Author Topic: Axe Parser  (Read 551913 times)

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Offline calc84maniac

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Re: Axe Parser
« Reply #765 on: June 07, 2010, 11:19:09 pm »
It's a square on the calculator, too :)
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Offline meishe91

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Re: Axe Parser
« Reply #766 on: June 07, 2010, 11:29:55 pm »
There is a square symbol O.O I mean I knew there was a solid black character but I didn't think it was accessible. Unless this is something completely different :P

It just looked like one of the squares that displays when a character can't be shown, that's why I asked :P
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Offline calc84maniac

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Re: Axe Parser
« Reply #767 on: June 07, 2010, 11:31:50 pm »
It's the little square that is used in Stat Plots. You can get it from 2nd+PLOT or the catalog.

Edit: Actually, all three of these symbols are found there.
« Last Edit: June 07, 2010, 11:32:36 pm by calc84maniac »
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Offline Builderboy

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Re: Axe Parser
« Reply #768 on: June 07, 2010, 11:39:01 pm »
you can access it from the catalogu, it looks like a small (3x3) black box.  You can also access all 3 of these tokens by pressing [2nd] [Y=] and then go over to [Mark] (note you have to be editing a program)

EDIT: Ninja'd :P

Offline meishe91

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Re: Axe Parser
« Reply #769 on: June 07, 2010, 11:40:54 pm »
Oh! It's those tokens. I thought the first to were multiplication and addition :P Now I know which ones. Thanks :)
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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #770 on: June 08, 2010, 01:38:46 am »
Could anyone explain a scenario in which that stuff might be useful in a game? I know what it does but I am just curious how useful it can be?

Offline Builderboy

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Re: Axe Parser
« Reply #771 on: June 08, 2010, 01:49:54 am »
Mmm using these expressions as opposed to the normal AND OR and XOR is going to be doing some fairly advanced optimizations, so its difficult to say for sure.  For now we will probably just be using them to set, erase, and toggle bits inside of 2 byte numbers.

Offline cooliojazz

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Re: Axe Parser
« Reply #772 on: June 09, 2010, 02:12:29 pm »
Ok, I have this code:
Code: [Select]
.APFIND
ClrHome
{є9830}→H
Disp H►Dec
Repeat getKey:End
ClrHome

Lbl ML
7→C

Lbl FL
ReturnIf getKey(15)
{є982E}→D
If H(>/<)D:Goto D:End

(More code which doesnt matter cause it always executes that line ^^)

Lbl D
Disp H►Dec
Disp D►Dec
Now the problem is, that first part always is showing H as 61.  But, that goto statement ALWAYS executes regardless if I put < or >. I put <, and the second time it shows H, it'll show 61. (D is 102) If I put > though, It'll show up as 65389.  Any help to why this is happening...
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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #773 on: June 09, 2010, 02:16:24 pm »
THis is strange. I thought H > and < shouldn't update the variables used in it x.x

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Re: Axe Parser
« Reply #774 on: June 09, 2010, 02:36:59 pm »
Could anyone explain a scenario in which that stuff might be useful in a game? I know what it does but I am just curious how useful it can be?
I think they're most useful when dealing with binary numbers or sprites. :)

Offline Runer112

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Re: Axe Parser
« Reply #775 on: June 09, 2010, 03:34:15 pm »
This isn't exactly relating to Axe Parser, but I figure this would be a place where people might be able to answer my question: Is there any way to retrieve a compiled program from Wabbitemu? I'd normally use my physical calculator but I can't manage to get the link to work any more.
« Last Edit: June 09, 2010, 03:34:47 pm by Runer112 »

Offline calcdude84se

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Re: Axe Parser
« Reply #776 on: June 09, 2010, 03:36:06 pm »
in the newer versions, under the calculator menu, there is a "variables" menu item. Find your program, and drag and drop to the desktop, or wherever you want it.
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Offline Runer112

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Re: Axe Parser
« Reply #777 on: June 09, 2010, 03:59:54 pm »
Ah thank you, I saw the variables command before but I figured that was talking about actual variables like A, B, C.

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Re: Axe Parser
« Reply #778 on: June 09, 2010, 04:01:00 pm »
Programs are people, too.

Offline Happybobjr

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Re: Axe Parser
« Reply #779 on: June 09, 2010, 06:12:54 pm »
Programs are people, too.

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