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Omnimaga
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The Axe Parser Project
(Moderator:
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Features Wishlist
Features Wishlist
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Topic: Features Wishlist (Read 691034 times)
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Quigibo
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Re: Features Wishlist
«
Reply #540 on:
April 24, 2010, 11:46:05 pm »
Exactly. But if someone writes a library, odds are you aren't going to use every single command in that library. And its a huge hassle to keep track of which ones you use and which ones you don't need. And what if you delete one but it turns out you need it later on? In addition, its more organized to have the programs and subroutines in separate files. Also, it would be a real annoyance to have to do a [Rcl] with someone's code into your main program. And yet another thing! You might have several source files that use the same libraries so it could potentially save space and make source files even smaller.
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___Axe_Parser___
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DJ Omnimaga
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Re: Features Wishlist
«
Reply #541 on:
April 25, 2010, 01:18:53 am »
oh right I guess in terms of code management it might be better to have them external then.
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Builderboy
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Would you kindly?
Re: Features Wishlist
«
Reply #542 on:
April 25, 2010, 02:39:39 am »
Hmmmm Using the program name might be good, although it would be cool to have some sort of Method overwriting like in higher languages
that way if you are just using external subs to make cleaner code it wont be adding all this extra memory into the source
oh and what about the little E for accessing bits? Like:
AE2 would access the 2nd bit of A, and you could store the same way? It makes a bit of sense, since E is powers of 10 in Basic, and Powers of 2 in Axe
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calc84maniac
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Re: Features Wishlist
«
Reply #543 on:
April 25, 2010, 03:41:59 pm »
I really don't see why the "get/reset/set bit" commands should only be for constants, because that functionality is already available with the "and", "or", and "xor" commands. It would be incredibly useful to allow getting the Xth bit from the number with optimized ASM rather than having to use a For loop every time. Of course, using constants should still be auto-optimized like you were planning.
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"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman
DJ Omnimaga
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Re: Features Wishlist
«
Reply #544 on:
April 26, 2010, 01:19:05 am »
Question, in the future, will there be a command to draw white lines?
(I guess an alternative for games where the entire gameplay screen is black could be to XOR the graph buffer, draw the lines then XOR it again, though
)
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Builderboy
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Re: Features Wishlist
«
Reply #545 on:
April 26, 2010, 01:45:13 am »
Lol, that would be an interesting workaround
I think there should be an alternitive 5th argument like in Basic that allows you to draw different 'Colors'
0:White
1:Black
2:Invert
and maybe others depending how greyscale is planning to be implemented.
«
Last Edit: April 26, 2010, 01:52:41 am by Builderboy
»
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DJ Omnimaga
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Re: Features Wishlist
«
Reply #546 on:
April 26, 2010, 01:51:11 am »
mhmm invert might be cool too, actually
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Quigibo
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Re: Features Wishlist
«
Reply #547 on:
April 26, 2010, 02:01:35 am »
Yeah, that's actually exactly what I'm planning. That's how the MOS routine works, so that would make the routines compatible.
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___Axe_Parser___
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DJ Omnimaga
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Re: Features Wishlist
«
Reply #548 on:
April 26, 2010, 02:22:20 am »
Cool ^^
And good thing I just checked the first post, I was gonna ask if circles/squares were for next release (or close)
One question, though: what do you mean by binary support? Do you mean individual bit manipulation?
I'm also glad you're adding tilemap absorbing support. It will make it MUCH easier to insert tiles in a game.
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Builderboy
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Re: Features Wishlist
«
Reply #549 on:
April 26, 2010, 10:58:55 pm »
Seeding the random number generator!
Simple but potentially useful
Seed->Rand
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DJ Omnimaga
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Re: Features Wishlist
«
Reply #550 on:
April 26, 2010, 11:38:49 pm »
lol. Well we could do this in BASIC, kinda
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Quigibo
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Re: Features Wishlist
«
Reply #551 on:
April 26, 2010, 11:47:37 pm »
Binary support means all of the above. Individual bit operations as well as a new number representation.
The only problem with tile mapping though is that you have to add the entire picture even if you only add a couple tiles. Also what do I do about the last row of tiles? Since pic vars are only 96x63, do I just assume the bottom bits are all zeros or do I ignore that whole row of sprites?
Random seed generation is not possible like basic becasue the random numbers have a real randomness factor to them that prevents any predictability with a given seed.
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___Axe_Parser___
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DJ Omnimaga
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Re: Features Wishlist
«
Reply #552 on:
April 27, 2010, 12:32:32 am »
I would just totally disregard the last row of tiles. It's gonna cause more problems than anything else anyway since so few ppl will use xLIB to store pics (which allows the usage of the 64th row). When trying to display a sprite from last row using a pic that only has 63 rows stored results in garbage at the bottom of it.
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DJ Omnimaga
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Re: Features Wishlist
«
Reply #553 on:
May 04, 2010, 04:43:57 am »
Question: In future versions of Axe Parser, will it be possible to import archived pics/tilepics?
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calcdude84se
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Re: Features Wishlist
«
Reply #554 on:
May 04, 2010, 08:01:50 am »
I have a suggestion: could Horizontal be extended to allow scrolling 1 byte at a time instead of just 1 bit? I would think such code would be more optimized than 8 single-scrolls.
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Omnimaga
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Features Wishlist