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Messages - Runer112

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376
TI Z80 / Re: 2048 (with animations) !
« on: April 13, 2014, 06:24:55 pm »
Aww, I wanted to do this... But then again, I don't ever actually do anything, so probably good someone else did. :P

377
The Axe Parser Project / Re: Features Wishlist
« on: April 13, 2014, 08:44:41 am »
For an outline box there is already IRect (combine two of these, one to the outer size and one to the inner size centered in the first).
Or if you need speed, HLine/VLine

Yeah, if I were to add that command, I'd probably just call the HLine and VLine commands. But the main benefits of a native command would be that I could make the handling a fair amount smaller and faster, and possibly even reuse some clipping information between calls for added speed.

378
The Axe Parser Project / Re: Features Wishlist
« on: April 13, 2014, 08:26:49 am »
What about more graphing commands?

A filled circle or an outline box?
And if using Fix5, you can define the buffer the text is drawn to.

Those all sound like useful additions. If I can find a way to fit them all into the application, which is slightly bursting at the seams currently, they could happen.

379
TI Z80 / Re: Wat *.*
« on: April 10, 2014, 10:09:11 pm »
That last screenshot reminds me of my origins with Axe... I was a legitimate noob back then!

380
TI Calculators / Re: Perhaps the simplest backup method yet
« on: April 10, 2014, 07:15:39 am »
I've done this for years. As an added bonus, if you view the files on the dropbox website, you can right click one to restore it to a previous version (saved back to couple months?), acting as an automatic primitive form of version control for all your files.


Also, for those using Windows who want to get a bit dirty, you can actually back up your entire Documents folder, which is what I did. This has the added bonus that all your files still look like they're in the right place, and you and your programs can continue to use your Documents folder, but all changes are instantly reflected on Dropbox. You can't make this change when you're logged in normally, as you'd have to move, rename, or delete your existing Documents folder to make the link and Windows won't let you do that, but you can get around that by booting into "repair your computer" mode in Windows 7/8 (possibly lower versions?) and doing it from a command prompt there.

381
The Axe Parser Project / Re: Axe dissasembler
« on: April 07, 2014, 12:34:22 pm »
I understand you, but what if for example just runner112 has the decompiler so you can send him the asm programm(cmdv2) and he gives you the decompiled source(for easier rewrite)?

As others have said, decompiling arbitrary Axe programs is nigh impossible. But I can decompile (probably) any Axe program by hand. Give me a program and a good reason (ex. you lost the source to a project you put a lot of work into but still have a recent compiled version, not that someone else published a closed-source program and you want the source), and if I can allocate the time, I'll do it for you. There may be a few others who can do this as well, although I probably shouldn't be volunteering others.

382
TI Z80 / Re: Order of Operations
« on: April 07, 2014, 12:22:59 pm »
Also, when Axe command lists say a command takes EXPR as an argument, what does that mean exactly? What's the difference between EXPR and an Axe list, or an array of bytes?

In the command list, EXP signifies any expression that returns a numerical result.

383
The Axe Parser Project / Re: Features Wishlist
« on: April 07, 2014, 12:15:11 pm »
You can add an MenĂ¼ token like basic, may with different tabs like ti os.
The command can look like this:
Code: [Select]
Menue( ("Title Tab 1","1:...",label,"2:...",label),("Title tab 2","1:...",label,"2:...",label)...
             '-------------------v---------------------'  '-------------------v---------------------'
                                     tab 1                                                       tab 2


The OS does not expose a very simple way to generate menus, which is why the feature does not exist. I think this is somewhere on the to do list, but it's a pretty low priority since its ratio of usefulness (medium-low, since it might be nice for quick prototyping, but you can and probably should make nicer looking menus yourself anyways) to difficulty of implementation (medium-high, from what I gather of how menu hooks work) is overall quite low. But if any assembly wizards want to provide the majority of a solution, whether it's as hard as I think it is or if it's really simple, I'll happily include it! That is, if I can fit it. :P

384
The Axe Parser Project / Re: Features Wishlist
« on: April 07, 2014, 07:23:44 am »
This may already have been suggested but I really don't want to search through 200+ pages.  :P It would be really cool if axe supported compiling axe code into axioms.  When selecting which shell you want to compile for you would simply just need to select axiom.

Thats what i wanted to say too ;D .


As my initial response suggested, just use Axe libraries for now. They offer to fill the same need, albeit with different capabilities. Some things about them are a bit more tedious, but functionally they should be okay.

385
On an unrelated note, do you ever plan on adding GBC support, or would the performance cost be too high? I would love to play something like that Resident Evil port.

The implementation difficulty and performance issues render it essentially impossible. As it is, the regular GB, which has a CPU at half the speed of the GBC and a RAM configuration that allows for a relatively straightforward one-to-one mapping, is emulated maybe at about 2/3 speed at best on most games, and this is with generous frameskip (skipping 75-90% of frames).

386
The Axe Parser Project / Re: Sprite Helpers
« on: April 04, 2014, 05:04:37 pm »
Do people actually want me to revamp my sprite editor? I'll do it if there's demand (and if I can find the time).

387
I can't even get Pokemon Gold or Silver to send. And calc84maniac, would you consider making a DoorsCSE icon that when you open it up, it would show all you TI- Boy CSE games? (And one for Steins;8.) Sort of like AssemblyBandits icons for his games.

I'm still of the camp that this is something that should be implemented on DoorsCS's end (the ability to display and run applications, that is). Having an individual launcher program for every application is silly. And I've actually given KermMartian all the information he said he was missing to be able to add this feature, so bug him about actually adding it. :P

388
The Axe Parser Project / Re: Sprite Helpers
« on: April 01, 2014, 07:50:40 pm »
As soon as a way to export data to ans, programs, strings, or any of the like becomes available, I will add support for it.

Heh, forgot about that post... whoops?

But there are better tools available now, like tileIt!, so I think people will be fine without that update. :P

389
The Axe Parser Project / Re: Features Wishlist
« on: April 01, 2014, 07:45:04 pm »
Reworking how libraries work is a big goal of mine for the theoretical Axe 2.0. For now, Axe libraries will have to suffice, because even if I wanted to improve them, there's basically no space left in the application for it. I'm pretty sure that if I started trying to super optimize things and shuffle code around, the number of bugs and general headaches introduced by the process be too much to handle.

Axe libraries aren't too terrible, anyways. Yeah, they take time to compile, don't let you define your functions as tokens, don't intelligently include only what is used, and don't enforce the number of arguments... but they do work. And they actually have a leg or two up on Axioms in their current state, like being able to define and read constant values. I made very heavy use of them to add customization to GrayLib, which I think is a much better library due to it and wouldn't be as useful as an Axiom.

390
Axe / Re: How does one make an Axe Library, in Axe.
« on: March 31, 2014, 08:02:13 pm »
Other than showing up in the compile menu or not, there's no inherent difference between an Axe source file that starts with one or two periods. There's nothing stopping you from using a source program that starts with one period as a subprogram or library, and if the compile menu didn't explicitly hide source files that start with two periods, you could compile those as main programs.

One important thing to keep in mind about this lack of differentiation is possible unexpected behavior in a case like the following:

Code: (prgmTESTSRC) [Select]
:.TEST
:SayHello()
:
:prgmSUB
Code: (prgmSUB) [Select]
:..
:Lbl SayHello
:Disp "Hello world!"
:Return

The execution path will, after the initial SayHello() is reached, mosey right on into prgmSUB and repeat it, due to there being no Return or other control block to stop it. So if you don't want execution to run into your subprogram/library, it's a good idea to make sure that you either include it in a place where you know execution won't naturally reach, or to make sure that your subprogram/library wraps its code in a block that will skip its execution, like If 0 ... End or Goto SubEnd ... Lbl SubEnd.

Also, a slight note: there are two quirks about inclusion of subprograms/libraries that come to mind. The first quirk is that you cannot include a subprogram/library from another subprogram/library (yet?). And the second quirk is that any changes a subprogram/library makes to the optimization target (size versus speed) will be reverted to the main program's settings when the subprogram/library is done being compiled.

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