Author Topic: Axe Parser  (Read 552336 times)

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SirCmpwn

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Re: Axe Parser
« Reply #270 on: March 17, 2010, 05:20:36 pm »
-2->{L1}
-1->{L1+1}
0->{L1+2}
1->{L1+3}
2->{L1+4}
For(A,0,4)
Disp int({L1+A})+2>Dec
End

So does this method allow you to store large numbers in {L1+A} for example?  Because when I was playing around with it today it looked like my 16 bit numbers were being stored wrong.

Offline Quigibo

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Re: Axe Parser
« Reply #271 on: March 17, 2010, 09:35:55 pm »
No, you only have 8 bits numbers in each location.  Using int() just allows those numbers to be between -128 and 127 instead of 0 to 255.  Anything outside those ranges will give inaccurate numbers.  More technically, it will instead be the number modulo 256, but I doubt you will ever need to exploit this detail.
« Last Edit: March 17, 2010, 09:36:32 pm by Quigibo »
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Offline Quigibo

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Re: Axe Parser
« Reply #272 on: March 19, 2010, 08:13:09 pm »
I've finished rewriting the commands list document.  It should be easier to understand and find commands.  Also, you can name programs now.  You'll see those Sunday probably.

On an unrelated note, I find it very funny that every time someone mentions a new project on these forums, everyone is immediately asking if it is/was/is going to be made using Axe Parser.  Now I realize that its a pretty neat toy at its current state, but realistically its not ready for the majority of applications yet.  There are still a lot of important features that I have been putting off like saving to files.  Not only that, but I don't feel that its as stable as it appears to be.  Major changes to the functions are coming soon.  I feel I should warn everyone ahead of time of some of these changes (not all in the next release):

  • All default math routines will become signed routines.
  • Logical And,Or,Xor might replace the bitwise And,Or,Xor. Either way that command will use order of operations.
  • A few other functions might be given order of operations.
  • Headers might become a requirement, right now they are optional.
  • External libraries might use special labels.

I can foresee some other potential changes in the future.  I'd say my command set is probably about 30-40% complete right now so there are still TONS of commands I still have to add.  I do still go through the features list from time to time, so be patient if you don't see your request show up, I'll get to it eventually.
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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #273 on: March 19, 2010, 08:46:07 pm »
Yes, I'm happy to finally see program naming ^^ no more need to abuse the MirageOS 1.1 ungroup glitch (see calc news and discussion)!

I think people probably just ask if it's gonna be in Axe because of what it can do alerady at the moment, and until this post, they probably were not aware that everything would change so much in later versions, especially that we got told a few times before that the changes in the syntax would be minor in overall. Most projects are also quite small, so they won't be that hard to modify for newer Axe versions (unless the entire format in which sprite data is stored will change). People probably just didn,t want to wait and probably either don't mind changes in future versions or were not aware they would be that drastic. Plus, projects that will be almost completly done before Axe is finished can be released, since they are compiled and doesn,t require the latest axe version to run, once compiled. I don't think it's funny that ppl asks if it's gonna be made with Axe. The language may not be finished but it can alerady do entire games, so that's an expected reaction you would not get with much other languages.
« Last Edit: March 20, 2010, 05:21:28 am by DJ Omnimaga »

Offline ztrumpet

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Re: Axe Parser
« Reply #274 on: March 19, 2010, 09:00:43 pm »
I'm okay with some loss of compatibility. :)

Oh, and DJ, I don't think he's trying to be narrow minded.  I think it's just a remark showing how much Axe is looked at to be such an major program that it is. :)
« Last Edit: March 19, 2010, 09:00:55 pm by ztrumpet »

Offline DJ Omnimaga

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Re: Axe Parser
« Reply #275 on: March 19, 2010, 09:06:28 pm »
Yeah Idk, just making sure that not too many ppl take it the wrong way. Maybe it could make some projects authors feel badmouthed and less motivated from working on their projects x.x
« Last Edit: March 20, 2010, 03:06:19 am by DJ Omnimaga »

Offline Quigibo

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Re: Axe Parser
« Reply #276 on: March 20, 2010, 03:49:38 pm »
Yeah, I mean that in a good way not a bad way.  I enjoy seeing the increased popularity of Axe Parser, but I was just pointing out that it seemed a little over-hyped as if it were already finished.  If its this popular already, I can't even imagine the results when its done ;)

By the way, those changes are not that major.  I don't think a single example program I've made so far would need to be modified at all.  Mainly it will affect people who already have complicated code.  I was just pointing out that there were going TO BE changes, even though they are small, since I had stated earlier that I thought there weren't going to be any.
« Last Edit: March 20, 2010, 03:51:09 pm by Quigibo »
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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #277 on: March 20, 2010, 11:18:48 pm »
I definitively think it gets so much attention because it is what z80 BASIC programmers have been looking for years and like BBC Basic, your project was done the right way. Believe me, I've been browsing calc sites for years and saw so many alternatives to BASIC and ASM before. Regardless of what language it was (C, Java, hybrid, RPL or totally new ones like MLC), either their authors were too ambitious or the line at which they find something easy to learn was way too high (causing the new language to not even be easy to learn as it was advertised). The big plus is that within the first month you came out with a set of commands that allows people to make entire games. I mean, look at many of the sample programs released by members: all they need to add is title screens and the game is finished. Of course, in later versions people who are patient will be able to do even more, though, but what I mean is that your project may be at version 0.1.x, but it's alerady amazing now. I can,t wait for what new features it will have in next versions, though.

Glad to hear the changes will not be that huge, too.

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Re: Axe Parser
« Reply #278 on: March 21, 2010, 04:58:36 pm »
SOUND!

EDIT: and nice to see text to buffer was finally added ^^

Lots of new functions added in this version, gonna check out. :)
« Last Edit: March 21, 2010, 05:00:01 pm by DJ Omnimaga »

Offline Quigibo

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Re: Axe Parser
« Reply #279 on: March 21, 2010, 05:03:05 pm »
New update!  I can't believe I added so much, I guess most of it was simple.  Anyway, you can name your programs now and I think the most useful added feature is the double byte reading and writing.  So if you have a number larger than 255 you want to store, like a score for instance, you can store it to memory using S->{L1}r.  That means it writes the first part of the number to {L1} and the second part of the number to {L1+1} so the entire 2 byte number is saved.  Same goes for reading, you can read the entire byte.  Be careful though, because when you have arrays and things make sure you step by 2 instead of 1 since each number takes up 2 bytes.

Also, I reworded almost the entire commands list to make it less technical.  If you have a specific low level question about a command I can answer it here because I intentionally left out a lot of those details to make it as simple a definition as possible for those used to higher level languages.
« Last Edit: March 21, 2010, 05:04:12 pm by Quigibo »
___Axe_Parser___
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_player1537

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Re: Axe Parser
« Reply #280 on: March 21, 2010, 05:06:28 pm »
what does the documentation mean when it says "Calculator should exit in this mode if changed!"?  Does it mean that when the program is done it will continue to write small, or to the buffer, or inverse, or the normal ones?

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Re: Axe Parser
« Reply #281 on: March 21, 2010, 05:12:10 pm »
Yes it will.  It won't cause any crashes, and the calc will fix itself eventually once it needs to change the flags again, but its not a desirable effect.
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Re: Axe Parser
« Reply #282 on: March 21, 2010, 05:20:00 pm »
Hey, about sound, I just tried in wabbitemu and it sounds very different from any other sound program I tried before. I don't know if this is exact, but it would sound more like triangle waves than square waves. Also, none other sound program I tried before could produce sound this acute. I kinda like it in some ways, plus I like the kind of effects some sounds causes. Had that first sound in the demo program been less acute, it could be used as earthquake sound

Now I guess next is the Axe rickroll

Offline trevmeister66

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Re: Axe Parser
« Reply #283 on: March 21, 2010, 05:46:10 pm »
Epic update. I'll definitely be trying some new programs out once I get back from work.
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Offline Quigibo

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Re: Axe Parser
« Reply #284 on: March 21, 2010, 05:46:52 pm »
Yeah, wabbitemu does sound a bit different than on the calc, I think the calc is a bit cleaner.  But mostly it heavily depends on what the time delay for the sound.  The longer the delay, the better the sound sounds.  Since the delay is in units of about 5-10 micro seconds, you should have pretty long delays.  On the other hand, you probably can make an earthquake sound if you lower the frequency (raise the wave value).

By the way, this routine is a near identical copy to what I used in Pyoro.  In Pyoro, each tone would have had 3000 as the "TIME" argument.  I'm sure someone here will make a routine that plays sound from a music file in ram.  You can get the notes for Pyoro in its music.inc source code.
___Axe_Parser___
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