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What about more graphing commands?A filled circle or an outline box?And if using Fix5, you can define the buffer the text is drawn to.
For an outline box there is already IRect (combine two of these, one to the outer size and one to the inner size centered in the first).Or if you need speed, HLine/VLine
Slight necropost:Will Axe ever be updated? Or at least some more axioms be released, particularly for tilemapping, especially scrolling maps?
* Sorunome prods multi-page app support Like when defining a static pointer you say on which page it is
Yeah at least for data multi page apps would be awesome.Just make it so that we can add a new page with a token and all the data following will be on that page. And a function to swap the first memory bank of course.
And to improve the datas, I think it could be great if we were able to make datas with binary values. To differentiate them with hexadecimal values, you could add the prefix "pi" to the data, like "pi[0101101010011001]->GDB1".
I have an idea to improve the drawing functions... I think that games made with Axe Parser are sometimes slow, especially when they use grayscale graphics on a TI-83+, without the "Full" mode. So why not adding new drawing functions like "Pt-On(", "Pt-Off(", etc. but wich draws sprites only on full bytes of the buffer, each 8 pixels, for 0<=X<=11 ? These functions could be accessed by adding a letter to the other drawing functions' name, "C" for example (stands for "column" and "clipped"), and could be named "CPt-On(", "CPt-Off(", "CPt-Change(", "CPt-Mask(", "CPt-Get("... Also, you could add "CHorizontal +/-" and "CVertical +/-" to move the screen by 8 pixels. I wrote all these drawing functions in assembly if you want (although they may not be fully optimised).
This is already possible with Data(pi00101001,pi11010011)→GDB1
I am not really convinced that the slowness only comes from the drawing commands. Or more, I am not convinced that changing them to be more specific would improve the speed that much. Watch for example Robbox running, I don't think it is that slow even though it uses 4 lvl greyscale, and runs at 6 MHz (without Full).
LD HL, $9341LD B, 64Loop:PUSH BCPUSH HLLD HL, -1LD BC, 11EX DE, HLPOP HLLDIRINC HLPOP BCDJNZ Loop
PUSH HLLD DE, 96ADD HL, DEPOP DELD BC, 768-96LDIR