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Messages - Matrefeytontias

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811
General Calculator Help / Re: TI-84 OS Language
« on: November 19, 2013, 01:33:24 pm »
Are you sure you are experienced enough with ASM/C and the calc hardware itself ? Because you will have to redo everything.

812
The Axe Parser Project / Re: Bug Reports
« on: November 18, 2013, 03:31:12 pm »
Hum, the source was not archived and the name was IkarugaX with a space and more chars. But that's all that was noticeable.

813
The Axe Parser Project / Re: Bug Reports
« on: November 18, 2013, 01:21:51 pm »
Another bug with the version you just posted (and the previous one too) : if I compile a program that has an invalid name (lowercases in it for example), it says ERR:INVALID NAME or w/e (I don't remember exactly), as expected, but then it enters the program, and after 15 seconds or so, it starts scrolling until it reaches the end. That's particularly annoying with a 7k source.

814
TI Z80 / Re: [Axe] Ikaruga X
« on: November 16, 2013, 04:40:40 pm »
i figured Matrefeytontias was xor'ing a bar over top of them which can be done either way.

Another idea for the menu that might look alright is just putting the menu where the big "X" is, if it'll fit.
I do use a XOR bar on text rendered with Axe's Text( command.

Putting the menu at the X's place would make it very hard  to read, because of the IKARUGA around it.

And when you say 436 bytes (i'm not quite sure where you got that number from, unless you just made that number up. It's not even divisible by 8 :P), i'd just like to ask how many bytes the sprites you use in the title screen take up ;)

I don't think the menu's super important anyway, just so long as it works.
I actually wanted to write 416 bytes, which is the size a 8*8 custom font with 26 upper- and lower-case letters would take.
The unique image of the title screen is a full-screen 768 bytes image. I render the menu only by erasing half of it with a Rect( command.
And yeah, about the menu, I just wanted a nice title screen. The rest, well, it works ;D

I'll just stick with that solution, because I think it's the one that look the best and take the less memory.

815
TI Z80 / Re: [Axe] Dynamic 3D functions explorer thingy
« on: November 16, 2013, 07:13:57 am »
That's why I keep working on it ;D

But as I said on Cemetech, I don't want it to be an actual 3D grapher. It's not and will never be a mathematics tool, due to Axe's speed. I will remain an eye-candy program.

816
TI Z80 / Re: [Axe] Dynamic 3D functions explorer thingy
« on: November 16, 2013, 07:08:28 am »
Well, it does the same thing but less good :P

817
TI Z80 / Re: [Axe] Dynamic 3D functions explorer thingy
« on: November 16, 2013, 07:04:39 am »
Bump :

Who said it was hard to write an equation parser ? :P

This is 6MHz :



And this is 15MHz :



I don't release anything for now because I want to get number parsing working first.

818
TI Z80 / Re: [Axe] Dynamic 3D functions explorer thingy
« on: November 16, 2013, 02:37:11 am »
If you switch to 15 MHz projects one day, will Super Mario 64 be next? :trollface:
I don't think he will ever switch to 15 MHz. Even if he got a 84+, all his classmates would still have 6 MHz calcs. And most of them don't even have 83+ calcs but 82 Stats.fr. This is why he ported JetPack 8x to the 82 Stats.fr I guess.

The part about Jetpack and not switching to 15MHz is true, but it has nothing to do with my classmates. It's just that I think that using Full is a lazy alternative to optimizing, so instead I optimize (see IkarugaX).

DJ_O I don't think TI-82 stats.fr are discontinued ...

819
TI Z80 / Re: [Axe] Dynamic 3D functions explorer thingy
« on: November 14, 2013, 02:49:59 pm »
Why are you talking about data ? There is not a single byte of data.

I think you didn't understand. I'm planning to write an input+interpret routine so that the user can input a function to graph by pressing a button when running prgmDOTSURF. prgmFUNC3D will be facultative.

820
TI Z80 / Re: [Axe] Dynamic 3D functions explorer thingy
« on: November 14, 2013, 02:38:58 pm »
Eiyeron not possible, because you can put everything Axe knows in prgmFUNC3D, since it's a part of the program. There is no data.

What I planned is a custom input routine that will parse the entry while the user is entering it. I think it's the most user-friendly way to do it.

821
TI Z80 / [Axe] Dynamic 3D functions explorer thingy
« on: November 14, 2013, 01:34:43 pm »
Hey guys,

Seeing the challenge TheMachine02 shamelessly sent me (:P), I wanted to try and do some 3D, but this time without defining any vertex by advance. So this came out.

What it features :
  • 3D graphing of any function that only involves integer maths (8.8 maths are coming, maybe) on the [-6,6] range (13*9 = 117 dots)
  • Dynamic movement around the graphed function : translation, rotation around the Y axis and zooming in/out
  • Dots and grid view
  • Clipped line routine ! :D
  • Support for animated functions. More on that below
  • All of that in less than 2400 bytes of pure Axe !

So yeah, it's not really useful, but I found that it would be cool to try and do such program.

Small precision : the graphed function doesn't give exact results. I mean, there's no such thing as units. The only point of that is making good-looking results on-screen, it's not a mathematics tool.

How to use it : by default, prgmDOTSURF (Noshell executable) will graph the 2x² function. You can move around the graphed function with the arrows, zoom in with + and out with -, rotate left with [Y=] and rotate right with [graph], switch between dots and grid view with [mode] and exit with [clear].

You can also define your own function for the program to graph. To do that, just edit prgmFUNC3D. While I'm speaking about a "function", this is actually Axe code that you'll have to compile. I want to make this into a more user-friendly way, but I still have to figure how. Here're instructions on how you can define your function :
  • The graphed function is f(x,z) = y. X and Z of the current point are passed respectively in r2 and r3, from -6 to 6 and -4 to 4 respectively. You are free to use these, but they must remain the same value at the beginning and the end of your function. They are used for the drawing code. Also, store the resulting Y coordinate into r6. Do not use Return.
  • You cannot edit any of the following variables, meaning that they must have the same value before and after your function : r2, r3, r4, A, B, C, D, E, F, H, V, Y, Z, ?. Also, you can't use any of the bytes from L1 to L1+702, nor the 256 first bytes of L3.
  • If you want to use trig, do not use Axe's sin/cos functions, but type Sin() and Cos() instead. Those are way faster, LUT-based routines that I made. Remember that this will destroy r1, unless you call it with sub(Sin) or sub(Cos) and writing the value right before it. Those functions still returns the same output as Axe's ones. Also, Y holds the current Y rotation angle.
  • You can write animated functions : the O variable is a timer that gets incremented by 16 every frame. You are free to use it.

Remember that grid mode will lag a lot at 6MHz, since the program has to draw a line between each of the 117 dots.

So, I think that's all. For those who don't know Axe but want to try anyway, I give you some functions that you can copy in prgmFUNC3D (that will also be an example for those who want to write their own :) ) :

The default 2x² :
r2*r2*2?r6

One of my favourite functions (also, one that demonstrates well the clipped line routine), the good old x3 :
r2*r2*r2?r6

Some animated sinusoidal function :
Sin(r2*16+O)//4?r6

More animated sinusoidal function to demonstrate the use of both X and Z coordinates to generate Y :
Sin(r2*16+O)+Cos(r3*16+O)//4?r6

Here's a little screenshot that describes the process of drawing 2x² and navigating around the graphed function (at 6MHz of course) :



Don't be horrified by the how-so non-user-friendly interface, I'm working on it :P

prgmFUNC3D is the program you have to edit to write your own function, prgmSINE3D is the source to compile, and prgmDOTSURF is the executable (here, it contains the 2x² default function).

Feel free to make functions, share them with others if you want, and don't hesitate to ask if you have questions :)

822
TI Z80 / Re: [Axe] Temple Run 2D
« on: November 14, 2013, 12:44:34 pm »
Looks amazing :D I must admit I forgot about this project although I was following it :P

823
The Axe Parser Project / Re: Features Wishlist
« on: November 14, 2013, 12:07:27 pm »
Do like I did with IkarugaX, make a program that is larger than 16384 bytes by usingFullrene and a shell. It works.

Automatically generating apps that takes more than one page is a logistical nightmare, as Runer112 said before.

824
TI Z80 / Re: [axe] GLib model editor (WIP)
« on: November 13, 2013, 04:49:20 pm »
Looks amazing :D It shows the power of GLib too, as this is very fast. Can't wait to see what you'll come at with it !

825
TI Z80 / Re: [Axe] Ikaruga X
« on: November 13, 2013, 04:28:20 pm »
Well, since you only have 3 lives and no way to get more, I figured I could add checkpoints.

But as I said earlier,there will be a nightmare mode ... :evillaugh:

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