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Messages - Quigibo

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1156
The Axe Parser Project / Re: Bug Reports
« on: July 01, 2010, 03:21:09 pm »
You're right, the negative numbers do not appear to be auto-optimizing.  I'm fixing this now.

1157
I think it would be awesome to create a POTM award instead.  I think ticalc does a good job over the long run, but not too well in the short term.  Its the beginning of the month right about now anyway so its the perfect opportunity.  Maybe 3 or 4 people/programs get nominated every month (completed ones) and then the voting starts on the first of the following month and the winner is announced soon after.  It would be more exciting than a yearly award in my opinion becasue it is more frequent and current which I think is your main intention for suggesting this.  This award could even prompt ticalc to feature more programs since a highlighted program would be available every month.  A community vote would of course be used.

1158
Portal X / Re: Portal X
« on: June 30, 2010, 10:46:45 pm »
Yes, the closed betas are over after 0.3.2. since I am confident that the feature is now completely safe for wider use.  I had BrandonW look at the code just to be sure.  You can use Rabbitsign to sign the app once its on the computer.

1159
Portal X / Re: Portal X
« on: June 30, 2010, 08:55:32 pm »
I've fixed the signing issue by the way.  Apparently, I had to add a dummy signature and update the size field of the app so you can now transfer from the calc to the computer and sign it there, its worked great for me so far.  Version 0.3.2 should be out either late tonight or tomorrow afternoon.

1160
Axe / Re: BGM in Axe?
« on: June 30, 2010, 07:07:13 pm »
Thought I'd post this in this topic since its related.  I rewrote the Freq() command so that it is actually a REAL square wave now and not that blippy thing it was.  It is now significantly louder and higher quality and surprisingly its the same size as the original routine.  I uploaded both the old and new executable of the AxeSound test program so that you can hear the difference.

1161
Axe / Re: Pop ups in axe
« on: June 30, 2010, 03:39:17 pm »
Is is not possible to just redraw the screen after the pop-up appears?  Especially becasue you say this is for a tile mapper, I would think it would be easy to call a "Redraw" subroutine that clears the screen and redraws all the tiles.  Then you don't need to worry about extra buffers.  Speed wouldn't be an issue becasue the redraw would only be needed when exiting the pop-up.

1162
ASM / Re: Text and sprites in an APP? Why is my scrip failing?
« on: June 30, 2010, 05:04:27 am »
Actually, if you want to take the lazy way out which may or may not be easier in this case, just copy your data to ram first and then you can use your handy dandy bcalls with the ram location.  If you have enough room, you can just copy all that data there at the beginning and then you're all set.  If not, then you can dynamically copy the text/sprites to the ram only when you need them.

1163
Axe / Re: Axe Optimization Tricks
« on: June 30, 2010, 04:55:55 am »
This entire thread is should ONLY be optimizations to the executable.  There would be no reasons to make source code "optimizations" becasue its irrelevant to the final product.  In fact, larger source code often leads to better readability and organization which is why I almost always cap my end parenthesis, leave comments, and sometimes indent when I've got a lot of nested blocks.

1164
Axe / Re: Axe Optimization Tricks
« on: June 30, 2010, 03:30:10 am »
Yeah, there's no point in doing that for multiplication unless the numbers are larger than the auto-opt numbers, in which case its no longer optimized for size.

I guess another trick is leaving out arguments that are already duplicated.  For instance, Output(0,0,Str1) can be optimized to Output(0,,Str1) since the second argument does not need to be changed from the first argument.  Similarly, Output(0,1,Str1) can be optimized to Output(0,+1,Str1) which is kinda similar to the close variable loading optimization.  There are many more variates of this trick you can use on a lot of commands. Its especially helpful with Copy() and Exch()

1165
The Axe Parser Project / Re: Features Wishlist
« on: June 29, 2010, 10:21:55 pm »
As far as I am aware, neither of those applications use the Token Hook so there should be no conflicts.  However, I may eventually use the Catalog Hook to rearrange the catalog which would of course conflict with any Language Localization apps.  Its possible I would need to use the App Change Hook as well which could cause other conflicts.  I will see if its worth all the trouble or not and if there is any simpler way to do it.

1166
The Axe Parser Project / Re: Features Wishlist
« on: June 29, 2010, 10:09:38 pm »
@nemo
Rect() would be faster for sure.  It's possible that it might be about the same speed if its aligned horizontally though.

EDIT:
@DJ
Yes, faster horizontal and vertical lines would be part of geometry drawing.

1167
The Axe Parser Project / Re: Features Wishlist
« on: June 29, 2010, 10:02:53 pm »
Okay, I've finished Axioms for the most part, I just have a few more things to tweak and more testing to do.  I updated the poll.  I won't go any higher than 4 options otherwise it will spread out the votes too much.  The "Update Documentation" idea would take me a long time to do, but it would involve writing a detailed commands list in the doc itself with examples and tips and stuff like that.  I would still keep the old one though just for reference and to have a "printer friendly" version.

The linking and port I/O would involve automated linking features that basically send and get bytes through the link port as well as raw data for perhaps microphones, IR controllers, sensors, advanced sound, accelerometers, electronic circuits, etc.

1168
Portal X / Re: Portal X
« on: June 29, 2010, 03:39:34 pm »
An even faster way to do this:
Code: [Select]
A*18
Is this:
Code: [Select]
A*6*3
Since both *6 and *3 are auto optimized.

Quote
Also, Quigibo, correct me if im wrong, but boolean expressions in Axe are actualy slower than their corospondinf If Statements right?

Not sure about that, I would say it would only be slower if you had to do extra math like a multiplication or a division.  But I do know that
Code: [Select]
A<<0
Is faster and smaller than
Code: [Select]
A>30000

1169
General Calculator Help / Re: Little endian in Axe?
« on: June 29, 2010, 03:30:49 pm »
Little endian is only for reading and writing 2 bytes at a time.  Almost every sprite drawing routine I've ever seen reads 1 byte at a time so you will never have this problem.  In the rare cases where a routine reads 2 bytes at a time like for instance drawing an aligned 16x16 sprite super quickly, sometimes the programmer will compensate the reversing effect for you.  If they don't they would surely mention that the bytes should be reversed.

1170
Axe / Re: Smooth Scrolling Tilemapper
« on: June 29, 2010, 04:25:45 am »
Well, the foreground layer would be sparse, so it wouldn't be that many tiles.  Its 117 tiles for the background.  I'll give a conservative estimate of 20 tiles in the foreground and lets say for sake of argument that all 20 tiles are masked.  Plus maybe a 4 tile character, that's 161 tiles per frame, which should be around 16 fps in 15MHz mode, but probably laggy at normal speeds.

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