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Offline Builderboy

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Re: Axe Parser
« Reply #435 on: April 13, 2010, 09:01:14 pm »
I am for mandatory headers for people with many programs in your program menu, it would be a way to sort through them and have a cleaner list.  And i am against using the traditional :String header because then regular Basic MirageOS will show up in the Axe menu, and it could confuse some users.

EDIT: Ninja'd by Will_W with a good point :)

EDIT2: Ninja'd by Quigibo ;D

EDIT3:
Thanks again Builderboy for the Logo.  I didn't end up using the whole thing, just the picture of the Axe, but it looks great.

Thanks ^^
« Last Edit: April 13, 2010, 09:03:39 pm by Builderboy »

Offline DJ Omnimaga

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Re: Axe Parser
« Reply #436 on: April 13, 2010, 09:13:01 pm »
Mandatory header would be a good idea.

an Ion app exists.
Really? URL to it?
« Last Edit: April 13, 2010, 09:14:19 pm by DJ Omnimaga »

Offline indubitably

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Re: Axe Parser
« Reply #437 on: April 13, 2010, 10:34:13 pm »
how do I type "->pic1" into the calc?

Offline calc84maniac

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Re: Axe Parser
« Reply #438 on: April 13, 2010, 10:37:05 pm »
Use the VARS button to access the Pic, GDB, and Str tokens
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline indubitably

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Re: Axe Parser
« Reply #439 on: April 13, 2010, 10:38:43 pm »
Why are those not in the catalog? :-X lol

Offline DJ Omnimaga

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Re: Axe Parser
« Reply #440 on: April 13, 2010, 10:42:47 pm »
I think the catalog was meant to include commands, not var names

Offline DJ Omnimaga

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Re: Axe Parser
« Reply #441 on: April 16, 2010, 06:12:37 pm »
Mhmm I've been messing around with L6 a bit. I wanted to figure out how to store data directly to the graph buffer instead of going through the other commands. However I can't really figure out what I am doing wrong that cause nothing to be changed. Here's my code:

Code: [Select]
.OMNOM
[00FFFF77FFFF8BFFFF91000000DFFFABF81F8B00C36E0000->Pic1
Pic1->{L6}
DispGraph

Offline calc84maniac

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Re: Axe Parser
« Reply #442 on: April 16, 2010, 06:18:10 pm »
Mhmm I've been messing around with L6 a bit. I wanted to figure out how to store data directly to the graph buffer instead of going through the other commands. However I can't really figure out what I am doing wrong that cause nothing to be changed. Here's my code:

Code: [Select]
.OMNOM
[00FFFF77FFFF8BFFFF91000000DFFFABF81F8B00C36E0000->Pic1
Pic1->{L6}
DispGraph
Oh, you're going to need to use the copy command. Since you have 24 bytes there, you should do conj(Pic1,L6,24)
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline Builderboy

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Re: Axe Parser
« Reply #443 on: April 16, 2010, 06:19:49 pm »
Whoops, your storing the pointer to {L6}, not the data itself.  The command you are probably looking for is conj() which will copy data from one pointer to another.

Conj(Pic1,L6,24)

EDIT: ninja'ed :P

Offline DJ Omnimaga

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Re: Axe Parser
« Reply #444 on: April 16, 2010, 06:22:58 pm »
oh ok x.x

I tried doing DATA->{L6} directly but that gave an ERR: BAD SYMBOL error anyway

As for your command it doesn't work, I now have:

Code: [Select]
.OMNOM
[00FFFF77FFFF8BFFFF91000000DFFFABF81F8B00C36E0000->Pic1
Conj(Pic1,L6,24)
DispGraph

Offline Builderboy

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Re: Axe Parser
« Reply #445 on: April 16, 2010, 06:24:54 pm »
What doesn't work?  What goes wrong?  For that matter what is it that you are trying to accomplish? o.O

Offline DJ Omnimaga

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Re: Axe Parser
« Reply #446 on: April 16, 2010, 06:41:26 pm »
I just picked random lines from a picture file converted to hex, just for testing. What's supposed to be displayed is that junk (just for testing purposes). However, nothing appears to show up.

I'll do a screenshot I think.

EDIT: Weird nvm. The first prog I made must have screwed up RAM stuff. A simple RAM clear, then retrying again solved the issue. I did not exactly check the data, but now it appears to show something I desire. I'll try later with plain FFFFFF stuff for example, later, to see, in case.

Screenshot attached:
« Last Edit: April 16, 2010, 06:44:36 pm by DJ Omnimaga »

SirCmpwn

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Re: Axe Parser
« Reply #447 on: April 16, 2010, 07:41:41 pm »
That screenshot looks right.  You need to have 748 (double check this number) bytes to fill up the screen.

Offline Builderboy

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Re: Axe Parser
« Reply #448 on: April 16, 2010, 07:44:42 pm »
Its 768, since the screen is 96 pixels wide and 64 pixels tall = 6144 pixels, but then divide by 8 to get bytes = 768

Offline DJ Omnimaga

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Re: Axe Parser
« Reply #449 on: April 16, 2010, 07:46:40 pm »
yeah that's what I thought. Initially my program pretty much included an entire spritesheet. Then I got rid of many data cuz the code to post on forums was a bit long x.x