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The Axe Parser Project / Re: Axe Parser
« on: June 09, 2010, 03:59:54 pm »
Ah thank you, I saw the variables command before but I figured that was talking about actual variables like A, B, C.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 2236
The Axe Parser Project / Re: Axe Parser« on: June 09, 2010, 03:59:54 pm »
Ah thank you, I saw the variables command before but I figured that was talking about actual variables like A, B, C.
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The Axe Parser Project / Re: Axe Parser« on: June 09, 2010, 03:34:15 pm »
This isn't exactly relating to Axe Parser, but I figure this would be a place where people might be able to answer my question: Is there any way to retrieve a compiled program from Wabbitemu? I'd normally use my physical calculator but I can't manage to get the link to work any more.
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The Axe Parser Project / Re: Sprite Helpers« on: June 09, 2010, 01:22:44 am »
Still working on my sprite editor. Pretty much every actual editing feature I plan on implementing is finished (including support for black and white and
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The Axe Parser Project / Re: Features Wishlist« on: June 08, 2010, 08:03:46 pm »
Yeah, at the moment I'm making as many optimizations by putting mathematical or logical expressions used more than once (as long as it's size efficient to do so) into subroutines, because my program is at about 7.5k and I don't mind sacrificing some speed for space (it's a sprite editor after all, no need for speed)
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The Axe Parser Project / Re: Features Wishlist« on: June 08, 2010, 07:25:25 pm »
If you ever get around to that optimization based on the number of times something shows up, make sure to hit equivalences or unequivalences too. I just went through and manually replaced things like _=16 (which seems to show up a lot) with _sub(16) which checks =16. Saved like 100 bytes.
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The Axe Parser Project / Re: Axe Parser« on: June 07, 2010, 11:02:59 pm »EXP1·EXP2 These compare each bit in EXP1 individually against the bit in the same location in EXP2. Some examples follow. 255 (00FFh, 0000000011111111b) and 43690 (AAAAh, 1010101010101010b) = 170 (00AAh, 0000000010101010b) 0000000011111111b and 1010101010101010b 0000000010101010b 255 (00FFh, 0000000011111111b) or 43690 (AAAAh, 1010101010101010b) = 43775 (AAFFh, 1010101011111111b) 0000000011111111b or 1010101010101010b 1010101011111111b 255 (00FFh, 0000000011111111b) xor 43690 (AAAAh, 1010101010101010b) = 43605 (AA55h, 1010101001010101b) 0000000011111111b xor 1010101010101010b 1010101001010101b 2242
The Axe Parser Project / Re: Axe Parser« on: June 07, 2010, 05:16:27 pm »
I remember Quigibo mentioning a while ago that statements like "If A" may not work in some situations any more. Why was this again?
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The Axe Parser Project / Re: Sprite Helpers« on: June 07, 2010, 03:54:52 pm »
I've actually been working on an Axe sprite editing program myself. As of now, it supports:
The real trick will be fitting in features like grayscale with my program already over 7 KB. 2244
The Axe Parser Project / Re: Features Wishlist« on: June 07, 2010, 12:48:46 am »
Yeah, I've been putting them in subroutines. But it just seemed like the kind of optimization that would be quite helpful to not have to manually do for every program.
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The Axe Parser Project / Re: Features Wishlist« on: June 07, 2010, 12:41:30 am »
The following is a list of all screen/buffer commands, with the size of the routine indicated in parentheses:
The following is a list of the screen/buffer commands that do not utilize subroutines and the increase therefore in program size if the command is called 1, 2, 3, or n times compared to if it was called using subroutines:
Perhaps you could add an optimization feature that counts the number of references to commands such as these? This would either include the routine inline or in a subroutine that is called multiple times depending upon which method is more size efficient based on the number of times the routine is called. 2246
The Axe Parser Project / Re: Axe Parser« on: May 31, 2010, 03:51:48 pm »
What is the best way to go about resizing an AppVar but not losing the data that was in it before? I'm pretty sure that the pointer to an AppVar doesn't necessarily stay the same between re-initializations, so I just copy all the data to L₁ and then copy it back to the new pointer, but that will end badly if the AppVar becomes larger than the free RAM at L₁.
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The Axe Parser Project / Re: Axe Parser« on: May 31, 2010, 02:15:32 pm »
I like using TI ProgramEditor for a few reasons. Firstly, the program is always stored on your computer and you don't have to worry about it's safety. Secondly, running it through an emulator that you don't have any important data on and that can't become damaged is always nice. Thirdly, you can view indented code much more easily, which I always do to make the program more understandable. Fourthly, there's no taking a minute to scroll from one part to another in massive programs, which is helpful for projects such as the monstrous sprite editor I'm working on now, the compiled code of which just passed 7,000 bytes. Finally, it's easy to move around code. This often comes in handy when I realize I perform certain actions multiple times in the program and that I could save space by instead making that code into a subroutine and just calling it from those multiple places.
EDIT: In response to DJ's post below me, you know it only takes all of like 3 seconds to drag and drop the file to the emulator. ![]() 2248
The Axe Parser Project / Re: Axe Parser« on: May 31, 2010, 02:01:19 pm »
I just use TI's program editor that came with older versions of TI Connect
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The Axe Parser Project / Re: Axe Parser« on: May 31, 2010, 01:51:26 pm »
I'm just going to post this here for people who want to post more accurate-looking code. These are special characters to better represent calculator symbols:
Code: [Select] →
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The Axe Parser Project / Re: Axe Parser« on: May 31, 2010, 01:31:25 am »
Sprite deleting works now
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