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TI 68K / Ultima V: General Discussion
« on: September 02, 2007, 01:58:00 pm »THE POST 13392930
Lol I love how you present things Ranman!
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TI 68K / Ultima V: General Discussion« on: September 02, 2007, 01:58:00 pm »THE POST 13392930 Lol I love how you present things Ranman! 347
JincS: Corrention: A node is a leaf or branch. I node is a very ambiguous word kind of like int. There is a 'short int' and 'long int' just as there is a 'branch node' and 'leaf node' with a tree. Once I get timing implemented into my tree I am going to post a more complicated example with a given tree and simplifying.
Also JincS you haven't seen the code since you only stop by the channel for 1 minute at the most and then leave . I am there almost everytime you do that, but I am working on HACC which takes up the full screen. If you message me it will make a sound and then I will know your there. And to answer your other question. The generic trees are built specifically to be generic to Hacc not generic trees in general lol. That means that there is no sorting or searching that needs to be done. They are built by the parser and are simplified by the parser. The generic routines provide at least a minimal gateway to manipulate these trees very easily. Secondly no namespaces will be allowed. And yeah we are building an assembler anymore. We are going to use a very customized SPASM, although we still have to build the linker. 348
Art / more random art!« on: August 31, 2007, 07:15:00 pm »
I would raise the back possibly to give it a more sports like look. And maybe make the back tires bigger. That's about it though, otherwise it looks great!
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Woah woah, now you are talking about killing the face of C, and breaking a bunch of source trees. I agree with getting rid of auto. I agree with taking away bitfields. I don't agree with taking away do/while switch/case or goto. Goto can give you serious optimizations.
E.G. case 1: ... do something ... store to huge struct case 2: ... do something else ... store to huge struct can be optimized to case 1: ... do something ... goto store case 2: ... do something ... store: That saves a bunch of memory, because I guarantee you that HACC won't be looking to optimize that, nor does GCC I think. Also I am keeping register because it can make a difference if the register is taken, which will be kept track of. And 'const' does affect what happens. 'char' is stored in RAM while a 'const' is stored in the program since it is always constant. Yeah I think I am going to take unions out. I agree with that. 351
Hmm you know I was considering leaving out 32 bit integer, but I thought it would be so fun to see what people come up with even though they are slow. Sigma made a whole slew of 32 bit manipulation routines so I was going to just throw them in there.
Oh, but yes, that is one thing I was tossing around. I think I am just going to leave floats out for now, personally because I doubt people would use them and they are just too much to manage. Oh yeah and variable arguments are allowed up until 16 arguments which is only 64 bytes at most on the stack. I really have never seen anything over 16, but it will report an error when a variable argument recieves anything above 16 arguments. 352
News / Omnimaga 6th anniversary« on: August 31, 2007, 02:46:00 pm »
@Fallen_Ghost: Your avatar is animated.
All I did was go through the six pages of members and checked the avatars. If it was not animated and it was there then I used it. I forgot all about StarCalc though Fallen_Ghost. I would have gotten it in there had I remembered. 353
Nah I don't think I am going to take out anything really from the C language, except maybe from the preprocessor. I mean with three developers working on this, things are starting to go smoothly at least.
And also this project was never really dead. We have been working on it all along. Also DJ_Omnimaga a node is a piece of a tree. It is just technical jargon that is used to describe trees. 354
News / Omnimaga 6th anniversary« on: August 31, 2007, 01:45:00 pm »
Rivereye: Sorry this list may not be complete, and sorry to anyone who felt there project should be in there.
Projects list(in order of appearance): * Combat ball * Illusiat * Metroid II Evolution * Omnimaga the RPG * Mystique * Ultima V * Nuke the Whales * Tetris by Jon * Xlib Xlib revolution * Metroid II Evolution * more MIIE * Reflex Revolution * Illusiat 6 * Galactic 68K * Age of Culture 2 * Pokemon Purple * MazeSnow * MF2B * Reuben Quest: Ev Awakening * Reign of Legends 3 * more MIIE * PO:RN Avatars featured(in order of appearance): * ATG * Athlor * BCTurk * Cure * Deeph * Delnar * Fryedsoft * graywolf * Halifax * Harrierfalcon * JC * JFISH * Jon * kirbykook * Lachprog * Liazon * lolje * lordofthegeeks * MechaTech84 * misirlou * necro * pugboy * radical pi * Ranman * rivereye * ryantmer * Shanzane * SilverCalcKnight * Snake * Sonata * Spellshaper * spengo * Super_Speler * Supersmash * tenniskid * TheStorm * Weregoose * xphoenix * Zeromus If there was a video you missed and wanted to see in the video, then feel free to post the name of it, and maybe it will come up in a recent remix. 355
Alright well I kind of have 2 updates. One doesn't matter and another is a major advancement.
First announcement: The name of the compiler is now HACC(Halfiax's C Compiler). Haha I am so original . The name isn't final though exactly. Second announcement: The major advancement that is one of the key driving forces behind parsing C code, and the technology behind all the internal data types in HACC is nearing the end of the development process. Generic Trees are finally shaping up. Some key things of what it can do now. * Build a full tree containing any number of nodes that can be contained in memory * Inserting triplets right into a leaf node * Deleting triplets right from a branch node * Obtaining triplets from any place in the tree * Resolving triplets through a callback built by the programmer Things to implement: * Any number of child members to one parent * Resolving variable child members * Recursive resolving of the tree from custom resolution callback list After the things to implement are implemented, then we can begin to build the trees needed on top of that. Just for fun I recorded a quick little debug session of a small small tree c1-->
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