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Messages - Quigibo
Pages: 1 ... 110 111 [112] 113 114 ... 135
1666
« on: April 19, 2010, 10:19:47 pm »
Yeah, the doc probably has some errors, I rushed through it. What did you find exactly? Grammar error? Spelling? Broken source snippets? Hopefully not misinformation...
1667
« on: April 19, 2010, 02:23:48 am »
*Update*
Finally! I have moved from alpha to beta release. If you don't upgrade regularly, I would definitely recommend upgrading now since I really improved the user friendliness of it instead of just adding commands this time. Enjoy!
1668
« on: April 19, 2010, 02:19:20 am »
Axe Parser Beta 0.2.0 New Features:- A real documentation!
- New user interface.
- Compile for shells.
- Contrast adjustment.
- Absorb "Pic" files into programs.
Changed:- Headers are mandatory.
- Only Axe Source programs show up on compile list.
- Fixed a few more bugs.
New example file from tutorial.
1669
« on: April 19, 2010, 01:20:45 am »
Awesome! Reminds me a little of pacman, but with a different objective. Can't wait till you finish it!
1670
« on: April 18, 2010, 05:59:55 pm »
the tutorial already assumes you know BASIC
^sounds like you already wrote a tutorial Would you still like me to write a tutorial/sample program article like you asked before?
I was about to, but I haven't actually yet. If you think you can finish it soon today, then go ahead, if not, I'll be able to handle it.
1671
« on: April 18, 2010, 12:27:19 pm »
I'll just update everyone on the status of the Axe Pages.
I've finished writing most of the articles. There are still a lot of gaps, and the tutorial already assumes you know BASIC, but I think I've covered all of the more complicated stuff. Another thing I won't have time for in this build is the detailed command list. For now, you'll just have to use the old list.
I'm pretty sure I'm still on track to release tonight.
1672
« on: April 18, 2010, 02:41:50 am »
Hmm... I don't know. Is that an option you would like? I think generally, you won't notice the slowdowns unless you use the same routine over and over for practically the entire program (Like my Game Of Life example).
1673
« on: April 17, 2010, 08:21:54 pm »
You forgot the =1 for A. If you omit it, then it is always true except for zero. That's why it keeps showing all those As.
By the way I would do this:
.D DiagnosticOff [0102030405060708->GDB1 "ABCDEFGH"[]->GDB2 For(A,0,7 {A+GDB1}-1->B Disp {B+GDB2}>Frac End
1674
« on: April 17, 2010, 02:38:20 pm »
You're talking to a perfectionist here But not necessarily next release, I can always tweak it more later, as long as the final version is perfect gray. Also, I forgot to mention, the only routines I was able to outsource to the shells so far were all the pixel routines. They certainly cut down on the program size! But unfortunately, the shell calls are slower becasue they are not as optimized as the routines I'm using. Its a small difference, but definitely noticeable in the Game of Life program. There's nothing I can do about that though...
1675
« on: April 17, 2010, 02:26:44 pm »
I think the hardware is pretty reliable for the most part. It's mainly the delay routine I'm using should delay a different amount of time if the calc is in each speed setting. Currently it does an empty loop until the LCD driver is ready and then it writes the pixel. I'll figure it out though.
1676
« on: April 17, 2010, 12:28:05 pm »
I've already fixed the DispGraph command. But I might have to fix it more. It looks fine in 6MHz mode, but its pretty grainy in 15MHz mode. If I change the pause times, the opposite happens... I might have to make it adjust dynamically so both cases look good.
1677
« on: April 17, 2010, 12:04:58 pm »
The picture ones actually are a little harder because now the centers have to be the correct rotation. Its fairly easy though, you just have to pay attention to it when solving it the regular way.
1678
« on: April 17, 2010, 03:08:04 am »
No. In fact the variables A-Z really are memory locations located between {L1-52} and {L1-2} or something like that I think. It just does all the behind the scenes work for you when you use the letters.
However, even though they should be as fast, they won't be just becasue I haven't done the hardcore precompile optimizations yet and probably won't for a long time. I doubt you'll notice the difference though, it just means that when you do {L1+12} like you say, it adds the 12 during execution. Arithmetic is super fast though, so don't worry about it.
By the way, I'm thinking of adding a new unsigned division routine for division of constants less than 256. It would be almost twice as fast and twice as small as regular division. The drawback is that now you'll be calling 2 separate subroutines for long division (division by variables and constants greater than 256) and short division (by constants less than 256). If you have to use both in the same program, we're only talking about 15 extra bytes total so its worth it in my opinion.
1679
« on: April 17, 2010, 12:32:09 am »
This will still be useful even after the next release because some people won't want to keep a bunch of pictures on their calculator to compile the program, they might just prefer to import them directly all in one file. Good job on this!
1680
« on: April 16, 2010, 03:44:21 am »
Has anyone used BBC Basic? I'm doing a comparison between the languages. What is it usually used for? Same with xLib/Celtic. Are they normally targeted for game development or do most people use them for other things.
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