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Messages - Quigibo

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826
The Axe Parser Project / Re: Axe Parser
« on: September 19, 2010, 02:05:07 pm »
Oh, I finally found it!  It uses what's on the screen before you run it as the background.  Arrows move, + and - change incline, no rotation.  Best wabbit setting for grayscale is 6.

FinaleTI, try float{A-2}.  The getcalc() function automatically skips the "size" bytes of a variable, but floats don't have them since they're always the same size (9 bytes) so you need to compensate for that.

827
The Axe Parser Project / Re: Axe Parser
« on: September 18, 2010, 10:15:42 pm »
They are assembly language extensions to add new commands to the Axe language.  You could for instance make the sum() token add up all the numbers in a pointed list.  Unlike include files though, the Axioms are written in assembly so they are super optimized.  You can import them with Axiom(EXAMPLE).  After that, you can use all the new tokens that Axiom provides.

828
ASM / Re: Mode 7
« on: September 18, 2010, 10:06:44 pm »
Also, I'm in the process of creating a mode7 axiom for Axe Parser which is certainly fast enough for a simple 3D racing game.  It's based off of JimE's code, but I've made it much more optimized.  I've done about half of it so far, but I'll finish it around the time I finish implementing the Axioms.

829
Axe / Re: Math
« on: September 18, 2010, 07:28:38 pm »
I mean that you'll still be using fixed point numbers, but often you can get away with not needing fixed point operations.  To multiply or divide your fixed point number by an integer for instance is not the ** operation but is actually the regular multiplication which is what calc84maniac was talking about.  Sine and Cosine multiplication can also be done without the ** operation like I did in the cube example since you don't care about the decimal part of the number when drawing to the screen anyway so it doesn't matter that it gets clipped off.

830
Axe / Re: Math
« on: September 18, 2010, 04:01:02 pm »
By the way, if you're trying to model a 3D engine, you can check the source code of the CUBE.8xp example program.  It takes a list of lines defined by 2 points and draws them all to the screen.  In the cube's case, there were 12 lines representing the edges of the cube.  I don't even think I used fixed point operations in that one since they aren't absolutely necessary, you'll have to see what optimizes better.

831
Axe / Re: Math
« on: September 18, 2010, 01:59:34 am »
To find the reciprocal of a signed fixed point number "A", do this:


E8000//A*2*-1


Once you have the reciprocal, you can do a regular fixed point multiplication to do the actual "division".  One bit of accuracy is lost though when using this method.  I am thinking of having an inverse function built in for fixed point since I'm not using that token yet.

832
The Axe Parser Project / Re: Features Wishlist
« on: September 17, 2010, 09:46:44 pm »
3D is planned as an Axiom, not as part of the language itself.  I want to remove the poll, but it doesn't let me unless I start a new poll, which I don't really have any ideas for.  I guess I'll start a new one then.

833
Axe / Re: CheckSums in Axe?
« on: September 17, 2010, 08:36:45 pm »
There are built in MD5 bcalls by the way to validate apps, but that would probably be overkill anyway.

834
The Axe Parser Project / Re: Features Wishlist
« on: September 17, 2010, 08:32:46 pm »
I'm not familiar with how enabling the cursor works, I'll have to look into it.

835
TI Z80 / Re: THEaxeGAMEpak[half-arsed contest entry]
« on: September 16, 2010, 11:25:16 pm »
Wow, this is actually very good for just a week of programming and most of those are very creative.  Nice job!

836
Axe / Re: Large masked sprites?
« on: September 16, 2010, 09:54:10 pm »
You can write a gazillion pxl-change()/pxl-on()/pxl-off() but that's really slow.  Like I said, your only other option is inline assembly or multiple Pt-Mask() routines.

837
Axe / Re: Large masked sprites?
« on: September 16, 2010, 08:47:47 pm »
The Pt-Mask() is a way to automate exactly what SirCmpwn was talking about.  There isn't a way to optimize it further outside of writing an Asm routine.

838
News / Re: Axe Contest poll and judging starts
« on: September 16, 2010, 02:45:32 pm »
Be aware that many of the games that are source-code-only have very specific compile instructions.  Sometimes they must be compiled as an app, or to a specific shell and sometimes there are multiple files that need to be compiled.  Make sure to read the instructions that the author provides.  If there are no instructions... the author should probably mention them now so as to not confuse anyone.

The minesweeper game works fine for me, make sure you're compiling it as an app.

839
Axe / Re: Garbled text?
« on: September 16, 2010, 01:07:49 am »
Yeah, the error definitely has to do with the lowercase tokens I've noticed.

EDIT: Maybe during transfer, the computer translated some lowercase tokens to stat var tokens or vise-versa which could be what's screwing it up.

840
Axe / Re: Garbled text?
« on: September 16, 2010, 12:55:33 am »
Hmm... I'm looking into this and it appears it might be an Axe bug when compiling to an app and not a bug in the program.  If they were designed for version 0.4.4 and I find that is indeed a bug in Axe itself, I will try to recompile the identical source code with a fixed version of the parser so that the entries are not penalized.  But then again, how would that have gone unnoticed by the contestant?  Perhaps they were meant to be compiled to MirageOS instead of to an application...

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