Author Topic: Axe Parser  (Read 553372 times)

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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #315 on: March 29, 2010, 02:20:27 pm »
wow nice, smaller than I expected. This means there are big chances that the first public release will fit in one single page, right? But again, the title screen will take 768 bytes so just that will add a lot x.x

Offline Quigibo

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Re: Axe Parser
« Reply #316 on: March 29, 2010, 02:25:38 pm »
Nah, I can always compress it.  I haven't even optimized my regular code yet either.  I have a feeling that the parser will be a one page app until maybe very close to the FINAL release.  If I do need to expand it beyond a page, I will include a bunch of helper programs, manuals, and demos in the extra space.  If not, the helper programs will be in a separate app.
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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #317 on: March 29, 2010, 02:30:20 pm »
Oh if you can compress it more I guess it should be fine then ^^

I personally don't mind double-page apps, I was just surprised it was so small, still ^^

Offline trevmeister66

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Re: Axe Parser
« Reply #318 on: March 29, 2010, 02:36:14 pm »
Yeah I agree with DJ. App Size doesn't really bother me much since it's in Archive, but then again, if it manages to stay a 1 page App vs. a 2 page app, then I can have more games on my calc :)
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Offline Galandros

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Re: Axe Parser
« Reply #319 on: March 29, 2010, 02:37:47 pm »
For a compiler 8KBs seems really small.
Hobbing in calculator projects.

Offline Raylin

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Re: Axe Parser
« Reply #320 on: March 29, 2010, 05:42:30 pm »
Agreed.
Although I can't see why size is a problem...

DAWG is like... over 94000 bytes.

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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #321 on: March 29, 2010, 11:07:02 pm »
Yeah same here. I think what people would not like is if the app was like 7 or 8 pages, though, because then they can barely hold any tools and game backups on their calc if they use a regular 83+, especially if they need MirageOs.

Keep in mind, though, that if the final app size is like 64 KB, it won't be that bad compared to if it was an interpreter. FastRPL and BBCBasic interpreters are like 4 pages each, I think, but the problem is that you need them to run games made with them. Since Axe is compiled, the player won't even need Axe Parser on his calc to play your game.

Offline ztrumpet

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Re: Axe Parser
« Reply #322 on: March 31, 2010, 08:33:07 pm »
Wow, I had no idea Axe will be so small!  This is really cool!  My vote is for the 2 page App including the helper programs, but if the parser still fits in one page, then I'd make two versions, on with two Apps and one with two Pages.  Does this sound possible? ;D

Offline meishe91

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Re: Axe Parser
« Reply #323 on: March 31, 2010, 09:15:16 pm »
What exactly are pages?
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Offline ztrumpet

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Re: Axe Parser
« Reply #324 on: March 31, 2010, 09:22:22 pm »
A page is just over 16000 bytes, and Applications can only be in multiples of these pages.  That's why Apps are always in multiples of 16384 bytes. :D

Offline meishe91

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Re: Axe Parser
« Reply #325 on: March 31, 2010, 09:36:42 pm »
Oh ok, can you have an app less than 16384 bytes?
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Re: Axe Parser
« Reply #326 on: March 31, 2010, 09:38:07 pm »
no, you have to fill each app that takes up less than that with just zeros so that it equals 16384 bytes

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Re: Axe Parser
« Reply #327 on: March 31, 2010, 09:39:53 pm »
no, you have to fill each app that takes up less than that with just zeros so that it equals 16384 bytes
Player is right. :)  Even if you only have 20 bytes of code in the App, it would still be 16384 bytes. ;D

Offline meishe91

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Re: Axe Parser
« Reply #328 on: March 31, 2010, 09:51:41 pm »
Well that sounds a little pointless...but ok :P I understand (Lame TI people for not making apps making user friendly and space efficient :P)
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Re: Axe Parser
« Reply #329 on: March 31, 2010, 10:48:02 pm »
Hey, i need a bit of help, considering this is baffling me to the point my head exploding.
Code: [Select]
.MUSICAL
[0000000038444438     //These are all the different sprites.  They are actually on one line, i just
040404043C444438      //spread them out so you can see them
040404043C7C7C38
040605043C7C7C38
040605063D7C7C38
0000000000000000]→Pic1
4→{L1}            //Initializes stuff not really important to this part of the program.
2→{L1+1}        //Well, it was.  Then i deleted the part that used it in frustration
5→{L1+2}
2→{L1+3}
50→{L1+4}


DiagnosticOff                    //This is the happy little intro screen that works perfectly fine
Repeat getKey                  //It just displays random notes with a title.  I like it :)
For(X,0,11
For(Y,0,7
Pt-Off(X*8,Y*88*(rand/13107)+Pic1
End
End
DispGraph
Output(2,0,"Unreal Music"
Output(4,1,"Notator"
End


Lbl MN
ClrDraw
Pt-Off(0,0,Pic1         //This is a remanant I left for example.  No matter what i put, it will not draw any of the sprites
DispGraph                //(I have tried all the ones I defined above)  Nor will any of the other sprite routines work.
Output(0,1,"O"         //This is just to show, this still works.  So does the horizontal line drawing routine which used to be here...
While 1
0→K
Repeat K                //Yes, i know this is a lot of pointless code.  Remember that deleting i mentioned above? this is what remains
getKey→K
ReturnIf K=15
End
End
.....(There's more, but the rest doesnt matter)

So can any body tell me what i'm doing wrong, i f i'm doing anything wrong, cause i really dont think i am... :(
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