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Messages - Runer112

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736
Axe / Re: Error "Invalid" when I try using greyscale
« on: November 30, 2012, 12:52:33 pm »
Axe Fusion should be fine for programs that you don't plan to release, but for now I would recommend not using it for released works. It's a very new and still experimental feature and I expect it to change in the future, and very possibly not retain backwards compatibility.

737
The Axe Parser Project / Re: Features Wishlist
« on: November 29, 2012, 09:02:03 am »
#ifdef and #!ifdef

I asked for these a while ago, and Quigibo's response was the →→ operator. Is was much simpler code-wise to implement and has a simpler syntax, and we agreed that most of the time you need to know whether a constant has been defined or not, it's so you can define it if it isn't.

Although I think it would be nice to have these more general constructs eventually, hopefully the current solution will work for now. I don't think I have the familiarity with the Axe project to pull off feature as rooted in the compiler as this yet, unfortunately.

738
Axe / Re: Negative/Opposite Numbers (SOLVED)
« on: November 28, 2012, 08:46:11 am »
couldn't you leave the parentheses
Code: [Select]
1=EXP1*2-1→Z
or if the "true" isn't always 1
Code: [Select]
0<EXP1*2-1→Z
Hmm, this didn't seem to work for me in my program. I guess Axe really doesn't support negative numbers in equasions. I figured out a different way to do it, and it works fine. Thanks for the help all!

What doesn't Axe support for negative numbers? Keep in mind that the normal, unsigned comparison operators mostly don't work for signed numbers, but there are the signed comparison operators: ==, ≠≠, <<, ≤≤, >>, and ≥≥.

739
Axe / Re: Axe Q&A
« on: November 26, 2012, 03:17:26 pm »
Could we get Axe speedier?

Do you mean speed of compiled programs, which can now be improved with the #ExprOn directive I just added with Axe 1.2.0? :P Or do you mean the compiling process? Because I think to speed up the compiler, it will more or less have to be entirely rewritten, which is a large task. That's not to say that I don't plan on doing it, it would probably just take a fair bit of time.

740
Other Calc-Related Projects and Ideas / Re: Need help!
« on: November 26, 2012, 03:10:03 pm »
I believe what you are looking for are the subroutines arguments, r1-r6. These are the polar equation variables, which can be found under VARS > Y-VARS > Polar...

741
News / Re: Axe Omega 1.2.0 released
« on: November 24, 2012, 11:49:21 am »
it's very cool tahnks more runer112 :)

do you coorect the bug on function : pt-get() ?

Erm... what bug with pt-Get()?
* Runer112 hopes he didn't completely forget to fix a reported bug

742
The Axe Parser Project / Re: Bug Reports
« on: November 24, 2012, 11:28:44 am »
Nope, the token hook definitely doesn't work for my AxiomDCS. I downgraded to Axe 1.1.2.

Also, a clipped line routine would be great for a later version of Axe.

Hmm... could you send me a copy of the Axiom so I can test it? I wouldn't rule out the possibility that I did something silly and created a bug that makes certain Axioms not work with token replacements.

And yes, I do have plans for a clipped line routine. :)

743
The Axe Parser Project / Re: Bug Reports
« on: November 23, 2012, 08:56:59 pm »
I'm hoping that it will only take a week or two. I just don't want to release a new version with only one change, so it's really just a matter of how quickly bugs crop up and I fix them and how quickly I add new stuff.

744
The Axe Parser Project / Re: Bug Reports
« on: November 23, 2012, 04:52:44 pm »
Found something in Runer's Axe 1.2.0 : token hook from axioms doesn't work anymore (I was really bored when I realized that FindFirst became 2-SampFZTest :P ).

In my quick test, it looks like they do work (see attached screenshot of MemKit token replacements). Make sure Axe's token hook is installed by opening and then closing Axe, and remember that for Axiom tokens to actually show up, the #Axiom(Name) line has to already exist in the program when you open it in the editor; adding it without closing the program editor will not work. Also make sure that the Axiom is an appvar and not a program, which is something that I forgot many times while designing Axioms. Either convert it to an appvar manually using something like Calcsys or compile a program that includes the Axiom.

If these steps don't fix the problem... well then we might have a bug on our hands.



Axe 1.2.0 breaks horribly Nymless v.93's new Main Menu animations.
You can try it for yourself, but be prepared to pull a battery.
Film at 11.

After a bit of debugging, it seems that when I tried to add proper rectangle clipping, I made a small mistake (that can result in huge errors). It's now fixed, but until I release Axe 1.2.1 which will contain this fix (hopefully soon!), I'd keep using Axe 1.1.2. Also, I'd be very careful using the X1T, X2T, Y1T, and Y2T variables now that they're special-use and their values may change without you realizing it! You can check the changelog for more info about this change.



A note to all Axe users: If a program you are developing has any chance of drawing rectangles at negative Y coordinates such that -Y=height, you will be affected by this bug in Axe 1.2.0. Please wait until the release of Axe 1.2.1 to upgrade.

745
News / Re: Axe Omega 1.2.0 released
« on: November 23, 2012, 04:43:55 pm »
oh, i did notice one thing that i've never seen before, though. trying to compile an app that already exists on the calculator usually just overwrites the old one successfully. however, this last time i tried it crashed immediately after "defragmenting".

I couldn't replicate this issue on either my 83+BE or my 84+SE, both through Wabbitemu and on real hardware. Can you try this again to make sure it wasn't just a one-time thing? If it happens again, I might suggest resending the operating system (yeah I know it's a drag), and if it still happens again, then we know we've got a real bug on our hands.

746
News / Re: Axe Omega 1.2.0 released
« on: November 23, 2012, 10:59:28 am »
Yay :D Only problem... I can't send stuff to calc anymore. Did the syntax change a lot?

What can't you send to your calc any more? And what linking software do you use? I was a little worried about the ability to send Axe itself because I changed it's header, but I checked and it still seemed to work fine for me with TI-Connect. I'm a little surprised that it has prevented you from sending other things to your calculator.


I seem to be having strange problems with an Invalid-Token error that pops up randomly D:

Is there any of discernible pattern at all? Fixing an error that pops up entirely randomly is nigh impossible, unfortunately. If it happens frequently when compiling one program, perhaps send it to me and I'll try compiling it over and over to reproduce (and hopefully fix) the error.




Anyways, I hope you guys like the new version of Axe! It did require a good amount of work, and a good amount of staring at existing code, but it seems that for the most part I could add a decent array of new features, and hopefully I successfully removed more bugs than I added! As for more updates down the road, I can't make any guarantees, but I hope that the next update will be a lot less than nine months after 1.2.0. :)

And remember, the Bug Reports thread exists for a reason. :P

747
The Axe Parser Project / Re: Axe Parser
« on: November 23, 2012, 10:42:05 am »
So, a new version of Axe has arrived! I think the changelog mostly detailed the new/changed features, but if you have any questions, ask here!

And with all my changes, I'm sure I introduced a fair number of bugs, because I was just blindly fumbling around half the time. x.x If you experience any bugs, please remember to report them in the Bug Reports thread, and I will try my best to fix them as soon as possible!

748
The Axe Parser Project / Re: Latest Updates (***DO NOT POST HERE!***)
« on: November 22, 2012, 07:24:24 pm »
Axe Parser
Omega 1.2.0



It's Thanksgiving, and this year, we can all give thanks for Axe living on! Just temporarily under new management. :)

New Features:
  • Have the need for speed? Using #ExprOn will request that all following code and called Axe routines be optimized for speed instead of size! Using #ExprOff does the reverse. Currently this only affects a few Axe routines (*, Pt-On(), Pt-Change(), DrawInv, Horizontal+/-, >Hex), but more will come! Axe Fusion always uses the fastest Axe routines available.
  • Continuing with the speed theme, DispGraphRecallPic has been added! It's the same as DispGraph and then RecallPic, but it's almost as fast as DispGraph alone.
  • Fixed point division! Syntax is: /*
  • Fixed point square! Syntax is: ²r
  • Labels and constant names can be up to 13 characters long!
  • No longer corrputs the OS when unlocking flash!
  • Even shinier commands list! BIG thanks to jacobly! I'm also trying to add size and speed data for everything; it's a work in progress, so please excuse errors/missing values for now.
  • Full support for big endian variables.
  • Signed min() and max(): just throw on an r.

Changed:
  • Better string parsing, including spelling out multi-character tokens, more reliable "var", and "grp" (w) is now "tmp"; these arbitrary-size variables will be automatically deleted on exiting.
  • Optimized most DispGraph variants: all but 4-level DispGraphClrDraw are smaller, which is larger because...
  • 4-level DispGraphClrDraw is about 15% faster. Also, 4-level DispGraph is about 5% faster.
  • Optimized >Hex, stdDev(), Horizontal-(EXPR), getKey(EXPR), -1, interrupts, and all archived variable routines slightly.
  • Optimized more stuff that I forgot.
  • nib{}r now always reads from the half of memory your code exists in.
  • inData(0,DATA) now returns 0, so no more adding 1 to all your key checks!
  • ln(0) now returns -1, it seems slightly more proper than 255.
  • Disp >Tok accepts the same argument type as Text >Tok.
  • Added "signed" equal and not equal operators.
  • Added optimizations for ^10, //0, and //-1, not that the latter two will ever be needed.
  • The A-theta variables have been moved, so L1 is now 768 bytes long by default.
  • When pointed into a variable in RAM, the Y1T and Y2T variables will be updated automatically if the variable is moved.
  • The X1T and X2T variables will act similarly when pointed into a VAT entry.
  • The X4T-Y6T variables have been added.
  • Slightly larger but faster multiplications by some large powers of 2.
  • Fixed a bug when a string displayed in an app went offscreen.
  • Fixed drawing sprites to arbitrary buffers.
  • Fixed rectangle clipping.
  • Fixed the size of the stdDev() subroutine.
  • Fixed some Axe fusion-related bugs.
  • Fixed some bugs with the token hook.
  • Fixed some bugs with comments.
  • Fixed some peephole optimization bugs.
  • Fixed a silly typo in an error message.
  • Fixed many errors in the command list.
  • Fixed many other bugs that I forgot about.
  • And probably introduced some bugs!

749
News / Re: A new z80 calc... in color?
« on: November 08, 2012, 01:24:52 pm »
Not that it matters much, but since I took the time to make it I may as well post it here in case anybody wants it. Here's my attempt at perspective-correcting the image: (maybe useful for screen measurements)



*Click for larger image*

750
To quote the readme that should be included in the download:

Quote from: Readme
TI-Boy SE is a Game Boy emulator (no Game Boy Color support) for the TI-83+SE, TI-84+, and TI-84+SE calculators.

If you've been trying Game Boy Color games, that might be why things weren't working.

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