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Messages - squidgetx
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106
« on: November 26, 2012, 07:18:53 pm »
I still say that drawing the progress bar does something to make the compiler slower (and that it would be nice to have an option to disable it)...Quigibo rejected that thought last time I brought it up saying it takes no more time than displaying the percent progress. But that doesn't mean that it doesn't slow it down though, amiright? It still takes up time to draw the thing. (and I feel like the compiler was noticeably speedier before the progress bar's introduction)
107
« on: November 22, 2012, 09:02:50 pm »
Happy Thanksgiving! (if you're into that) It's been over six months since the last Axe update. Quigibo's activity began to decline, and soon Axe development seemed to have ground to a halt. However, management of the project has been temporarily passed to Runer112, an extremely proficient assembly and Axe coder and responsible for many of the optimizations now thought standard by the community and for many of the speedy routines you can find in Axe 1.1.2. After a lot of work, Runer112 has released a fresh update. The original post can be found here. 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!
108
« on: November 21, 2012, 10:35:02 pm »
It's been a while since the last update, so I figured I should make a post.
I'm working on the battle engine atm, and at the same time am working on transferring my system over to linux, so overall there's not much to show off in terms of progress. Internally though, there are lots of nice things going on.
-Item and equip system almost fully working -Stats and Battle engine 70% complete -Character basic attack animations -Battle flow infrastructure (death, victory, etc.) -Enemy stat calculation and sprite retrieval -HP/MP display and graphical frontend implemented -Working damage formula
To do (battle engine) -Apply item effects to stats -Special skill effect application and animation -Enemy hit animation -XP system , level up, and stat XP -Enemy AI
I've almost finished setting up my calculator dev environment up on Mint, so hopefully I'll be finished up with those things soon. In the transition process my Windows partition got nuked, but luckily I had these files in the cloud. (Unfortunately I lost some old beta projects...including temple run, the isometric platformer, and tiny wings)
109
« on: November 18, 2012, 11:51:42 am »
i have no idea what you are talking about hayleia
110
« on: November 18, 2012, 11:46:24 am »
111
« on: November 17, 2012, 12:58:12 pm »
Oops, you're right about that. Anyway here are some algebraic optimizations. I subbed in X for r1-r3 and Y for r2-r4 for readability but i think you'll have to put that into the code each time (or you could make a lambda out of it to save on size, but i don't know how that would affect the speed.
Lbl LINE
If r1<<0 -Y*r3//X+r4->r2 0->r1 ElseIf r1>94 94-r1*Y//X+r2->r2 94->r1 End
If r2<<0 -X*r2//Y+r1->r1 0->r2 ElseIf r2>62 62-r2*X//Y+r1->r1 62->r2 End
If r3<<0 -Y*r3//X+r4->r4 0->r3 ElseIf r3>94 94-r1*Y//X+r2->r4 94->r3 End
If r4<<0 -X*r2//Y+r1->r3 0->r4 ElseIf r4>62 62-r2*X//Y+r1->r3 62->r4 End Line(r1,r2,r3,r4) Return
112
« on: November 17, 2012, 11:42:39 am »
Nice Hayleia. Clipping is annoying lol -_-
How does that perform speed-wise? I think one easy optimization would be to make If r1<<0 r4-(r2-r4*r3//(r1-r3))->r2 0->r1 End If r1>94 r2-r4*94//(r1-r3)+r2-(r2-r4*r1//(r1-r3))->r2 94->r1 End into
If r1<<0 -1->r1 r4-(r2-r4*r3//(r1-r3))->r2 ElseIf r1>94 r2-r4*94//(r1-r3)+r2-(r2-r4*r1//(r1-r3))->r2 94->r1 End and same for all the other pieces, since a variable can't be less than 0 and greater than 94 at the same time..there'll be a small speed gain there (and a tiny bit saved by manipulating the placement of 0->r1.
Preevaluating dX and dY would also be helpful
I'll look at it some more later, but maybe Runer112 will show up lol
113
« on: November 16, 2012, 10:30:09 pm »
...avoid implementing tile transparency (try to make your map design so the character rarely ever go behind a wall/block and when he needs to he disappears entirely), because squidgetx tried it and it was very slow.
Admittedly my tiledrawing routine was atrocious and didn't check to see if the tile needed to be drawn or not-- I think that was the major issue, not transparency. Oh, and also I used 16x16, which was itself a slowdown factor...I should really pick that project up again. Nice work so far, themachine!
114
« on: November 16, 2012, 07:59:48 pm »
You can check out the source if you like for the complete code, but like with the post about mapping I'll give a brief psuedocode explanation here:
Lbl Text Until offset = offset + length of conversation {Conversation pointer + offset} -> Char Offset++
If char>31 ;if character is alphanumeric or common symbol offset->temp curX->temp2 while {conversation + temp} - 32 ;while not a space temp++ temp2+4->temp2 ;custom font all letters are 4px wide end
if temp2 > 92 ;if word needs to be wrapped 4->curX if next line available set curY to next row else reset curY pause and wait for keypress erase previous text end
display character at curX, curY (with custom font routine)
curX+4->curX dispgraph end
end
115
« on: November 14, 2012, 09:05:17 pm »
116
« on: November 14, 2012, 08:16:02 pm »
Update As usual, source and build in the first post. -Optimized -NPC system basically works -Custom font -Automatic wordwrapping -Some other bug fixes Next on the list: -Item/equip menu -battttleleelelel engineee
117
« on: November 14, 2012, 05:54:14 pm »
Yup. I got this idea when I saw the dead XDE. I felt we need a better way to code on-calc.
What about zStart I mean, I can think of lots of ways this could be better than zStart but the way you phrase your sentences makes me think that maybe you haven't seen it lol
118
« on: November 14, 2012, 12:47:22 pm »
No problem
VSTi's are virtual instrument packages in the form of .dll's. Make a directory for your vst's and put sfz.dll in it. You can dig around online for all sorts of vst's to use also (LMMS wiki has some good links). Extract sonatina and put that wherever you want (mabye in the samples folder, if you like being organized). I forget which button it is, but play around with the left sidebar in LMMS until you see a bunch of rectangles with graphics and what look like plugin descriptions (mallets, kick, strings, bitinvader, tripleoscillator, zynsubaddfx, commodore64 chip, stuff like that). Look for the red/green graphic marked VST plugin or something like that. Drag it to the song editor window and it should appear as a new, empty track. Click the area left of the volume control, that looks like it could be a button with the words VST plugin on it or something and a small window should pop up. In that area itll say something like "no vst plugin loaded," that's when you look to the right and there'll be a folder icon. Hit that and you can browse for sfz.dll, select that and the sfz gui should show up, where you can browse in sonatina for whatever .sfz you want to load. Hopefully that wasn't too confusing but I think once you know where to look it shouldn't be too hard to figure out what you're doing. Good luck!
119
« on: November 13, 2012, 10:20:47 pm »
Audacity is for if I ever feel like recording anything, mainly for touchups that LMMS makes hard to do or does uglily (like fades and stuff). Also it's good for exporting as MP3, which LMMS can't do either (because of proprietary mp3 crap). The only major major disadvantage of lmms that I'd have to cite would be the lack of midi export For orchestral stuff I use sonatina symphonic orchestra. It's pretty awesome, though you'll need an VSTi SFZ player to use them. (Note you don't even have to give your real name or email in the boxes...just typing random letters will do lol)
120
« on: November 13, 2012, 10:09:21 pm »
My music software environment generally consists of Musescore <-> LMMS -> Audacity, unfortunately I don't have a lot of experience with other tools (LMMS was the first one I tried, and I liked it, so yeah). Ok, I missed that the tenor is Bb. Sorry about that. But man, reading transpositions makes my head hurt haha. (I'm a strings person ) Hm, in musescore you can't really change the tempo afaik (or maybe you can, maybe dig around a bit) but you can stick in a ritard as text, even if it doesn't get translated into the recording. And yeah, experience will definitely help. Great work for a first though
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