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Messages - Michael_Lee
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646
« on: December 20, 2010, 12:31:14 am »
Very cool looking! A pseudo-random question (out of curiosity only): Is it possible to modify the code so that when you call the subroutine(s), you can define how long you want your data to be?
647
« on: December 20, 2010, 12:25:35 am »
My activity is going to be somewhat low for the next few months, mainly because I'm going to be focusing on completing some projects + doing other stuff. I'll still be working on calc stuff, though (for example, I'm going to try to release a game by this Christmas - almost like a present )
648
« on: December 17, 2010, 01:54:45 pm »
Looks very nice! (Downloads)
649
« on: December 15, 2010, 10:49:54 am »
Ooh, downloading time.
I like the second video. It looks very snazzy and professionally done.
650
« on: December 13, 2010, 01:54:42 pm »
Very nice! It looks pretty cool!
651
« on: December 12, 2010, 09:53:22 pm »
That's pretty interesting, although it's obvious where it comes from. I could think of a game that might use this.
I'm working on right now, actually, that's going to incorporate this as a background effect.
652
« on: December 12, 2010, 09:45:47 pm »
Muhaha! In Axe, if you mess up, you usually either clear your RAM or cause ugliness to appear on the screen. However, this time, I messed up, but accidentally obtained a decent picture of a randomly generated scrolling cityscape! (for the record, I was trying to make scrolling clouds, which I still haven't been able to do well ) ([r] is the radians symbol)
.CITY ClrDraw ClrDraw[r] Repeat getkey(15) DS<(A,10) Horizontal -[r] End For(B,0,5) B*4+L1->Z !If {Z} rand^21->{Z}->{Z+1} rand^65->{Z+2} 3->{Z+3} End If {Z+1} {Z+1}-1->{Z+1} Rect(95,{Z+2},1,rand^{Z+3})[r] If {Z}-{Z-1}<4 {Z+3}+1->{Z+3} ElseIf {Z-1}<4 {Z+3}-1->{Z+3} End Else 0->{Z}->{Z+1}->{Z+2}->{Z+3} End End DispGraph[r] End
653
« on: December 12, 2010, 09:17:17 pm »
@Mohammad: Use a program like Wabbitemu.
654
« on: December 12, 2010, 09:04:26 pm »
i think it's safe to say ASM is the asymptote of Axe.
Haha, I lol'd. @Runer: Have you made more progress on speed and optimizations?
655
« on: December 12, 2010, 12:04:56 pm »
Yup. It shows up perfectly now.
656
« on: December 12, 2010, 11:58:04 am »
Yeah, I opened it with notepad, and I'm seeing a lot of Chinese characters appearing.
Is there a specific way we're supposed to view the text document?
657
« on: December 12, 2010, 11:52:14 am »
It appears both of you have differing expectations of what constitutes 'success' and 'failure'? Perhaps a common definition should be worked out before attempting to argue if anything could fail?
658
« on: December 12, 2010, 01:17:19 am »
That's pretty cool!
For the pure black-and-white one, are you repeatedly drawing lines/rectangles, or do you have a more elaborate flood-fill algorithm of some kind (or am I completely off-base in my questions?)
659
« on: December 10, 2010, 06:05:28 pm »
I especially liked section IV. Thanks for the chuckles
660
« on: December 09, 2010, 08:35:50 pm »
To get lists in Axe, there are things called free ram and pointers.
But first, I should go over how memory works in Axe, which you can skip over if you already know about bits and bytes. At the very basic level, everything is ones and zeros. This is binary. Each one and each zero is referred to as a 'bit' Axe uses something called bytes to manage memory. A byte is comprised of exactly 8 bits. So if 1 is a bit, and 0 is another bit, then 10110001 is exactly one byte. One byte can hold numbers equal to 255 or under. However, this often isn't big enough, so Axe allows you to use two bytes in a row to hold numbers up to 65535 (which is 256*256-1). I like to imagine bytes as houses, all lined up in a row. A bit is like a (tiny) room in that house, and two houses together can hold A LOT of people. But we have to know where each house is, which is why they all have addresses. We call those addresses pointers.
Which brings us nicely to free ram. The symbol L1 is a address that points (hence the name pointer) to a 710-byte-long block of free RAM that you can use as you please. By adding a number to the pointer, we can get access to other bytes besides the first one. Also, by adding brackets around the pointer, we can then manipulate what number is actually stored in that byte instead of just manipulating the address.
So, L1+5 would get me the address fifth byte of free ram and {L1+5} would get me whatever number I've put there. Examples:
.CODE1 1->{L1} 1->{L1+1} 2->{L1+2} 3->{L1+3}
For(A,0,3) Disp {L1+A}->DEC,i //imaginary i for newline, here End
Pause 5000 //added for completeness - now a functional program!
The For loop would display the numbers I had placed into free RAM earlier, displaying 1 1 2 3
To get two-byte numbers, I would just do something like {L1+A}r The 'r' makes that pointer return the two-byte number (using the one following the pointer for the second byte)
L2 to L6 also return pointers to more free RAM, but you should check the commands list because the amount of available bytes varies, and L6, for example, is used by Axe to store what your program is displaying on the screen, so messing with the other 5 pointers besides L1 can have some inconvenient consequences.
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