Author Topic: Axe Parser  (Read 552370 times)

0 Members and 6 Guests are viewing this topic.

Offline LordConiupiter

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 339
  • Rating: +3/-0
  • Just one of the thousands of Axe-fans...
    • View Profile
Re: Axe Parser
« Reply #975 on: July 15, 2010, 05:19:24 am »
I would prefer appv in stead of apvr, but that's just a minor thing. It would indeed be very usefull and handy!
everytime that I was down, you would always come around, and get my feedback on the ground. (modified part from 'Seasons in the sun')

No matter how many errors are bothering you, always try to stay rel-Axe!

The HoMM project will be resumed as soon Axe 1.0.0 will be released!
Projects:
Code: [Select]
HoMM:   [==--------]    Project 'resumed': I'm suffering overwhelming new ideas being popped up in my dreams :P
tiDE:   [----------]    Explored and understood the main part of the code: just started writing a Tokenizer.



password of the week: uvanapererubupa (Any pronunciation is the right one ;) )   :D click me, and you'll be raided :D

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Axe Parser
« Reply #976 on: July 15, 2010, 02:17:16 pm »
What I'm talking about is using the strs the same way as the lists.  I mean like instead of
1→{L1+1}
it would be
1→{Str1+1}

As for the corruptions, I'm talking about what the commands list says.
L2--not for MirageOS programs
L5--"disp", "ClrHome", and "output" corrupt
L6--any buffer drawing corrupts

It's in the documentation.
Could the 'strings' be applied to the same use as the 'lists'?
Or are they some different type of pointer?
Vy'o'us pleorsdti thl'e gjaemue

Offline FinaleTI

  • Believe in the pony that believes in you!
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1830
  • Rating: +121/-2
  • Believe in the pony that believes in you!
    • View Profile
    • dmuckerman.tumblr.com
Re: Axe Parser
« Reply #977 on: July 15, 2010, 02:43:56 pm »
They are somewhat different. Str1 is a static pointer, while L1 is a saferam area.
Essentially, the difference is that L1 can be freely modified and changed, but has a fixed size. Str1 can also be modified or changed (though it can be a bit more of a pain sometimes), but can have variable size. That said, other programs can access L1, but not the Str1 you've stored in the first program. This is because L1 is stored in a dedicated RAM area, while Str1 is defined as part of your program and temporarily takes up RAM when that program that uses it is run.
Str1 (Or any Str, Pic, or GDB pointer) isn't just used for numbers either. It can be used for strings, sprite data, lists, etc.

For example:
[FFFFFFFFFFFFFFFF]->Pic1
is the same as
[FFFFFFFFFFFFFFFF]->Str1 or even [FFFFFFFFFFFFFFFF]->GDB3Z.

What you point to depends on what you need the data for.

Also, the 'corruptions' don't always corrupt the saferam area.
For example, modifying L6 modifies the buffer, so you can use it for various things such as an aligned 16x16 sprite routine or flipping the screen.
L3 acts the same way, except that it modifies the back-buffer.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline qazz42

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1130
  • Rating: +30/-12
  • hiiiiiiiii
    • View Profile
Re: Axe Parser
« Reply #978 on: July 16, 2010, 03:26:12 pm »
I feel retarded in asking, but how do you display variables? If I just say

:Disp A

I get some retardedness from that calc

P.S. I read both manuals, good job dude, I like it

Offline nemo

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1203
  • Rating: +95/-11
    • View Profile
Re: Axe Parser
« Reply #979 on: July 16, 2010, 03:29:47 pm »
Disp A                       gives you the garbage located at pointer A.
Disp A>Dec                gives you the decimal value of A.
Disp A>Char/>Frac      gives you the corresponding ASCII character.

so to answer your question, add >Dec on the end of A to display the value.


Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Axe Parser
« Reply #980 on: July 16, 2010, 03:30:02 pm »
What you are looking for is Disp A>Dec. (The >Dec can be found under the math menu)

>Dec tells the compiler to display as a number.  Without this, Axe tries to display the String that is A, haha which there is none so it messes up and displays Strings from places in Memory.

EDIT: Ninja'd :P

Offline calcdude84se

  • Needs Motivation
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2272
  • Rating: +78/-13
  • Wondering where their free time went...
    • View Profile
Re: Axe Parser
« Reply #981 on: July 16, 2010, 03:30:39 pm »
Disp A>Dec, where >Dec is the token in the math menu.
When you do Disp A, you display a string starting at the Ath byte of memory.
Edit: Double-ninja'd :P
« Last Edit: July 16, 2010, 03:31:13 pm by calcdude84se »
"People think computers will keep them from making mistakes. They're wrong. With computers you make mistakes faster."
-Adam Osborne
Spoiler For "PartesOS links":
I'll put it online when it does something.

Offline qazz42

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1130
  • Rating: +30/-12
  • hiiiiiiiii
    • View Profile
Re: Axe Parser
« Reply #982 on: July 16, 2010, 03:32:26 pm »
Ah, and to clear something up, when you make sprite using hexpix, you havve to store it into a pic, and THEN recall it?

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Axe Parser
« Reply #983 on: July 16, 2010, 03:35:38 pm »
What do you mean by Store it into a pic?  If by store into a pic, you mean recall the Hex and store it to a pointer

[FFABABA101010122]->Pic1

Then that is correct.  You can then display the sprite by using Pt-On(X,Y,Pic1

Offline nemo

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1203
  • Rating: +95/-11
    • View Profile
Re: Axe Parser
« Reply #984 on: July 16, 2010, 03:35:52 pm »
hexpix? what program is that?


Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Axe Parser
« Reply #985 on: July 16, 2010, 03:36:43 pm »
Its the Sprite to Hex program bundled with Axe, under tools

Offline calcdude84se

  • Needs Motivation
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2272
  • Rating: +78/-13
  • Wondering where their free time went...
    • View Profile
Re: Axe Parser
« Reply #986 on: July 16, 2010, 03:37:26 pm »
He means the HEXPIC program in the tools directory of the download. I've never used it, so I can't answer.
Edit: ninja'd again :P
« Last Edit: July 16, 2010, 03:37:56 pm by calcdude84se »
"People think computers will keep them from making mistakes. They're wrong. With computers you make mistakes faster."
-Adam Osborne
Spoiler For "PartesOS links":
I'll put it online when it does something.

Offline qazz42

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1130
  • Rating: +30/-12
  • hiiiiiiiii
    • View Profile
Re: Axe Parser
« Reply #987 on: July 16, 2010, 03:37:41 pm »
Ok bulderboy, thanks for clearing that up, I see, I was using recall pic, not pt-on

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Axe Parser
« Reply #988 on: July 16, 2010, 03:45:10 pm »
Yeah no problem :)

Offline qazz42

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1130
  • Rating: +30/-12
  • hiiiiiiiii
    • View Profile
Re: Axe Parser
« Reply #989 on: July 16, 2010, 04:31:06 pm »
Damnit, it is still not working, I cant display th pic for some reason ;.;

I put

[hex]-->Pic1
pt-on(0,0,Pic1
Pause


But only get a blank screen, could I have another pointer?