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Messages - Runer112
Pages: 1 ... 36 37 [38] 39 40 ... 153
556
« on: August 09, 2013, 04:55:01 pm »
General feature requests: - Preserve the OS backlight setting
- Suppress final keypress on exit (I believe this can be done with a properly placed B_CALL(_GetCSC))
- Allow quitting from the main menu with CLEAR (and is that confirmation to quit necessary?)
- Cancel capability in data entry (CLEAR?)
- Backspace capability in data entry (DEL?)
- Everything CalcSys does that MicrOS still doesn't *runs* (mainly VAT interaction)
Hex editor feature requests: - Use a unified representation for pages (ports 06/0E/07/0F, port 05, and the cursor location all use different notations)
- Make the string find location default to the location VARS jumps to
- Make a string length specification of 0 enable auto length (partially a feature, partially because 0-length strings don't make sense)
- Allow hex string data entry (lets the user just keep entering data until they press a key to stop)
- Allow searches to wrap
Hex editor bug reports: - Pressing VARS or G to goto an address doesn't actually put the cursor on that address. The address occupies the first address in view as expected, but the cursor stays in the relative spot on the screen it was before.
Readme issues: - "Go some free RAM you can use for the string find feature"
- Add a mention that ON halts searching
557
« on: August 07, 2013, 02:59:13 pm »
The input command gives full control to the OS, so custom interrupt will be disabled. The only way to alter the functionality of input is with hooks, which are difficult enough to coordinate properly in assembly and not supported Axe features.
558
« on: August 06, 2013, 04:46:55 pm »
With 84+SE calculators manufactures less than about 6 years ago or so, TI cheaped out and cut the amount of RAM inside them from 128KB to 48KB to probably save a tenth of a cent per calculator. 48KB was never enough for Pokemon, so for a long time, newer 84+SE calculators simply didn't support it. However, with the latest version, Pokemon has been partially supported for new 84+SE calculators. The reports I've heard say that the game almost entirely works, except for one moderately annoying flaw. Changing PC boxes doesn't work correctly, because each Pokemon has a fairly large amount of data tied to it and the extra RAM used by Pokemon games was to store all the data for Pokemon saved on the PC.
559
« on: August 04, 2013, 12:56:41 am »
I hope to get 1.2.2 onto ticalc.org. With any luck, it should be one of the most stable releases since 1.0.0.
560
« on: August 04, 2013, 12:47:41 am »
Getting a second set of eyes can greatly increase debugging ability. Sometimes you're just completely blind to a certain error for no apparent reason.
561
« on: August 04, 2013, 12:34:23 am »
On line 92, should If J>6 be If {J-2}>6 instead?
562
« on: August 03, 2013, 06:58:36 pm »
Sorry for asking a lot of questions here but I think its better than making new threads. So I was wondering about a few things: 1. Are axe programs in the Full 15mhz mode by default 2. Is using things like rotC, flipH and flipV instead of making sprites for different angles better (speed/space wise) 3. I heard that separating if statements (If A:If B) is faster than combining them (If A and B), is this true? Which one uses less space also and finally 4. Whats the risk of using L3 for data, or is it safer to just use a pseudo list (L2+250 being the start of it) if you know the data in L2 wont extend that far edit: Oh yea does sound with the freq command play synchronously (meaning if its told to play for 1 second will it wait 1 second to go to the next command or does it play as stuff is happening)
(also this is what I have so far for my game thing, ignore the completely terrible explosion sprites and stuff)
1. Nope, all assembly programs should start at 6MHz. 2. Using the sprite rotate/flip commands will always be slower than not using them. flipV() takes 339 cycles, flipH() takes 1908 cycles, and rotC() and rotCC() take 2661 cycles. All four rotate/flip subroutines take up 73 bytes of space in total, so if you only have a few sprites that have rotated versions and the extra data isn't much larger than that, it would probably be smaller (and faster) to just include the rotated sprites as data. With more sprites, it begins to become more of a trade-off between size and speed. But if you want the speed of not using flip/rotate commands when sprites are drawn without the size of including extra copies of lots of sprites, you can still get the best of both worlds. Just include one copy of each sprite and then producing the flipped/rotated copies at startup time and save them in a static RAM area like L?- L? or a temporary OS variable. 3. In that direct comparison, separating the if statements does not save space. In fact, it costs 2 bytes. However, it does have two advantages. The first is that by breaking multiple conditions up into multiple if statements, if any condition is not true, none of the following conditions are even reached, thus saving time. The second advantage, and probably the more common reason why this is done, is that it works when one or more of the conditions doesn't actually depend on a boolean being zero or one, but on an integer being zero or nonzero. The and operator is an 8-bit bitwise AND, which works just like a logical AND for boolean values. But it doesn't work like a logical AND for integer values. (In case bitwise AND needs a bit of explanation, here's the wikipedia entry for it) 4. The Commands.html file included in Axe releases explains fairly well how large and how "safe" the L?- L? areas are. If you don't use any grayscale drawing commands or StorePic/ RecallPic, L? should be safe to use. 5. The Freq() command in Axe is fairly primitive, so program execution doesn't continue while the tone plays. Having notes that play in the background requires fairly complicated interrupts and timing logic, so it hasn't been enough of a priority to find its way into Axe. However, I'm keeping an eye on Iambian's interrupt-based audio solution, which seems quite good. It might eventually be available as an Axiom (an external library for Axe programs).
563
« on: August 03, 2013, 06:19:12 pm »
Um, IDK if this has been asked in here yet, but will it gain color support?
Will Axe? I certainly hope so.
564
« on: August 03, 2013, 03:47:41 pm »
To edit archived programs, I would highly suggest using thepenguin77's zStart instead of CalcUtil.
Ok thanks for the suggestion I'll try when my calc will work
Regarding the unknown error, I'm fairly confident I know what causes that and a fix for it is in the pipeline.
Ok, then I'll check for updates every day (or more)
I'm not sure the next version of Axe will be coming out that soon. there are still things I want to add still, and with the things I have added so far I've broken things and need to debug them. So there's still work to be done. To learn if there's a new version of Axe released, there's a much simpler way than checking the thread manually. Go to the Latest Updates thread, and above the first post, click on the "Notify" button. All new versions of Axe will be posted in that thread, and the notify feature will send you an email the instant a post is made.
565
« on: August 02, 2013, 02:32:52 pm »
Well, I use an application named CalcUtil, and I found two bugs ; one is that, because I'm able to edit archived programs (using CalcUtil), I often compile archived programs, and I (also) get often an ERROR:UNKNOWN, and my calc freezes. The other bug is that when I get an error, I unarchive the program to find the error (using the [prgm] button), but if I edit the program, the calc freezes and I lose the data... I know this is related to my using of CalcUtil, but if you could fix this, it would be great !
To edit archived programs, I would highly suggest using thepenguin77's zStart instead of CalcUtil. CalcUtil's archived program editing function is known to be buggy, but zStart's is fairly solid. In addition to editing/running archived programs, you get a load of other amazing features. There are too many to list them all, but I'll list some of my favorites for code developers. Some awesome general program editing features include automatic re-enabling of hooks and lowercase mode on RAM clears, copying and pasting lines of code, accidental line clear restoration, and navigating programs by instantly jumping to any label. There are awesome Axe-specific features too, including the ability to go to errors in archived programs just like unarchived programs from the compile error screen, and a really cool feature, the ability to compile an Axe program, test run it, and return right back to the same spot in the code editor you started at when your program exits, all with just one key combination! Anyways, that's probably enough plugging for zStart. Regarding the unknown error, I'm fairly confident I know what causes that and a fix for it is in the pipeline.
566
« on: August 01, 2013, 02:51:52 pm »
Yes, this is the right place to ask. I didn't actively debug the code, but I suspect the problem has to do with the bullet logic. My suspicion is that, as the result of a few code issues, the number of bullets is getting decreased when it's already zero, wrapping around from 0 to 65535 and then causing a great big mess. Here are the three culprits that appear to me: - For(I,0,B : This loop will parse one more "bullet" than you want: the "0th" bullet. The fix for this is simply to increase the lower bound of the loop to 1.
- Copy(J,K,3)ʳ : Copy() copies data from the first pointer argument to the second, but you want to copy from K to J, so they need to be switched around.
- When a bullet is removed during the bullet processing loop by copying a bullet from the end of the list over it, the copied bullet still needs to be processed, but the loop counter will increase for next iteration and skip it. The usual way to fix this is to decrease the loop counter by one when a bullet is removed/overwritten to negate the next iteration's increase.
Here's your bullet processing code with the above fixes applied: For(I,1,B I*3+L1->J {J-2}-1+{J}->{J} If {J}=57 or ({J}=0 B*3+L1->K Copy(K,J,3)^^r B-1->B I-1->I End End
I quickly tested plugging that into your code, and it seemed to work great. I've also attached the working source program; not that it's really needed, because the changes made were quite minimal and should be easy to apply directly to your copy of the source. Good luck expanding this code out, I'd love to see a full-fledged game result from it! If you have any other questions with your project in the future, you can always post them back in this thread and they should hopefully be answered swiftly as well.
567
« on: July 28, 2013, 04:24:07 pm »
How do you guys feel about that syntax?
I like the idea of having one token for everyone and using letters to see who is who, but the → is a bit confusing according to me. Why not parentheses instead, like .THING() for default, .THING(I) for Ion, etc ? Or if you want to use the →, why not .M→THING instead of .THING→M ?
The idea was that you're "storing" the compiled data into the target variable type. Does that win you over at all? I find the parentheses method confusing myself because it suggests to me that the file is some massive routine with input arguments, and I mentioned why I like the store approach in the order first suggested. If you still aren't a big fan of the original syntax suggestion, it can certainly be changed. It would be good to hear input from a few others before any kind of decisions are made. I was hoping for something like on line 2 :
.Shell <whatever> Also what about the other features I suggested (build constants) ?
I was steering away from a syntax like this because the target variable type needs to be known before compilation even starts, and having it in the header means no need for lookahead parsing. I'm not sure if you intended this, but this syntax does have the advantage of being backwards compatible (older versions of Axe would ignore the target and use the default target). Whether or not this behavior or good, I'm not sure. And I'm not sure what the purpose of the "build constants" would be. The calculator model and related hardware information aren't constant, they depend on whatever calculator runs the program. Unless you meant including the specs of the actual calculator building the program, but I can't think of how that would be useful. The compiled code should be the same regardless of which model calculator compiled it.
568
« on: July 28, 2013, 02:52:49 pm »
That idea has crossed my mind before, but I never really thought about how it could be implemented. Now that I think about it, it's definitely a useful feature, one that I've wanted myself sometimes. After a bit of pondering, I came up with a syntax that I believe should work well from both the appearance and underlying implementation standpoints. To specify a target, you would put a store arrow immediately after the name in the header, followed by a letter, like this: - :.THING (Default target)
- :.THING→N (No shell program)
- :.THING→I (Ion program)
- :.THING→M (MirageOS program)
- :.THING→D (DoorsCS program)
- :.THING→A (Application)
- :.THING→F (Axe Fusion)
- :.THING→V (Appvar)
How do you guys feel about that syntax? Also, note the additional Appvar shell. I thought that was a good idea as well. It's another thing I've wanted in the past but for some reason never thought about actually adding.
569
« on: July 26, 2013, 06:38:36 pm »
I don't know whatever this is possible, but I was thinking about an option where you can precompile a file, so that if it is called by another file that is being compiled, it compiles faster. so you can precompile everything, except the level design part and then only recompile that for faster testing.
This sounds like a very tricky thing to do. Hopefully it won't really be necessary to consider such aggressive and complicated speed improvements if the base compiling process itself can be made faster. also, i think I've found a smaller code for ee14 (if it isn't changed already). now it takes 7 bytes, but it can be done with 6 bytes only too with as code: xor a add hl,hl add hl,hl ld h,a rla ld l,a
I thought I found a better way for ee15 too, but it seems the auto opts file was wrong about that.
That optimization was actually already made a long time ago... I really need to just remove that auto opts file from Axe releases. In fact, I just did it now. It's so old and outdated, and all the information in there and much more can now be found in the Commands.html file. If you do want to try optimizing Axe routines, the best place to look is probably at the Commands.inc file. There you can see the exact code for each routine and it's always up to date. And if you do spot any optimizations, there's this thread specifically for such posts.
570
« on: July 25, 2013, 05:31:21 pm »
Right off the bat, I'm not going to be showing people a hex view. To me, it's not productive at all and discourages actual use. If you want to see hex, you can anyway by switching the view mode, but what you will see instead of hex is a pitch notation A-G, prefixed by which octave it is. For example:
CH1 CH2 CH3 CH4 TIME 0A. 1A. 3G. 3C. /16
The time code only really makes sense if you've defined a tempo earlier. In the example above, I defined a sixteenth note. The dots in the pitch notation is to show that it is not showing a hex value, which *can* happen if the hex underlying the pitch value doesn't correspond to anything the program knows. As for timing, it'll make a best guess if the time value is off, tho display "" if it simply can't figure it out.
How will sharps/flats be represented? It seems to me that it would be best to use an extra character to specify when note values are hexadecimal, making hexadecimal values always three characters, and then using the third character in letter notation to display sharp/flat when necessary. Also, notes with octave values attached traditionally have the octave following the note letter and sharp/flat symbol. What do you think about representing notes more like this, then: CH1 CH2 CH3 CH4 TIME A♯0 $1F G♭3 C3 /16
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