Author Topic: Features Wishlist  (Read 692455 times)

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SirCmpwn

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Re: Features Wishlist
« Reply #990 on: July 25, 2010, 03:12:15 pm »
Writing to new kinds of variables would be tedious, but is already possible if you know the right way to tickle the VAT.
Also, I have a couple feature requests that would be *very* nice for a project of mine, and would probably be quite easy:
Call/Jump to addresses defined at runtime, like sub(E9D95
Access to label values, like:
Lbl A
LA->A
Where A would end up containing 9D95.
« Last Edit: July 25, 2010, 03:12:32 pm by SirCmpwn »

Offline Builderboy

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Re: Features Wishlist
« Reply #991 on: July 25, 2010, 03:23:16 pm »
That should be very easy to implement, since it has a direct assembly counterpart.  Also the Label thing might also be really nice.  Whaat say you Quigibo?

Offline calcdude84se

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Re: Features Wishlist
« Reply #992 on: July 25, 2010, 04:17:12 pm »
Forming vector tables is a very useful application of this. Even if it's a more advanced use, I'd like to see it too :)
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Offline Quigibo

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Re: Features Wishlist
« Reply #993 on: July 25, 2010, 05:51:24 pm »
I still don't feel comfortable with arbitrary jumping because its generally dangerous and isn't really useful to the average programmer.  You would have to know a lot of assembly to be able to use it and that's not the goal of the project.  You can already do that anyway with Asm(C3<Label in little endian>).

I'll eventually have a switch statement though which will be a small vector jump table to jump to a list of possible labels based on a value, but its only for labels defined in the program itself.  For instance, Switch(A,L0,L1,L2,L3) will jump to L0 if A is 0, L1 if A is 1, L2, if A is 2, and L3 in all other cases (the default).
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Offline calcdude84se

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Re: Features Wishlist
« Reply #994 on: July 25, 2010, 05:57:48 pm »
Well, for using inserted opcodes, you assume we already know the label address, which we don't :P
Switch sounds interesting, but you might want to allow an alternate format that allows choosing the values as well.
But I can understand what you're saying, and switch seems like it will be sufficient.
Keep up the good work :)
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Offline Quigibo

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Re: Features Wishlist
« Reply #995 on: July 25, 2010, 06:13:44 pm »
That is true and I was thinking about that.  Maybe I can have special opcodes in the Asm() command (kind of like how you can use pic vars in the [] command to insert pictures) but in this case to directly insert labels.  For instance, some syntax similar to this: Asm(C3"AB") would be exactly the same as Goto AB.  I mean, the only time you would even need the labels as numbers anyway is in asm code and it would be super convenient to be able to insert labels directly into the code at multiple locations and its way more customizable.  I could have insertions for other things too like the Axe variables, buffers, and maybe even axe subroutines.
« Last Edit: July 25, 2010, 06:14:30 pm by Quigibo »
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Offline calcdude84se

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Re: Features Wishlist
« Reply #996 on: July 25, 2010, 06:44:13 pm »
That sounds nice. I'd like that. :)
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_player1537

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Re: Features Wishlist
« Reply #997 on: July 25, 2010, 10:47:27 pm »
ooh, not sure if anyone else would use this, but what about installing a hook that interprets when you press ON-something, and have the something be like one or likewise.  Then when you press that key combo, compile a specific program.  Maybe ON-Sto since they are right next to each other.

Offline Raylin

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Re: Features Wishlist
« Reply #998 on: July 25, 2010, 11:02:21 pm »
On-demand compiling?

Wouldn't that be memory-clogging?
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Offline Runer112

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Re: Features Wishlist
« Reply #999 on: July 25, 2010, 11:04:10 pm »
Drawing sprites to an arbitrary buffer would be nice. I'm working on a game that will require at least 2 extra buffers, and I'm sure that writing my own sprite routine in Axe would be nowhere near as compact/fast as your built-in sprite drawing routine.

_player1537

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Re: Features Wishlist
« Reply #1000 on: July 25, 2010, 11:04:52 pm »
I'm sorry, what do you mean?  Basically all the feature would do is skip through the process of opening axe and going through the menu to get to your program to compile

Edit: that was @raylin, not runer
« Last Edit: July 25, 2010, 11:05:36 pm by _player1537 »

Offline Raylin

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Re: Features Wishlist
« Reply #1001 on: July 25, 2010, 11:08:58 pm »
@Runer: What you just said is an action in Axe. Look through the documentation again. You'll see it.
If not, the command is EXP->DispGraph.

@_player: Oh. Okay. You want Axe to have a hook so that you can compile quickly. I like.
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Offline Runer112

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Re: Features Wishlist
« Reply #1002 on: July 25, 2010, 11:26:13 pm »
@Runer: What you just said is an action in Axe. Look through the documentation again. You'll see it.
If not, the command is EXP->DispGraph.

@_player: Oh. Okay. You want Axe to have a hook so that you can compile quickly. I like.

Drawing sprites to an arbitrary buffer, not drawing an arbitrary buffer to the screen.

Offline Raylin

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Re: Features Wishlist
« Reply #1003 on: July 25, 2010, 11:36:02 pm »
Ah. My mistake.

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Offline calcdude84se

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Re: Features Wishlist
« Reply #1004 on: July 26, 2010, 10:51:00 am »
Could we have more pointer-specific operations, especially since a "file" is just a page-address pair?
For example, could we have an "address-of" operator that could be used on A-Z and theta (an perhaps r1 to r6 and Y0 to Y9)? (The only real application I see here is that it would make token-drawing on the graph screen easier)
And perhaps with that we could also have other means to use the "files" as generic pointers to flash?
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