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Offline Builderboy

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Re: Axe Parser
« Reply #1605 on: December 26, 2010, 05:25:36 am »
I would love to test Axe 1.0.0 :) I have thousands of bytes of source i am frequently compiling with PortalX, as well as several other small side projects in Axe. 

And the new Axe took 51 bytes of the PortalX main engine! ^^ now to go and do some more optimization :D

Offline Fast Crash

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Re: Axe Parser
« Reply #1606 on: December 26, 2010, 05:35:06 am »
I would also like to test it  :D

The Icon command is just awesome !

Offline Munchor

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Re: Axe Parser
« Reply #1607 on: December 26, 2010, 07:08:43 am »
So many updates! Axe 0.4.7 looks wonderful!

Offline squidgetx

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Re: Axe Parser
« Reply #1608 on: December 26, 2010, 09:35:19 am »
I'll test 1.0.0 too :) A:P's source is around 70k, and I'm constantly compiling lots of other smaller things like its map editor.

Also, awesome new updates :)

edit: wow, new version shaved off 112 bytes off of A:P's main engine O.o
« Last Edit: December 26, 2010, 09:59:03 am by squidgetx »

Offline FinaleTI

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Re: Axe Parser
« Reply #1609 on: December 26, 2010, 10:04:19 am »
I'd love to test 1.0.0 as well.
I know Nostalgia and Pokemon are gonna be getting pretty large fast.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline Raylin

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Re: Axe Parser
« Reply #1610 on: December 26, 2010, 10:16:45 am »
I'd like to test 1.0.0 too.
Bug me about my book.

Sarah: TI-83 Plus Silver Edition [OS 1.19]
Cassie: TI-86 [OS 1.XX]
Elizabeth: TI-81 [OS 1.XX]
Jehuty: TI-83 Plus Silver Edition [OS 1.19]
Tesla: CASIO Prizm







Offline Munchor

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Re: Axe Parser
« Reply #1611 on: December 26, 2010, 10:18:29 am »
I am also available to test it :)

Offline Fast Crash

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Re: Axe Parser
« Reply #1612 on: December 26, 2010, 10:19:09 am »
soon it will be a public beta  :P

Offline Michael_Lee

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Re: Axe Parser
« Reply #1613 on: December 26, 2010, 11:21:56 am »
If you wish, I am also available for testing services.  I have a bunch of small programs I can test Axe 1.0.0 on, plus several larger projects I'm workimg on, although they aren't probably as large as some of the other projects mentiomed here yet.
My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.

Offline Deep Toaster

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Re: Axe Parser
« Reply #1614 on: December 26, 2010, 01:24:27 pm »
0.4.7 looks really good! I can probably test too. I've got three current projects split into about 36 subprograms, so that should be a sort of stress for the parser :D




Offline Runer112

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Re: Axe Parser
« Reply #1615 on: December 26, 2010, 01:59:17 pm »
Unless calc84maniac wants to step in here, I'd be happy to test the axiom capabilities with my raycaster (it's not the Axe one, I wrote a whole new one in pure assembly). I also have a bunch of 32-byte math routines I was just waiting to test!
« Last Edit: December 26, 2010, 02:00:48 pm by Runer112 »

Offline Michael_Lee

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Re: Axe Parser
« Reply #1616 on: December 26, 2010, 02:05:15 pm »
Lulz, it seems everybody wants one.

Also, the new line commands are fast.  Kudos for that!
My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.

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Re: Axe Parser
« Reply #1617 on: December 26, 2010, 02:41:49 pm »
Lol my vector tunnel game shot up to 55 FPS with the new routine...

Offline DJ Omnimaga

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Re: Axe Parser
« Reply #1618 on: December 26, 2010, 04:04:19 pm »
Awesome, lots of nice commands added too. I hope not too many bugs are encountered so you don't have to release too many fixes. I probably will not help on beta-testing, though, because I haven't programmed Axe for several months.

EDIT: WOAH! Line is definitively faster! O.O
« Last Edit: December 26, 2010, 04:27:04 pm by DJ Omnimaga »

Offline jnesselr

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Re: Axe Parser
« Reply #1619 on: December 26, 2010, 05:01:31 pm »
whoa. That is amazing! It's almost exactly like real ASM now!

EDIT: Yes, I know it produces real asm code. But if you code in pure asm, you know what I mean.
« Last Edit: December 26, 2010, 05:01:57 pm by graphmastur »