Author Topic: Bug Reports  (Read 464482 times)

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Offline LordConiupiter

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Re: Bug Reports
« Reply #720 on: September 03, 2010, 01:37:20 am »
interesting, that sounds like a bug to me!  Thats not supposed to happen, its supposed to return the value of what you put in.  (unless that has changed to something else??)
what do you mean? It changed? I've no Interrupts enabled, and the only thing I know is that {L1} holds the right value, but {L5+4} doesn't...
everytime that I was down, you would always come around, and get my feedback on the ground. (modified part from 'Seasons in the sun')

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Offline Builderboy

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Re: Bug Reports
« Reply #721 on: September 03, 2010, 01:40:09 am »
I mean that the value returned should be the value put in.  So if you store 1 into {L1}, and then store that somewhere else, it should still be 1, but apparently its not anymore o.O

It used to be that it returned L1 instead of 1

Offline LordConiupiter

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Re: Bug Reports
« Reply #722 on: September 03, 2010, 01:46:06 am »
well, perhaps that's still working that way right now then.
everytime that I was down, you would always come around, and get my feedback on the ground. (modified part from 'Seasons in the sun')

No matter how many errors are bothering you, always try to stay rel-Axe!

The HoMM project will be resumed as soon Axe 1.0.0 will be released!
Projects:
Code: [Select]
HoMM:   [==--------]    Project 'resumed': I'm suffering overwhelming new ideas being popped up in my dreams :P
tiDE:   [----------]    Explored and understood the main part of the code: just started writing a Tokenizer.



password of the week: uvanapererubupa (Any pronunciation is the right one ;) )   :D click me, and you'll be raided :D

Offline Builderboy

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Re: Bug Reports
« Reply #723 on: September 03, 2010, 01:47:12 am »
I tried your exact code though, and 49 ended up inside {L5+4} o.O Seemingly random number

Offline LordConiupiter

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Re: Bug Reports
« Reply #724 on: September 03, 2010, 01:48:31 am »
did you take the 2 byte expression? or dit you only take {L5+4}? an adress is allways a 16 bit number, right?
everytime that I was down, you would always come around, and get my feedback on the ground. (modified part from 'Seasons in the sun')

No matter how many errors are bothering you, always try to stay rel-Axe!

The HoMM project will be resumed as soon Axe 1.0.0 will be released!
Projects:
Code: [Select]
HoMM:   [==--------]    Project 'resumed': I'm suffering overwhelming new ideas being popped up in my dreams :P
tiDE:   [----------]    Explored and understood the main part of the code: just started writing a Tokenizer.



password of the week: uvanapererubupa (Any pronunciation is the right one ;) )   :D click me, and you'll be raided :D

Offline Builderboy

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Re: Bug Reports
« Reply #725 on: September 03, 2010, 01:49:06 am »
Ah yes thats true, hmmmmm, let me check real quick

Weird, so its definetaly 49 and not an index, even using complete 2byte commands

Code: [Select]
1->{L1}r->{L5+4}r
Output(0,0,{L5+4}r>dec

gives me 49 O.O
Im going to run some more tests...

Oh, silly me its because im OUTPUTING to the screen and that messes with L5 :P Let me try with a different location...

Ok, im not getting any bugs at all with other locations, i think that might be the problem, were you outputing to the screen to view the contents?
« Last Edit: September 03, 2010, 01:58:35 am by Builderboy »

Offline LordConiupiter

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Re: Bug Reports
« Reply #726 on: September 03, 2010, 02:15:17 am »
NO, i wasn't, it was just an example. I did something like this:
Code: [Select]
.B
L1->Q
1->N+1->O
1->{Q+O}->{Q+N}
which gives me a 37 ???
« Last Edit: September 03, 2010, 02:18:02 am by LordConiupiter »
everytime that I was down, you would always come around, and get my feedback on the ground. (modified part from 'Seasons in the sun')

No matter how many errors are bothering you, always try to stay rel-Axe!

The HoMM project will be resumed as soon Axe 1.0.0 will be released!
Projects:
Code: [Select]
HoMM:   [==--------]    Project 'resumed': I'm suffering overwhelming new ideas being popped up in my dreams :P
tiDE:   [----------]    Explored and understood the main part of the code: just started writing a Tokenizer.



password of the week: uvanapererubupa (Any pronunciation is the right one ;) )   :D click me, and you'll be raided :D

Offline Builderboy

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Re: Bug Reports
« Reply #727 on: September 03, 2010, 02:23:04 am »
Weird O.O That gives me a 38 though... Hmmm i guess quigibo will have to take a look at this, seems to be a bug

Offline Quigibo

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Re: Bug Reports
« Reply #728 on: September 03, 2010, 03:05:42 am »
I think it's just the tricky double standard that was introduced when I added that optimization.

The routine to store a number to a constant address is different than the routine to store to a variable address.  Different enough in fact to have a different return value.  So doing 6->{8*4+L1} returns 6 and can be used in series with other storing since the address inside the brackets is a constant, definite number.  6->{A*4+L1} on the other hand returns the address (what's inside the brackets) instead of 6 since it has a variable address.

The technical reason is that if the expression inside has to be evaluated during run-time, then that expression will be the last thing evaluated and hence the thing returned after the store.  Constant addresses on the other hand are evaluated during compile-time and so the last real evaluation was the expression being stored so it can be chained with other stores.  Don't forget though, you can still do some optimizations with return addresses:

Code: [Select]
A->{P}
B->{P+1}
C->{P+2}

.Can be optimized to:

C->{B->{A->{P}+1}+1}

.This optimization only works with variable addresses
.Constant addresses are automatically optimized anyway

The only other weird thing is that when storing to a  variable address with a full 2 byte number (using the r modifier) then it actually returns the address plus 1.  That actually makes it compatible with the code example above since you would otherwise have to increment by 2 every time.

But there might be a bug treating some constants as variables instead, so I'll have to look into that.
« Last Edit: September 03, 2010, 03:11:58 am by Quigibo »
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Offline FinaleTI

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Re: Bug Reports
« Reply #729 on: September 03, 2010, 07:21:15 pm »
I'm not exactly sure what happened, but today my Axe back-up of ABATTEST (my Nostalgia battle engine) was corrupted. The source was fine until you reached the casting animation sub, then between that and the enemy's damage sub was replaced with a copy of the data I had defined at the beginning of my program.

The only apps I have installed on my calc are Celtic III, CalcUtil and Axe (v0.4.4 with Auto-Backup on). I tried to compile ABATTEST after adding the magic damage sub-routine, but I received some ERR:LABEL's saying Lbl AHP (which was defined) didn't exist, so I uninstalled CalcUtil and unarchived ABATTEST. After I used the Instant Goto to jump to the error twice, both times the line was mostly replaced by random, commented out hex code. I rearchived ABATTEST, RAM Cleared, then reinstalled a 3 apps above. Upon trying to compile ABATTEST again, the first pass reached 100%, will the second pass reached 99% before erring. After that, I unarchived ABATTEST and uninstalled CalcUtil and used Instant Goto to jump to the source of the error. I was puzzled when I jumped to the enemy damage sub to see that it was the end of the program. I was even more confused to scroll up and see my data that I defined at the beginning of ABATTEST. I exited out and opened it up again, and I scrolled down from the top to see my data, then I began to see my normal code, then when I reached the casting animation, I noticed the commented line ".Aria Casting Animation" read something like ".Aria Casting AnimaList>matr(NOSBAT" after that was the copied data and the enemy damage sub.

I haven't had any problems with these apps before except that if CalcUtil is installed, when you use Instant Goto and exit the program, CalcUtil will crash after the save changes screen.

If it's within the contest rules, I can email or PM you the corrupted back-up.


Spoiler For Projects:

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Offline DJ Omnimaga

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Re: Bug Reports
« Reply #730 on: September 03, 2010, 07:39:45 pm »
Yes, you can e-mail Quigibo the code, as he has access to the entries e-mail anyway

Offline FinaleTI

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Re: Bug Reports
« Reply #731 on: September 03, 2010, 07:54:02 pm »
So I should send it to the contest e-mail?


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 DJ Omnimaga

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Re: Bug Reports
« Reply #732 on: September 03, 2010, 08:10:20 pm »
Nah, e-mail Quigibo, preferably. I would prefer only entries to the contest e-mail.

Offline FinaleTI

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Re: Bug Reports
« Reply #733 on: September 03, 2010, 08:18:24 pm »
OK. Will do.


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 nemo

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Re: Bug Reports
« Reply #734 on: September 03, 2010, 09:30:33 pm »
the following code doesn't work:
Code: [Select]
.AXEPARSE
[FFFFFFFFFFFFFFFF]->Pic1
fnInt(R,0)
Repeat getKey(15)
FnOff
DispGraph
FnOn
End
LnReg
Return
Lbl R
Pt-Change(0,0,Pic1

does not work. but changing Lbl R to Lbl H makes it work. i was talking to calcdude on IRC and he said it's an off-by-10 error, and that it was fixed awhile ago.

edit: oh, and i'm using axe 4.4

edit 2: erm, sorry. i forgot to transfer axe 4.4 to my calc i'm still using axe 4.3.... sorry about the post.
« Last Edit: September 03, 2010, 09:35:35 pm by nemo »