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Omnimaga: The Coders Of Tomorrow
23 May, 2013, 05:48:27 *
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Question: I would like to expand some drawing commands! What syntax do you prefer for:   [1] Horizontal and vertical lines? [2] White and xor drawing?   Please pick ONE [1] option and ONE [2] option.
[1] Prefix with letters:   HLine(Y,X1,X2)  and  VLine(X,Y1,Y2) - 16 (26.7%)
[1] Overload shift commands:   Horizontal(Y,X1,X2)  and  Vertical(X,Y1,Y2) - 3 (5%)
[1] Use Horiz and G-T:   Horiz(Y,X1,X2)  and  Vert(X,Y1,Y2) - 6 (10%)
[1] Use LinReg(a+bx)  and LinReg(ax+b) :   HLine(Y,X1,X2)  and  VLine(X,Y1,Y2) - 4 (6.7%)
[1] Use LinReg(a+bx)  and LinReg(ax+b) :   Horiz(Y,X1,X2)  and  Vert(X,Y1,Y2) - 2 (3.3%)
[1] Other:   Please specify in a post! - 0 (0%)
[2] Use letter modifiers W and X:   e.g.  WHLine(Y,X1,X2),  WRect(X,Y,W,H),  XLine(X1,Y1,X2,Y2),  XCircle(X,Y,R) - 20 (33.3%)
[2] Use symbol modifiers ! and i:   e.g.  !HLine(Y,X1,X2),  !Rect(X,Y,W,H),  iLine(X1,Y1,X2,Y2),  iCircle(X,Y,R) - 9 (15%)
[2] Other:   Please specify in a post! - 0 (0%)
Total Voters: 32

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Author Topic: Axe Parser -  (Read 121673 times) Bookmark and Share
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DJ Omnimaga
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« Reply #15 on: 02 February, 2010, 09:24:27 »
+1

Yeah true, altough there's still a good 83+ userbase. But I guess you are right
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« Reply #16 on: 02 February, 2010, 22:04:43 »
0

*Silver Shadow asks if there will be sprite support.*
If it is implemented in the nearby future, I might use Axe Parser for my Crystal Defenders port.

I am also completely free for any kind of beta-testing or GUI design. If you want of me that is. Tongue
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« Reply #17 on: 02 February, 2010, 22:35:37 »
+1

There is, it will use RecallPic and the like I think. Pictures will change from 96x64 size to 8x8 I think.
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« Reply #18 on: 02 February, 2010, 23:27:47 »
0

hmm i havent read the readme yet but will there be support for read/writing flashram?
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« Reply #19 on: 03 February, 2010, 01:02:53 »
+1

Axe 0.0.2

New update!  I made my first game using Axe Parser.  Its a grayscale platformer, try it out!






Just kidding, its a guess the number game, but hey, its a start  Grin
« Last Edit: 03 February, 2010, 01:03:32 by Quigibo » Logged

___Axe_Parser___
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« Reply #20 on: 03 February, 2010, 01:14:10 »
0

w00t! sweet!
btw, how did you do the rand? did you use ion's routine? or did you make your own?
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« Reply #21 on: 03 February, 2010, 01:19:44 »
0

Awesome!  I can't wait to see what else you do!  Great job so far!
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« Reply #22 on: 03 February, 2010, 02:37:00 »
0

Hmmm, it seems the - character is not supported correctly in Strings?  It becomes a q on my 84SE
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« Reply #23 on: 03 February, 2010, 06:15:00 »
+1

Nice! I think I'll give this a real try soon, and by that I mean start writing my own stuff
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« Reply #24 on: 03 February, 2010, 06:20:56 »
0

Hmmm, it seems the - character is not supported correctly in Strings?  It becomes a q on my 84SE
Thanks for pointing that out!  Unfortunately, TI decided that the single character tokens are not the same as their corresponding ascii values.  I've already re-routed the question mark, exclamation mark, and space.  I haven't done + or - yet, I'll get to those next time.

Tokens are no longer displayable (no one really uses them anyway) you'll have to just type them normally.  But they do allow you to type some cool non standard characters.  For instance the "Output(" token will display the black cursor box.
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___Axe_Parser___
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« Reply #25 on: 03 February, 2010, 06:33:20 »
+1

oooh nice to know, a chart containing the equivalent of each should be made because Basic programmers using ASCII characters for tilemaps and the like may find them very useful.
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« Reply #26 on: 03 February, 2010, 14:45:57 »
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Woah, that's neat.  I can't wait to see a chart. Smiley
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« Reply #27 on: 03 February, 2010, 21:59:15 »
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Yepeee!
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« Reply #28 on: 04 February, 2010, 00:06:42 »
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Does anyone know a fast routine for dividing two unsigned 16-bit registers?
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___Axe_Parser___
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« Reply #29 on: 04 February, 2010, 00:28:22 »
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Does anyone know a fast routine for dividing two unsigned 16-bit registers?
Hehe, I offered on the previous page Grin


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div_hl_de:
; BC = HL/DE, HL = remainder

ld a,h
ld b,l
ld hl,0

scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a

ld c,a
ld a,b

scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a
scf \ rla \ adc hl,hl \ sbc hl,de \ jr nc,$+4 \ add hl,de \ dec a

ld b,a
ret
Note: Code is untested, so tell me if there are problems
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