Author Topic: Axe Parser  (Read 554101 times)

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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #1200 on: September 18, 2010, 01:56:07 am »
Oh wow I remember that game, it was cool. I hope you finish it! As for bugs when restarting the screen from previous game is not cleared it seems. As it progresses you should also make the bars smaller and smaller to increase difficulty.

Offline Darl181

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Re: Axe Parser
« Reply #1201 on: September 18, 2010, 02:04:39 am »
My turn to ask, "what do you mean?"
The bar already depletes.  Do you mean it should deplete faster?
As before, you can modify the source to deplete faster/slower, start with X fuel, and get X fuel from each bar.

EDIT...
Oh, you mean the bars you aim for.  That could be a possibility...
Or the ship can speed up...or both...
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« Last Edit: September 18, 2010, 02:09:40 am by Darl181 »
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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #1202 on: September 18, 2010, 02:06:13 am »
Nonono I meant the bars that scrolls down.

Also you didn't answer my question (the what do you mean one) in the other topic :P

Offline Darl181

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Re: Axe Parser
« Reply #1203 on: September 18, 2010, 02:10:11 am »
I clarified it--see the red text.
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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #1204 on: September 18, 2010, 02:10:31 am »
Ah ok I'll go check

Offline Michael_Lee

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Re: Axe Parser
« Reply #1205 on: September 18, 2010, 10:08:16 pm »
This might not be the best place for me to ask this, but what exactly is an axiom, and what are they going to be used for?
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Re: Axe Parser
« Reply #1206 on: September 18, 2010, 10:15:42 pm »
They are assembly language extensions to add new commands to the Axe language.  You could for instance make the sum() token add up all the numbers in a pointed list.  Unlike include files though, the Axioms are written in assembly so they are super optimized.  You can import them with Axiom(EXAMPLE).  After that, you can use all the new tokens that Axiom provides.
« Last Edit: September 18, 2010, 10:16:30 pm by Quigibo »
___Axe_Parser___
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Offline nemo

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Re: Axe Parser
« Reply #1207 on: September 18, 2010, 11:09:17 pm »
I'm going to ask again... Quigibo, can you post the source to the mode 7 engine you made in axe awhile back?


Offline FinaleTI

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Re: Axe Parser
« Reply #1208 on: September 19, 2010, 11:07:48 am »
How do you read a real var with Axe?
Code: [Select]
"varA"->Str1
GetCalc(Str1)->A
Output(0,0,float{A}>Dec

It always displays zero. What am I doing wrong?


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Offline Quigibo

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Re: Axe Parser
« Reply #1209 on: September 19, 2010, 02:05:07 pm »
Oh, I finally found it!  It uses what's on the screen before you run it as the background.  Arrows move, + and - change incline, no rotation.  Best wabbit setting for grayscale is 6.

FinaleTI, try float{A-2}.  The getcalc() function automatically skips the "size" bytes of a variable, but floats don't have them since they're always the same size (9 bytes) so you need to compensate for that.
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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #1210 on: September 19, 2010, 02:16:28 pm »
That looked cool, although it might be a bit impractical in game due to no monochrome support and speed. I am curious how well Jim_e or Calc84maniac's Mode 7 stuff could be implemented as Axiom for use in game.

Offline ztrumpet

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Re: Axe Parser
« Reply #1211 on: September 19, 2010, 02:21:28 pm »
Wow, that's awesome!  Nice job!

Offline DJ Omnimaga

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Re: Axe Parser
« Reply #1212 on: September 19, 2010, 02:22:54 pm »
Actually in 15 MHz mode it doesn't actually look too slow. Last time I tried I got rid of the 15 MHz command. I wonder how it would be in monochrome?

Offline Darl181

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Re: Axe Parser
« Reply #1213 on: September 19, 2010, 03:26:00 pm »
Wow.  I wonder if there's going to be some F-Zero clone in the next few years or something.
Pretty awesome, 3D in axe.
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Offline calc84maniac

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Re: Axe Parser
« Reply #1214 on: September 19, 2010, 03:28:36 pm »
Wow.  I wonder if there's going to be some F-Zero clone in the next few years or something.
I sure hope there will be. :P
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