Author Topic: Off-Calc Axe Parser  (Read 10819 times)

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Offline Quigibo

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Re: Off-Calc Axe Parser
« Reply #15 on: December 22, 2010, 09:45:05 pm »
It will be final as far as features go, the only updates after that will be bug fixes and optimizations.  At that point, I am hoping the Axiom system will be enough to expand the capabilities of the parser without me needing to code anymore of it.  I've got a mode7 Axiom coming along as well to show off the expandability.
« Last Edit: December 22, 2010, 09:45:32 pm by Quigibo »
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Offline DJ Omnimaga

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Re: Off-Calc Axe Parser
« Reply #16 on: December 23, 2010, 12:21:42 am »
Ah I see. I am curious if RUner112 will also do an Axiom of his raycaster or Calc84maniac's. That would really rule. By the way are you still planning an Axe 2.0 afterward? Would it still be kinda similar to the first one but coded on the computer? Some people liked the current syntax as it was easy to learn and use, especially that a lot of Axe coders are former BASIC programmers who never did any computer programming before.

Offline willrandship

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Re: Off-Calc Axe Parser
« Reply #17 on: December 23, 2010, 12:36:13 am »
When finished, will you still update the code if people find bugs while making axioms, or in basic usage? I don't know if this forum has had enough time to find all of the bugs yet :P

Or, you could release the source so other people could fix it, if you get tired of supporting it.

BTW Mode7 sounds awesome. Add that to one of the (increasingly many :P) Axe Raycasters. :P
« Last Edit: December 23, 2010, 12:36:51 am by willrandship »

Offline DJ Omnimaga

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Re: Off-Calc Axe Parser
« Reply #18 on: December 23, 2010, 01:26:24 am »
Would the Mode 7 engine be the one you posted a while back or would it be one like F-Zero 83+ by Calc84maniac?

Offline Quigibo

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Re: Off-Calc Axe Parser
« Reply #19 on: December 23, 2010, 02:09:03 am »
I did look at his F-Zero engine, but it used a lot of unrolled loops, self-modifying code, and look-up tables.  I prefer something simpler, smaller, and app compatible so I'm making my own routine based off of JimE's.  I'm going through it and making a lot of optimizations so that its nearly as fast as Calc84maniac's.
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Offline DJ Omnimaga

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Re: Off-Calc Axe Parser
« Reply #20 on: December 23, 2010, 04:01:43 am »
I see, well hopefully you can make it fast enough to be usable in games. :D

Offline jnesselr

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Re: Off-Calc Axe Parser
« Reply #21 on: December 23, 2010, 11:31:00 am »
Mode 7 actually looks pretty nice (wikipedia and google) but I don't know how well you could use it in calc games.

Offline DJ Omnimaga

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Re: Off-Calc Axe Parser
« Reply #22 on: December 23, 2010, 10:01:05 pm »
If it's fast enough, it could be. See Calc84maniac's F-Zero project, for example. However, if it's as slow as the old routine, then it wouldn't be practical.

Offline Compynerd255

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Re: Off-Calc Axe Parser
« Reply #23 on: December 24, 2010, 12:06:44 am »
Yeah, I think it would be nice to have some sort of 3D engine on calc, especially Mode 7. I tried writing one in Axe, but I took the totally wrong approach (using a backbuffer image and translating the coordinates) and no matter how I tried to optimize it, it always took a solid four seconds. I eventually deleted the source and stopped trying, although it did look pretty cool. I hope that the new engine is faster than 4 seconds!

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Offline shmibs

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Re: Off-Calc Axe Parser
« Reply #24 on: December 24, 2010, 05:29:23 am »
/\:P i did the same thing
don't worry though; quigibo can definitely manage better with well-optimised asm.
« Last Edit: December 24, 2010, 05:29:44 am by shmibs »

Offline Builderboy

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Re: Off-Calc Axe Parser
« Reply #25 on: December 25, 2010, 02:07:56 am »
He actually wrote a Mode7 engine in Axe before :D It could only display grey texture, but it ran at a pretty good framerate :D

Offline DJ Omnimaga

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Re: Off-Calc Axe Parser
« Reply #26 on: December 27, 2010, 12:35:00 am »
Yeah, although unfortunately it wasn't fast enough to be used in a complex game :(

Plus it was gray instead of black, as black apparently slowed it down by half. X.x It also didn't support rotation.

Offline Compynerd255

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Re: Off-Calc Axe Parser
« Reply #27 on: January 27, 2011, 10:40:41 am »
Not to change the subject dramatically, but who remembers TI Power GOLD? It was that on-computer calc language that programmed for 83, 83 Plus, and 86, using alternate syntax and converting to ASM later. I could never get it to work because the compiler wouldn't recognize the built-in symbols in the example programs. I think it would be nice to have Axe off calc for serious programmers (and maybe even a step-by-step Axe debugger).
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Offline DJ Omnimaga

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Re: Off-Calc Axe Parser
« Reply #28 on: January 27, 2011, 05:10:56 pm »
I like how you complain about a 1 month necropost after you bumped 4 (5?) threads that were over 2 years old... <_<

But yeah I remember TI Power Gold, it seemed cool but it seemed more like a macro language, so you still needed ASM knowledge to code it.

Offline ztrumpet

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Re: Off-Calc Axe Parser
« Reply #29 on: January 27, 2011, 05:51:21 pm »
I like how you complain about a 1 month necropost after you bumped 4 (5?) threads that were over 2 years old... <_<
Actually it was before.  Hmmm, I think aeTIos posted that and then forgot to logout.  Then someone came on as him and started necro-ing. :(