 28, 2010, 05:26:35 pm »
Yes, signed (two's-complement) 4-bit integers range from -8 to 7 :)
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Re: Axe update
« Reply #8 on: September 28, 2010, 11:10:14 pm »
Ah ok. I was not sure since I am used to storing stuff like 250 to L1, not even knowing if it's signed or not. I guess it simply changes to -6 since 128 to 255 == -128 to -1

Offline calcdude84se

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Re: Axe update
« Reply #9 on: September 30, 2010, 07:42:47 am »
Well, you can store 250 to L1, and, although its representation is the same as -6, you can still use it as 250.
For example, code sample 1 displays 250, while code sample 2 display 65530 (-6).
Code: (sample 1) [Select]
-6->{L1
Disp {L1}>Dec
Code: (sample 2) [Select]
250->{L1
Disp int{L1}>Dec
(Note that I store the other value just to emphasize my point. Either -6 or 250 would have worked for both.)
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Offline DJ Omnimaga

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Re: Axe update
« Reply #10 on: September 30, 2010, 09:13:28 am »
Yeah, which is kinda cool in some ways because depending of the situation, one might be easier to read than the other. In a game based on a center screen point of view or something (like 3D games) having negatives helps a lot, while in a game like a RPG we may want our character stats to be stored in a 0 through 255 format.

Offline squidgetx

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Re: Axe update
« Reply #11 on: September 30, 2010, 03:26:35 pm »
Yeah, which is kinda cool in some ways because depending of the situation, one might be easier to read than the other. In a game based on a center screen point of view or something (like 3D games) having negatives helps a lot.

....cuberunner ;D

Offline DJ Omnimaga

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Re: Axe update
« Reply #12 on: September 30, 2010, 07:22:14 pm »
Yep ;D

Mhmm... Starfox...