Author Topic: Calling Brave Axe Warriors!  (Read 31277 times)

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Offline Magic Banana

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Re: Calling Brave Axe Warriors!
« Reply #30 on: June 19, 2010, 12:52:56 pm »
So, will we be able to use Programs/Appvars for data or do we have to put it all into the App?
I do sprites and stuff, so yeah.

Quote from: yunhua98
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SirCmpwn

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Re: Calling Brave Axe Warriors!
« Reply #31 on: June 19, 2010, 12:56:18 pm »
For external data, you can use programs or Appvars.  But you have a whole page to burn.
Remember that no matter what, your program will end up being 16,384 bytes if you compile it as an App.  That means you will probably have space to burn.

Offline Magic Banana

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Re: Calling Brave Axe Warriors!
« Reply #32 on: June 19, 2010, 01:03:08 pm »
Alright. I guess that makes it easier to just pack it all into the source and compile it as an App.

Quigibo, you mentioned that Apps have to be exited a special way. Do we have to code that into the source or is it automatically enabled when it's compiled as an App, sort of like the On break that Basic programs had?
I do sprites and stuff, so yeah.

Quote from: yunhua98
i'M NOT SURE WHAT A SWORD SKILL IS BUT HERE'S THE SWORD ANIMATION FROM THE TWO SPRITES ON PG 13

Offline DJ Omnimaga

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Re: Calling Brave Axe Warriors!
« Reply #33 on: June 19, 2010, 01:04:10 pm »
I doubt there would be any syntax changes, unless I support page swapping which might complicate things a bit, but I don't plan to.  As I said before, most of the differences are corrected behind the scenes so the transition should be as simple as possible.
aaah ok ^^

For external data, you can use programs or Appvars.  But you have a whole page to burn.
Remember that no matter what, your program will end up being 16,384 bytes if you compile it as an App.  That means you will probably have space to burn.
Another thing I want to add is that even if your game has the advantage of taking mostly archive instead of RAM in APP form, IMHO I think wasting 16 KB of archive on a 2 KB code game just to have it ran from archive is a big waste of space. Something to consider. Do not add unnecessary bloat or features either just to fill the space as an excuse. For example, do not make a 16 level grayscale splash screen for a number guessing game

SirCmpwn

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Re: Calling Brave Axe Warriors!
« Reply #34 on: June 19, 2010, 01:08:13 pm »
For example, do not make a 16 level grayscale splash screen for a number guessing game
You know someone is going to do that now that you mentioned it :P

Quigibo, you mentioned that Apps have to be exited a special way. Do we have to code that into the source or is it automatically enabled when it's compiled as an App, sort of like the On break that Basic programs had?
Apps have to exit with bjump JForceCmdNoChar instead of ret.  The way that Qugibo was mentioning it, it sounds like Axe will do this:
Code: [Select]
call code
bjump JForceCmdNoChar
code:
...
ret

This would work pretty well.

Offline Builderboy

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Re: Calling Brave Axe Warriors!
« Reply #35 on: June 19, 2010, 01:14:29 pm »
This sounds all well thought out :) Signing on-calc i think will eventualy be a nice feature to have, for those without computers or without ways to connect to them for example.  It would be a last resort though, since its so slow, and needs not be added for a bit.

Offline Quigibo

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Re: Calling Brave Axe Warriors!
« Reply #36 on: June 19, 2010, 01:17:51 pm »
That's exactly what I'm doing Sir.  I also have a ReloadAppEntryVecs bcall in there becasue its recommended in the guide.
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Offline tloz128

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Re: Calling Brave Axe Warriors!
« Reply #37 on: June 19, 2010, 06:33:58 pm »
I volunteer!  :P
(I've been having memory issues with my project for the contest)
« Last Edit: June 19, 2010, 06:34:45 pm by tloz128 »
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Offline TIfanx1999

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Re: Calling Brave Axe Warriors!
« Reply #38 on: June 19, 2010, 08:30:43 pm »
Well, if you need me I have a regular TI 83+ and a TI 83+ SE for testing.

Offline jnesselr

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Re: Calling Brave Axe Warriors!
« Reply #39 on: June 19, 2010, 11:08:22 pm »
I have a ti-84+se, and don't mind undergoing any crashes. Also, my projected app size is fairly large. The only reason I could possibly see multiple page use is for map data or text for individual sections that are copied to an appvar for the actual level.  Other than that, multiple pages would just slow it down, so I don't think it should be added just yet. Since you got rid of setupeditor, we could use that for multiple page use. Eg. Setupeditor 2, for page 2.

Btw, I seriously want to help you test it!

Offline willrandship

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Re: Calling Brave Axe Warriors!
« Reply #40 on: June 19, 2010, 11:28:04 pm »
I can help testing with another nspire...

Will there be a way to run one app from within another? That would be a fairly simple way to overcome the 16kb limit without using external variables.

This sounds really handy. Now I can have Portal X, Half Life: OC, and all those other axe games without archiving and unarchiving all the time!

Edit: DJ, will this private release be usable in contests? I could see it going both ways.
« Last Edit: June 19, 2010, 11:29:32 pm by willrandship »

Offline DJ Omnimaga

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Re: Calling Brave Axe Warriors!
« Reply #41 on: June 19, 2010, 11:36:26 pm »
Not unless Quigibo confirms that the next public version will contains every feature this private beta has.

Offline jnesselr

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Re: Calling Brave Axe Warriors!
« Reply #42 on: June 20, 2010, 10:21:32 am »
Yeah, otherwise it wouldn't be fair. So, has quigibo decided who he will release the beta to yet?

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Re: Calling Brave Axe Warriors!
« Reply #43 on: June 20, 2010, 11:40:33 am »
Not sure how it works. I believe if you show any interest, he may send you a beta, but again I don't know if there is a limit on beta-testers

Offline willrandship

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Re: Calling Brave Axe Warriors!
« Reply #44 on: June 20, 2010, 11:33:21 pm »
Well, I got the beta, just sent it to my calc, and here are my results so far (with an Nspire)

It loads, looks great, acts great.
Compiles regular programs just fine
Compiles apps suprisingly fast, nearly as fast as progs!
Runs progs at exactly the same speed as asm( compiled ones!

So far, I give it 2 thumbs up!

One Question: Will Recompiling have the same negative effect as deleting? It probably won't affect me, since I'm using an nspire, but it would still be good to know.

Edit: I've got one issue now. When compiling to an app and getting an error message, it reports the type properly, but won't go to the program if it's archived. It gives ERR: UNKNOWN ERR Code: 3A24569 when you press prgm. Not much of a change over 2.6, though. It doesn't crash the calc, and in 2.6 archived progs would output gibberish anyways. Maybe it could be changed to ERR: Archived in future axe versions.
« Last Edit: June 20, 2010, 11:48:48 pm by willrandship »