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I honestly don't think this will be included... Because it's not really about Axe.. But you already have an amazing compiler right here. I think it may take an entire extra App Page, but...Do you think one type of compile could be made for Axe code (traditional) and then have another feature to compile pure Ti-Basic or library'd Basic into pure ASM, so it runs faster (not interpreted) and it can still be.. ya know.. Basic..?
Quote from: Dapianokid on April 27, 2013, 01:59:39 pmI honestly don't think this will be included... Because it's not really about Axe.. But you already have an amazing compiler right here. I think it may take an entire extra App Page, but...Do you think one type of compile could be made for Axe code (traditional) and then have another feature to compile pure Ti-Basic or library'd Basic into pure ASM, so it runs faster (not interpreted) and it can still be.. ya know.. Basic..?As you said, this has nothing to do with Axe, and that entire app page you are talking about will most likely be a separate app, rather than part of the Axe Parser.Also, that is not the fact that it is interpreted that makes TI Basic slow. Look at Grammer, it is interpreted and still very fast.
A menu command!!!! So you can quickly create a menu without going through all the hassle; this would be extremely useful!!!! Please do consider this Runer112!!!
-a tutorial!!!! Axe REALLY, REALLY needs a tutorial that is made for beginners, as there are not to many GOOD tutorials for axe at the moment, which is pretty rediculous considering what a popular language it's become...
-a command for sprites such as Gif(X,Y,[],[],[],[],[] it would allow you to have up to maybe around ten sprites(of which you write in hexadecimal in the brackets and the command annimates the sprites from left to right at the X Y coordinates specified. Along with this there should be a command like GifRepeat(X,Y,[],[],[],[],[] that will do exactly the same as Gif( but instead of stoping after the animation is over it should loop around and repeat the animation forever. You could also have ones that repeat it a certain amount of times, execute it until its False and one until its true. Do consider this as it would be pretty cool in my opinion.
-an easier alternative to tilemapping(tilemapps are extremely hard)
-an on-calc bitmap creator; they are not worth the time to make manually
-there are plenty more features, but ill start with these; please do consider these Runer112 and whoever else is working on axe!!!
Tables, structures and other object oriented stuff would come in really handy. As of right now making the data structures for enemies, bullets etc. are pretty much hardcoded. If I want to add an extra variable to an object I'd have to change around a lot of code just to be able to do that. For my game HeroCore I simply forgot to increase the amount of bullets that can be drawn on screen and now I'm stuck with 6. If I want to increase it I have to increase 6 to x every time it occurs in the code.
[A,B,C,D]->structureToken1 // preprocessor returns the pointer to the first element in the structure (structureToken1.A)10->{structureToken1.A} // store 10 in memory location structureToken1.A (same as pointer structureToken1){structureToken.A}++ // increase value at memory location structureToken1.Adisp >dec // display result: 11
In fact, a non-smooth tilemapper is such a simple thing that it can be expressed in one line of code. Assuming that each image is 8*8 (thus 8 bytes long) and that x and y go from 0 to tilemap_width-1 and tilemap_height-1 respectively (in number of sprites, not pixels) and X and Y go from 0 to 11 and 7 respectively :Pt-On(X*8,Y*8,{y*tilemap_width+x+tilemap_pointer}*8+tiles_images_pointer)Of course, I just did all the work for you, but it's just to show that tilemappers are not "extremely hard" as you said