Author Topic: Axe Parser  (Read 549342 times)

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Offline trevmeister66

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Re: Axe Parser
« Reply #210 on: March 07, 2010, 11:07:51 pm »
Just testing out the commands.
Axe 0.1 still throws out random errors when parsing.
Is this still supposed to happen?
Are you sure its a random error? Or does it have something to do with your source?
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Offline Raylin

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Re: Axe Parser
« Reply #211 on: March 07, 2010, 11:23:01 pm »
I compiled the example program (STARSHIP).
The first time throws back an error.
Second time on works.
Bug me about my book.

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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #212 on: March 07, 2010, 11:29:27 pm »
On the previous version, I remember sometimes it failed to compile. It generally happened if I grouped everything, reseted my RAM then ungrouped everything, then tried compiling a program within a fresh RAM for the first time. That happened with the examples too. Usually, retrying twice or three times fixes it.


Offline trevmeister66

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Re: Axe Parser
« Reply #213 on: March 07, 2010, 11:31:21 pm »
That's a weird bug though. I don't see why it would work the 2nd or 3rd time, but not the first.
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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #214 on: March 07, 2010, 11:37:18 pm »
Yeah it's strange x.x

I guess Quigibo will have to look into this x.x

I believe this bug was even mentionned before in a previous page, but this topic grow quickly :O

Offline Eeems

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Re: Axe Parser
« Reply #215 on: March 08, 2010, 12:51:01 am »
Yeah it's because the vat shifts around because the program increases in size as it assembles, and every so often the address if the program changes so it's not looking in the right spot. So unfortunatly there is nothing he can do as of yet.
/e

Offline DJ Omnimaga

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Re: Axe Parser
« Reply #216 on: March 08, 2010, 02:15:23 am »
Aaah I see why, now.

Btw I decided to print Axe 0.1 doc because it was getting annoying to check on the comp. Now I can code away from the comp screen without getting sidetracked too much by the power of Youtube :P :D

Offline ztrumpet

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Re: Axe Parser
« Reply #217 on: March 08, 2010, 06:54:14 am »
lol, nice DJ! :D

I hope Quigibo can find a solution! ;D

Offline Radical Pi

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Re: Axe Parser
« Reply #218 on: March 08, 2010, 11:32:09 am »
Wow, this language looks powerful! And also very different from the Basic that I remember. I see that it's still pretty early in development though, so how much is the syntax going to change over the coming months? Should I start learning how to use it now, or should I wait for it to stabilize a little more (or is it already fairly stable)?
Either way I can't wait to get my hands on this :D
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Offline trevmeister66

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Re: Axe Parser
« Reply #219 on: March 08, 2010, 12:03:20 pm »
Wow, this language looks powerful! And also very different from the Basic that I remember. I see that it's still pretty early in development though, so how much is the syntax going to change over the coming months? Should I start learning how to use it now, or should I wait for it to stabilize a little more (or is it already fairly stable)?
Either way I can't wait to get my hands on this :D
From what I've seen, it's pretty stable. I don't know if you've seen some of the games made already by Axe, but you can do a lot already in the early stages of this program.
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Offline Quigibo

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Re: Axe Parser
« Reply #220 on: March 08, 2010, 01:47:20 pm »
I'm currently working on that bug.  I'm getting very close.  I'll let you know when I fix it.

The language itself is pretty stable in my opinion.  New commands are going to be added so some larger routines can be replaced by a single instruction later on.  But I don't have any concerns at the moment for reverse compatibility.  If it works on 0.1.0 then it should almost surely work on the final release.  If I do make any major changes, I always list them on the updates.  I've only had to do this once so far and I don't see myself needing to in the near future.
___Axe_Parser___
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Offline Quigibo

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Re: Axe Parser
« Reply #221 on: March 13, 2010, 03:00:56 pm »
I don't think I'll have an update ready this weekend, I'm really really busy.

I am considering changing all math to signed math and then adding a new command set to do unsigned math.  This will only affect multiplication and division with very large/negative numbers and possibly the modulo operation.  I consider this a major change so I'd like some opinions since it can make some older programs incompatible.  Only minor changes usually need to be made though.  Singed math limits multiplication and division to values between -32768 to 32767 instead of 0 to 65535 so you can divide and multiply negative numbers, but then the maximum magnitude of the numbers is half of what it was.  Don't forget, you can STILL do unsigned math, but it will be a different command.  I think making the default signed instead of unsigned makes the language a little simpler for beginners.  I hope no one will mind the inconvenience of having to rewrite some of their programs that really on unsigned math tricks.
« Last Edit: March 13, 2010, 03:54:06 pm by Quigibo »
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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #222 on: March 13, 2010, 07:15:44 pm »
Mhmm, you will have to choose an easy command for unsigned, though, so the source won't get massive and hard to understand. I personally don't mind the 32767 limitation altough I would hate if the new command was a major hassle to use. Couldn't you set the new command for the signed ones instead? It might save most people a lot of hassle, especially if alerady a lot of people are using Axe in the community.

However, the big advantage is definitively negative numbers, because when I will perform for example physic movement like jumping/falling, the inability to store negative values to variables can cause some issues during movement coding, since for example instead of a -1 to +1 range, the jumping would be 0 to 2, so instead of Y+J->Y, I am forced to do Y+J-1->Y or something like that.

Good luck with your school stuff, I hope they don't overload you with full of work even more x.x

Offline Builderboy

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Re: Axe Parser
« Reply #223 on: March 13, 2010, 08:41:30 pm »
Well, there is a kind of genius to unsighned numbers in that you *can* store negative number as long as you are only doing addition and subtraction.  Lets say we wanted to store -1.  That would end up being 65535 in unsigned integers.  This is obviously not a negative number, but lets see what happens when we add 5 to it.  65535+5 = 65540.  But wait!  Integers can only go up to 65535! So the number wraps around to 4.  Did you see that?  We effectively subtracted 1 from 5, even though we added two positive numbers!  This is very very useful because it means you can do things in Axe like:

Code: [Select]
-1->A
5+A->B

And B will equal 4.  The only problem arises when you do multiplication or division, in which case the fact that negative numbers are not negative becomes apparent.

Offline DJ Omnimaga

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Re: Axe Parser
« Reply #224 on: March 13, 2010, 09:07:44 pm »
yeah I like the looping back. Very useful for some stuff. One thing, though: can problems arise from that? In Final Fantasy 7, if damage power gets insanely high, the displayed damage will be glitchy as hell. Is it safe for example to have a variable increment and keep looping non stop for a very long period of time?

« Last Edit: March 13, 2010, 09:16:37 pm by DJ Omnimaga »