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Poll
Question: What do you think will improve Axe the most over the next few months?
New commands and aggressive optimizations for smaller faster code. - 31 (38.3%)
Cool Axioms such as mode7, tilemapping, and other specialty features. - 17 (21%)
Features to make programming easier such as tables. - 10 (12.3%)
Better UI features, documentation, and tutorials. - 23 (28.4%)
Total Voters: 81

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Author Topic: Features Wishlist -  (Read 156949 times) Bookmark and Share
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Happybobjr
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« Reply #1665 on: 23 December, 2010, 02:34:24 »
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or to do collision checking with sprites and the backround.
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« Reply #1666 on: 23 December, 2010, 05:19:22 »
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I'm rewriting the line drawing routine.  So far, its about the same size as the original, except its at least twice as fast and can be drawn to ANY buffer.
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« Reply #1667 on: 23 December, 2010, 05:21:48 »
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Awesome! While you're at it, any chance for white/inverted lines? I wouldn't mind if it requires a whole new routine for each, it would be worth it.
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« Reply #1668 on: 23 December, 2010, 05:56:09 »
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Maybe, but I would need a new token to change.
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« Reply #1669 on: 23 December, 2010, 07:21:38 »
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Awesome! While you're at it, any chance for white/inverted lines? I wouldn't mind if it requires a whole new routine for each, it would be worth it.
* Deep Thought seconds this

Maybe with Line(X1,Y1,X2,Y2,0) like in BASIC? Or would it be too confusing for Axe to parse one token two different ways?
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« Reply #1670 on: 23 December, 2010, 08:16:46 »
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Feature Request:  Double buffer.
Code: DisplayGraphrrr
description.  It will display both buffers but as black not as black and gray.



What kind of uses would this feature have? I can picture what it would do, but I can't seem to picture how it would be used in a program. Can someone give me some examples?
I thought DispGraphrrr could be more for 8 level grayscale? Huh? (L1, L3 and L6)

I'm rewriting the line drawing routine.  So far, its about the same size as the original, except its at least twice as fast and can be drawn to ANY buffer.
Will it run even faster when lines are horizontal/vertical?
« Last Edit: 23 December, 2010, 08:17:05 by DJ Omnimaga » Logged

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« Reply #1671 on: 23 December, 2010, 08:23:34 »
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Hmmmm i wonder if there would be enough speed for 8 level greyscale in an Axe game o.O if i remember correctly calc84 had to do some crazy optimizing to get 8 greyscale to work.  Nevertheless i think 8 greyscale would be more useful than Or'ing the two buffers onto the screen
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« Reply #1672 on: 23 December, 2010, 08:37:34 »
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It would be for 15 MHz-only games that's for sure. The 83+ can't even display all 8 levels at once anyway. The contrast is so sparse that at one contrast level, two shades of gray are white and if you increase your contrast by 1, the two darkest shades before black becomes black too.
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« Reply #1673 on: 23 December, 2010, 09:28:48 »
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And objects, or course Wink

Hopefully not. I don't like OOP.
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« Reply #1674 on: 23 December, 2010, 23:22:27 »
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New feature added:

DispGraphClrDraw

When used on the same line without a colon or newline in-between, it will function exactly as if you had done DispGraph:ClrDraw but it does them both simultaneously so its just as fast as if you had used the DispGraph by itself.  Its great to squeeze more frame rate out of games where you have to clear the screen after drawing each frame like for instance; ray-casters.  But I'm sure this can be used in may games.  Keep in mind this does add an extra routine to your code so I would still use the regular DispGraph unless you can use the new command exclusively or if you really need more speed.
« Last Edit: 23 December, 2010, 23:25:30 by Quigibo » Logged

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« Reply #1675 on: 23 December, 2010, 23:30:57 »
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so, it displays the graph, and then clears the buffer, or clears the screen then displays the buffer?  I think it displays the graph and clears the buffer, though. I just got myself confused.

Also, is there a list of what you still need to add before 1.0 comes out?
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« Reply #1676 on: 23 December, 2010, 23:34:32 »
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New feature added:

DispGraphClrDraw

When used on the same line without a colon or newline in-between, it will function exactly as if you had done DispGraph:ClrDraw but it does them both simultaneously so its just as fast as if you had used the DispGraph by itself.  Its great to squeeze more frame rate out of games where you have to clear the screen after drawing each frame like for instance; ray-casters.  But I'm sure this can be used in may games.  Keep in mind this does add an extra routine to your code so I would still use the regular DispGraph unless you can use the new command exclusively or if you really need more speed.

That sounds like a fun command Smiley
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« Reply #1677 on: 23 December, 2010, 23:35:42 »
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And objects, or course Wink

Hopefully not. I don't like OOP.
I actually love OOP, but it's not for Axe. Maybe another language altogether.
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« Reply #1678 on: 23 December, 2010, 23:37:17 »
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And objects, or course Wink

Hopefully not. I don't like OOP.
I actually love OOP, but it's not for Axe. Maybe another language altogether.

There are languages that can be OOP, but not fully OOP, like Python.
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Happybobjr
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« Reply #1679 on: 23 December, 2010, 23:41:20 »
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New feature added:

DispGraphClrDraw

When used on the same line without a colon or newline in-between, it will function exactly as if you had done DispGraph:ClrDraw but it does them both simultaneously so its just as fast as if you had used the DispGraph by itself.  Its great to squeeze more frame rate out of games where you have to clear the screen after drawing each frame like for instance; ray-casters.  But I'm sure this can be used in may games.  Keep in mind this does add an extra routine to your code so I would still use the regular DispGraph unless you can use the new command exclusively or if you really need more speed.

love it, that will be great.
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School: East Central High School

Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
TI-Nspire    |||  Non-Cas |||  OS: 1.1 |||  Build: Old  |||  84+ keypad.   Being lent out
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