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Offline cooliojazz

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Re: Axe Parser
« Reply #345 on: April 01, 2010, 10:11:54 pm »
No, it compiles just fine.  It just doesnt run as suppossed to.  i put it all in the code as comments in the first post...
Also, this version i was actually able to open in an emulator. (the last i couldnt either)...
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Offline meishe91

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Re: Axe Parser
« Reply #346 on: April 01, 2010, 10:28:08 pm »
Huh, that's really weird. I still get a "Bad Symbol" error when trying to compile in TilEm (for both files) and on WabbitEmu I get it for the second one (the first one makes it say there isn't enough Ram/Archive space)
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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #347 on: April 01, 2010, 10:28:50 pm »
ok so I saw a friggin awesome title screen, but when I pressed ENTER, calc turned OFF then I got a RAM cleared :(

It did send fine to WabbitEmu, though

Offline meishe91

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Re: Axe Parser
« Reply #348 on: April 01, 2010, 10:33:49 pm »
Ya, same here. Awesome title screen with flashing music notes (some clipping issues) but then I got a RAM clear.
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Offline cooliojazz

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Re: Axe Parser
« Reply #349 on: April 01, 2010, 10:40:28 pm »
Yay, a fan of the title screen!  And basically, i uploaded it to source coder, verified it showed the right code then saved it.  It seemed to work.  Sadly not so much.  I tried compiling it and rerunning it using that version, and it just wouldnt go on on screen press... so i think my calculator is screwed up.  So, i think i'm going to try completely rewriting it on my sisters calc and see if i get the same set of errors that are popping up...
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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #350 on: April 01, 2010, 10:45:16 pm »
what OS do you use?

Offline meishe91

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Re: Axe Parser
« Reply #351 on: April 01, 2010, 10:46:49 pm »
A suggestion for the title screen. I would make the flags (I can't remember the correct terms; the things making the notes eighth and sixteenth notes) last longer or something because you can't really tell when they are on (mainly the sixteenth note one). But it really does look good so far :)
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Offline cooliojazz

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Re: Axe Parser
« Reply #352 on: April 02, 2010, 12:05:30 am »
Well, I retyped it all on another real calc, a virtual one, makes no  difference.  They all crash on that second Pt-Off statement, or ignore it in my calculators case.  Dj, mine and my sisters, the two real ones i tried it on, are both 5.23.  The virtual was 2.41.  So, i have ruled out a corrupted file for reason of failage, tho i do still think my calculator corrupts them...
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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #353 on: April 02, 2010, 12:06:31 am »
er the one i tried it on was 2.41 too. I did not try on real calc yet

could you type the entire source code again as it is now? Maybe quigibo could help if it's a program issue
« Last Edit: April 02, 2010, 12:07:09 am by DJ Omnimaga »

Offline cooliojazz

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Re: Axe Parser
« Reply #354 on: April 02, 2010, 12:19:45 am »
Code: [Select]
:.MUSICAL
:[0000000038444438040404043C444438040404043C7C7C38040605043C7C7C38040605063D7C7C380000000000000000]→Pic1
:
:
:DiagnosticOff
:ClrHome
:Repeat getKey
:For(X,0,11
:For(Y,0,7
:Pt-Off(X*8,Y*8,8*(rand/13107)+Pic1
:End
:End
:DispGraph
:Output(2,0,"Unreal Music
:Output(4,1,"Notator
:End
:
:
:Lbl MN
:ClrDraw
:Pt-Off(0,0,Pic1  if this is here, it crashes/doesnt work. otherwise life is good.
:DispGraph
:While 1
:
:ReturnIf getKey(15)
:End
:
:
:Lbl PS
:0→X
:While {L1+X}≠50
:For(A,0,{L1+X+1}
:{L1+X}→B
:SinRegB2/4+(B*14)+269,10000
:End
:X+2→X
:ReturnIf getKey(15)
:End
there ya go
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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #355 on: April 02, 2010, 12:23:36 am »
gah sourcecoder sure has trouble saving files x.x

It fails at sending to emu :/

EDIT: nvm forgot to name the prgm x.x

However yeah I still get a RAM clear so it's definitively the code :/
« Last Edit: April 02, 2010, 12:25:23 am by DJ Omnimaga »

Offline Quigibo

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Re: Axe Parser
« Reply #356 on: April 02, 2010, 03:22:28 am »
After further investigation, I think it has something to do with the parser and not the source.  I'm going to look into what the problem could be.  Its very weird that this has gone unnoticed until now.  It must be something really specific, probobly something wrong with one of the commands.
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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #357 on: April 02, 2010, 03:40:37 am »
ouch, I hate when I have a project where old bugs pops up so late x.x. When I was working on Illusiat 13, everything worked fine, then when testing after it was 90% done, I found five new bugs in the story/mapping x.x

Good luck fixing it Quigibo!

Offline Galandros

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Re: Axe Parser
« Reply #358 on: April 02, 2010, 07:13:38 am »
Sometimes a bug makes you no better option than rewrite some part of the code...

Good luck catching bugs.
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Re: Axe Parser
« Reply #359 on: April 02, 2010, 11:20:24 am »
Good luck finding the bug(s)! :D