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Offline Quigibo

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Re: Axe Parser
« Reply #735 on: June 02, 2010, 01:11:26 am »
Oh no, no!  These aren't custom interrupt routines (im 2)!  These are the OS interrupts (im 1), they don't do much as you can see right now, but they will come in handy when I do add custom interrupt support.
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Offline Builderboy

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Re: Axe Parser
« Reply #736 on: June 02, 2010, 01:14:47 am »
ah i see, thanks for clarifying :)

Offline DJ Omnimaga

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Re: Axe Parser
« Reply #737 on: June 02, 2010, 01:15:18 am »
I tried with Axe Tunnel and it seems to work pretty well, Quigibo. Also It seems to no longer do the 65535 bytes thing in MirageOS anymore.

Offline Silver Shadow

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Re: Axe Parser
« Reply #738 on: June 02, 2010, 02:45:30 am »
I just noticed that in 0.2.6 you mention turning on and off interrupts, but you never actually explain how to create one.
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Offline Builderboy

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Re: Axe Parser
« Reply #739 on: June 02, 2010, 03:42:30 am »
That's what I thought.  So yes, you can use that optimization.  So you can do things like 2->{1->{L6}+1} but the code can get pretty crazy looking really fast.

:( so this is changed after all?

Offline Quigibo

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Re: Axe Parser
« Reply #740 on: June 02, 2010, 03:49:17 am »
Yes, but the way it optimizes now, its actually more optimized to type it normally than it was doing it the "optimized" way before :)

1->{L6}
2->{L6+1}

Doing this is only 12 bytes now.

2->{1->{L6}+1}

This used to be more than 20 bytes I think in the old version.

EDIT: actually, you can do this now that I think about it:

1->{L6}+1->{L6+1}

That's only 10 bytes!
« Last Edit: June 02, 2010, 03:51:56 am by Quigibo »
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Offline Silver Shadow

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Re: Axe Parser
« Reply #741 on: June 02, 2010, 01:14:24 pm »
And what about interupts?
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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #742 on: June 02, 2010, 01:21:48 pm »
From what I could understand, the interrupt commands currently implemented simply pauses your program for a while, but I couldn't understand much better. Basically no custom interrupt code support yet

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Re: Axe Parser
« Reply #743 on: June 02, 2010, 05:01:22 pm »
I like the updates!  Once I rearrange the stuff on my calcs (after my math and chem exams) I'll finally be able to work with Axe again.  It's been too long, and I know I've missed Axe. ;D

Offline DJ Omnimaga

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Re: Axe Parser
« Reply #744 on: June 02, 2010, 11:44:02 pm »
(as long as you don't kill Elmgon :P)

Offline jsj795

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Re: Axe Parser
« Reply #745 on: June 02, 2010, 11:49:39 pm »
Quick question about Axe... Is there any way to make a timer within a game that is consistent (which means even if the game is using heavy processing power, like updating the screen with multiples of sprites)?
Or do I have to wait for the custom interrupt to be implemented?


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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #746 on: June 03, 2010, 01:27:43 am »
For that I am afraid you'll need to use interrupts (when custom ones are supported)

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Re: Axe Parser
« Reply #747 on: June 03, 2010, 04:53:36 pm »
I don't know exactly what is the reason for it, but my program that started within a second with version 0.2.5, now takes 2 seconds to startup. is this perhaps because of the interrupts? of could it be so because of I start my program with a pretty complex for-loop? Has that become slower?
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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #748 on: June 03, 2010, 05:36:28 pm »
This is strange, this shouldn't be happening I think.

Offline Quigibo

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Re: Axe Parser
« Reply #749 on: June 03, 2010, 07:02:42 pm »
I don't know exactly what is the reason for it, but my program that started within a second with version 0.2.5, now takes 2 seconds to startup. is this perhaps because of the interrupts? of could it be so because of I start my program with a pretty complex for-loop? Has that become slower?

Are you unarchiving something at the start of the program?  Garbage collecting can make it go much faster if archiving/unarchiving begins to slow down over time.
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