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Offline Builderboy

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Re: Axe Parser
« Reply #1215 on: September 19, 2010, 03:30:21 pm »
Lol yeah silly calc84 :P

I remember that Mode7 Axe engine :D It was super special awesome ^^

Offline Darl181

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Re: Axe Parser
« Reply #1216 on: September 19, 2010, 03:36:21 pm »
So that's what that ship's supposed to be?
F-Zero or something else?
Vy'o'us pleorsdti thl'e gjaemue

Offline calc84maniac

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Re: Axe Parser
« Reply #1217 on: September 19, 2010, 03:39:26 pm »
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline Darl181

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Re: Axe Parser
« Reply #1218 on: September 19, 2010, 03:47:36 pm »
Didn't quite work.
The bar on the right does this odd flashing thing.
The pics are there for a second, then they flicker and disappear like a dramatized dying TV screen.
Compatibility mode or not.
So, what is it supposed to be?

EDIT: I didn't know it would put up the whole pic on the post!!?!

Whoa...Ticalc.org is screwing up as well.
Must be zonealarm or something.

Oh, my parents have some Lorex thing hooked up to this computer.
Cameras throughout the house send the video to this PC.

Could the GIFs be put in a zip, maybe?
« Last Edit: September 19, 2010, 04:01:32 pm by Darl181 »
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Offline FinaleTI

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Re: Axe Parser
« Reply #1219 on: September 19, 2010, 05:26:48 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.
Thanks!
On a related note, how would one safely change the size of a matrix using Axe?
Just changing {A-2} and {A-1} appear to change its size, but the matrix usually becomes very volatile then. It can cause a RAM Clear to try and delete the matrix or sometimes even when modifying the entries in the matrix editor. It also shows really weird entries in the matrix editor.


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Offline Quigibo

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Re: Axe Parser
« Reply #1220 on: September 19, 2010, 05:32:22 pm »
You have to create a new matrix the size you want (or use a buffer), copy the old one into the new one, then delete the old one.
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Offline FinaleTI

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Re: Axe Parser
« Reply #1221 on: September 19, 2010, 05:43:00 pm »
Would the size of the matrix be 9 times the number of cells, or what?
Do you have any example code I could see?


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 Quigibo

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Re: Axe Parser
« Reply #1222 on: September 19, 2010, 05:59:39 pm »
I'm afraid I don't know either since its TI's crazy formats and I haven't played around with OS variables yet.  If I had to guess though, I'd say its the rows and columns of the matrix and not the number of bytes for each.  I know when you read the size bytes of a list its the number of elements and not the number of bytes so its probably the same for matrices.
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Offline FinaleTI

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Re: Axe Parser
« Reply #1223 on: September 19, 2010, 06:03:35 pm »
I'll play with it, since doing GetCalc("[A]",9) yields a 0x9 matrix.


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 ztrumpet

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Re: Axe Parser
« Reply #1224 on: September 19, 2010, 06:07:39 pm »
From Asm in 28 Days:
Quote
Matrix
One byte with the number of columns, one byte with the number of rows. Followed by r × c × 9 bytes, each of which is a real FP-number. Matrices are organized in row-major order.
$03    $02    
$00    $81    $14    $95    $72    $75    $75    $00    $00
$80    $82    $83    $67    $57    $54    $74    $00    $00
$80    $81    $33    $57    $61    $43    $96    $00    $00
$00    $80    $48    $48    $78    $16    $76    $24    $00
$80    $81    $85    $56    $56    $72    $78    $00    $00
$00    $80    $86    $56    $01    $97    $47    $00    $00
[ [14.95727575, -836.7575474, -33.57614396]
  [4.878167624, -85.56567278, 8.656019747 ] ]
I hope that helped! :)
« Last Edit: September 19, 2010, 06:08:47 pm by ztrumpet »

Offline FinaleTI

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Re: Axe Parser
« Reply #1225 on: September 19, 2010, 06:14:37 pm »
Actually, I think I just figured it out. ;D

It seems to be the 9 times the total number of cells.
So, for a 3x3 matrix:
Code: [Select]
GetCalc("[A]",81)→A
3→{A-2}
3→{A-1}
That causes the 3x3 matrix and fills it with zeros. It doesn't screw up if the matrix previously existed, either.


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 ztrumpet

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Re: Axe Parser
« Reply #1226 on: September 19, 2010, 06:16:22 pm »
Nice!  Good luck on it. :)

Offline Michael_Lee

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Re: Axe Parser
« Reply #1227 on: September 20, 2010, 02:00:21 pm »
Quick question:
If I wanted to access nibbles, I think I use mod and divide.  (Builderboy told me this trick a while back)
Would I do
{L1+3/16}
or
{L1+3}/16
(3 is a random number)
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Offline Builderboy

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Re: Axe Parser
« Reply #1228 on: September 20, 2010, 02:04:51 pm »
That would be {L1+3}/16.  Note that there will be built in nibble support in later version so this wont be needed.

Offline Michael_Lee

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Re: Axe Parser
« Reply #1229 on: September 20, 2010, 05:57:21 pm »
That would be {L1+3}/16.  Note that there will be built in nibble support in later version so this wont be needed.

Groan...
And THAT'S why my code messed up so horribly.

My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.