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The Axe Parser Project
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Axe Parser
Axe Parser
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Topic: Axe Parser (Read 565413 times)
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Builderboy
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Would you kindly?
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
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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
The Icon command is just awesome !
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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!
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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
»
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Re: Axe Parser
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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.
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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.
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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
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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
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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.
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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
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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
»
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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!
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> Memory: Need write code to add constants.
> Graphics: Rewritten. Needs to integrate sprites with constants.
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Croquette
:
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> Internet version: On hold until I can make my website less boring/broken.
Ashbad
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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...
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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!
«
Last Edit: December 26, 2010, 04:27:04 pm by DJ Omnimaga
»
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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
»
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Axe Parser