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Poll
Question: Which Axe version do you use?
0.2.5 and below - 0 (0%)
0.2.6 - 1 (1.4%)
0.3.0 - 0 (0%)
0.3.1 - 0 (0%)
0.3.2 - 0 (0%)
0.3.3 - 1 (1.4%)
0.4.0 - 0 (0%)
0.4.1 - 0 (0%)
0.4.2 - 1 (1.4%)
0.4.3 - 1 (1.4%)
0.4.4 - 1 (1.4%)
0.4.5 - 0 (0%)
0.4.7 - 1 (1.4%)
0.4.8 - 2 (2.7%)
0.5.0 - 2 (2.7%)
0.5.1 - 2 (2.7%)
0.5.2 - 3 (4.1%)
0.5.3b - 12 (16.2%)
1.0.0 - 0 (0%)
1.0.1 - 0 (0%)
1.0.2 - 1 (1.4%)
1.0.3 - 5 (6.8%)
1.0.4 - 3 (4.1%)
1.0.5b - 13 (17.6%)
1.1.0 - 1 (1.4%)
1.1.1 - 0 (0%)
1.1.2 - 15 (20.3%)
1.2.0 - 7 (9.5%)
1.2.1a - 2 (2.7%)
Total Voters: 71

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DJ Omnimaga
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« Reply #90 on: 26 February, 2012, 06:00:16 »
0

Yeah I noticed that with WabbitEmu, it was kinda annoying to have to restart the emulator or resend a ROM. X.x
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« Reply #91 on: 26 February, 2012, 06:54:23 »
0

No wonder something weird happened when I tried to run Axe on a 2.53 rom, it didn't work. Axe 1.0.5 worked perfectly fine on the OS 2.41 rom tho.
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My Released and Announced Projects (Updated 2013/01/29)
TI-nspire BASIC
TI-nspire Hold 'em | Health Bar | Scissors Paper Rock | Battle of 16s (stalled) | sTIck RPG (stalled) | Monopoly (stalled)

TI-nspire Lua
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***List of Programs in the TI-nspire Stadium***
Group Release 2012/04/07 on omnimaga.org

Games
   Noteable Release    ticalc.org Release Development/Not Publicly Released
2010/05/08 TI-nspire Hold 'em
   2012/04/07 v1.1.2   2012/04/10 v1.1.3  2012/04/14 v1.2.1
2010/08/03 Cosmic Legions
   2012/04/07 v0.2.2.2 (1st Release)
2010/08/12 Battle of 16s
   2012/04/07 v0.2.7
2010/09/10 Health Bar
   2012/04/07 v1.2     2012/04/02 v1.0   
2010/12/04 sTIck RPG
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2011/01/09 Monopoly
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2012/04/09 Scissors Paper Rock
   2012/04/14 v0.8.1

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   2012/04/07 v1.3     (1st Release)

Potential/Minor Programs
2010/09/26 Shanghai Metro
   2012/04/07 v0.2     (1st Release)
2010/12/22 TI-nspire Programming Tutorials
   2012/04/07 v0.1     (1st Release)
2010/12/28 Casino Games
   Was not released.
2011/04/22 Interlink
   2012/04/07 v0.0.4   (1st Release)
2012/03/22 Hierarchy
   2012/04/07 v0.01

Demo Programs (some may become Potential Programs)
2010/06/23 Monopoly (Board)
   2012/04/07 Prototype
2010/07/14 Strategy Battle
   2012/04/07 v0.12
2010/10/05 JRPG
   2012/04/07 v0.2
2010/11/02 PlotGrid
   2012/04/07 v0.2
2010/11/24 civilizaTIon™
   2012/04/07 v0.11

Purely Informational
2011/01/05 TI-nspire Stadium Changelog
   2012/04/07 v2
   Created to list significant releases of my programs. A page similar to this List of Programs in the TI-nspire Stadium was included in the documentation of most of my programs until sometime in Late 2011/Early 2012.

All games and programs coded in TI-nspire Basic.
© 2010-2012 Jason Ho.
Last Updated 14 April 2012

jhgenius01.webs.com
Will be moving! Stay tuned for updates.
Spoiler for Progress of Doodle God Axe:
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« Reply #92 on: 01 December, 2012, 21:22:32 »
0

I use 1.2.0!
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« Reply #93 on: 01 December, 2012, 21:55:57 »
0

I use 1.2.0!
add it to the poll >.>
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« Reply #94 on: 10 December, 2012, 18:13:25 »
0

I use 1.1.2 because of the bug in the rectangles.
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« Reply #95 on: 10 December, 2012, 18:15:10 »
0

I currently use 1.2.0 because of all the optimization stuffs and 13 characters-long label names, but I think I'll go back to 1.1.2 because of the many bugs <_<
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« Reply #96 on: 10 December, 2012, 18:17:52 »
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I haven't encoutered any bug in Axe 1.2.0 but I still think I'll downgrade back to 1.1.2 because the grey was better Sad
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« Reply #97 on: 10 December, 2012, 18:20:01 »
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I wanted to use 1.2.0, but it's completely broken in wabbitemu, so im stuck using 1.1.2 so i can keep coding on my computer =(
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« Reply #98 on: 10 December, 2012, 18:24:26 »
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@Hayleia try use a DS>( loop and you'll see.
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« Reply #99 on: 10 December, 2012, 18:28:15 »
0

@Hayleia try use a DS>( loop and you'll see.
No, thanks, I already triggered self-test through an Axe prog (by my fault, not the fault of Axe) so I won't try to have bugs on purpose before a long time Tongue
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« Reply #100 on: 10 December, 2012, 19:58:32 »
+2

I use 1.1.2 because of the bug in the rectangles.

Fixed in 1.2.1, which should be out shortly! Smiley


I currently use 1.2.0 because of all the optimization stuffs and 13 characters-long label names, but I think I'll go back to 1.1.2 because of the many bugs <_<

What many bugs? I would certainly try to fix them if they were mentioned in the Bug Reports thread.

I do see that you previously mentioned one bug with custom Axiom tokens not working, but I was unable to replicate it. As I mentioned in the bug reports thread, if you could send me the Axiom and a program that includes it where the token replacements don't work, I can look into the bug and try to fix it.

Also, are you having an issue with DS<()? If so, please post about that in the bug report thread, too!


I haven't encoutered any bug in Axe 1.2.0 but I still think I'll downgrade back to 1.1.2 because the grey was better Sad

I did cut a corner on the 4-level grayscale masking with 1.2.0 to make it faster, but I couldn't really come to any conclusions of whether or not it would adversely affect real games. Could you direct me to the source for that program, perhaps sent in a private message if it's not publicly available? Or if you would rather send compiled code, the same program compiled under both 1.1.2 and 1.2.0? If I can see that it does definitely look worse with 1.2.0, I'll either revert the grayscale routine or try to make it look better without losing the gained speed. Smiley


I wanted to use 1.2.0, but it's completely broken in wabbitemu, so im stuck using 1.1.2 so i can keep coding on my computer =(

Hmm, I'm not really sure how to fix that... if it doesn't send at all, Buckeye is probably the person to talk to. If it does send but acts strangely, then perhaps Axe is having issues with some strange property of your dumped ROM? In that case, would it be possible for me to get my hands on it to test?





Again, just a reminder to everybody: if you experience a bug with Axe, report it in the Bug Reports thread so I can look into and fix it!
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DJ Omnimaga
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« Reply #101 on: 11 December, 2012, 22:22:30 »
0

One day I need to try my Axe Tunnel code in Axe 1.2.0 to see how small it gets compared to the original.

I might do that with Eat Nethams and Eat Nethams SE too, but then maybe they'll lose their respective 666 bytes compiled size. Big frown
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« Reply #102 on: 11 December, 2012, 22:24:28 »
0

If they do, you can just adjust them with random data so they stay that size ;P
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DJ Omnimaga
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« Reply #103 on: 11 December, 2012, 22:26:43 »
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That would completely defeat the point of optimizing them, though <_<
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« Reply #104 on: 11 December, 2012, 22:38:37 »
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Well, they'd still benefit from the speed optimizations Tongue
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