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Offline Hayleia

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Re: Axe Q&A
« Reply #855 on: October 29, 2011, 02:59:56 pm »
Yeah, I have problems with DispGraph too. I never forget it but it is always at the wrong place :P



Also, I have another problem:
I got ERR: MAX SYMBOLS
Does that mean I have too much code ? D:



EDIT: Yeah, I stole a new page to boot and parser padwan >:D
« Last Edit: October 29, 2011, 03:14:04 pm by Hayleia »
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Offline C0deH4cker

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Re: Axe Q&A
« Reply #856 on: October 29, 2011, 03:05:37 pm »
input()

btw, i wrote an axe function called BCALL(), where the only argument is the address to bcall. I made it run _powerOff successfully as well.

Offline Hayleia

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Re: Axe Q&A
« Reply #857 on: October 29, 2011, 03:24:42 pm »
input()

btw, i wrote an axe function called BCALL(), where the only argument is the address to bcall. I made it run _powerOff successfully as well.
What ? I didn't understand your post, especially the "input()" part with nothing before and nothing after ??? but I am sure that it doesn't answer my question :P

EDIT: I just found a MAX SYMBOL thread O.O but I still didn't find the answer to my question D:
« Last Edit: October 29, 2011, 03:28:42 pm by Hayleia »
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Offline Builderboy

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Re: Axe Q&A
« Reply #858 on: October 29, 2011, 03:31:56 pm »
Max Symbols means you have over the limit of how many Pic0/GDB0/Str0 types of constants you are allowed to have.  The current version of Axe has a symbol limit of over 2000, are you updated to a version as recent as 1.0.0 or higher?

Offline Hayleia

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Re: Axe Q&A
« Reply #859 on: October 29, 2011, 03:36:04 pm »
Max Symbols means you have over the limit of how many Pic0/GDB0/Str0 types of constants you are allowed to have.  The current version of Axe has a symbol limit of over 2000, are you updated to a version as recent as 1.0.0 or higher?
Nope. I am still using 0.5.3 because updating would make me change too much things in my code D:

...Pic0/GDB0/Str0 types of constants...
Are labels also included ? because the error happened after I added a sub(APD) (that is not a true APD)
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Offline Builderboy

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Re: Axe Q&A
« Reply #860 on: October 29, 2011, 03:39:33 pm »
What kind of things would you have to change?  Axe 1.0.0 should be mostly backwards compatible.  And yes Labels are included as well. 

Offline Hayleia

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Re: Axe Q&A
« Reply #861 on: October 29, 2011, 03:42:29 pm »
What kind of things would you have to change?
All the GDB1→DispGraph would have to become DispGraph(GDB1). And even if my code is not optimized and do not use a lot of those, it is huge (the code) and I am lazy :P

And yes Labels are included as well. 
But once a label is added, I can put as sub(<lbl>) as I want ?
« Last Edit: October 29, 2011, 03:43:11 pm by Hayleia »
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Offline Builderboy

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Re: Axe Q&A
« Reply #862 on: October 29, 2011, 03:44:24 pm »
I believe so, but I am not sure.  And unless you want to restrict the number of symbols you use, I would recommend upgrading, as there is going to be just as much trouble trying to work around the symbol limit as there is making the small upgrades to Axe 1.0.5.  Plus, if you upgrade to 1.0.5 now, trying to compile will always bring you right to the part that needs to be changed, making it easy to find everything you need.

Offline Hayleia

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Re: Axe Q&A
« Reply #863 on: October 29, 2011, 03:46:55 pm »
Ok, thanks a lot :)
I may consider upgrading if that allows me to use more symbols (and more functions :D)
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline Builderboy

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Re: Axe Q&A
« Reply #864 on: October 29, 2011, 03:48:00 pm »
Yay :) You really should upgrade, there are so many benefits of 1.0.5 ^^

Offline Hayleia

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Re: Axe Q&A
« Reply #865 on: October 29, 2011, 03:52:56 pm »
Lol ? I just upgraded (on Wabbit, that explains my speed) and it compiled without any problems, not any Max Symbols error (:w00t:) and not any →DispGraph ??? problem (but it is slower to compile).
Anyway, IT WORKS !!! Thanks a lot for your advice !
I gave you one +1 but you posted so much that if you want more, just ask ;D
EDIT: In fact I gave you another +1 :D
« Last Edit: October 29, 2011, 04:28:37 pm by Hayleia »
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline mrmprog

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Re: Axe Q&A
« Reply #866 on: October 29, 2011, 03:54:56 pm »
Yeah, 1.0.5 is pretty good stuff. Now for my question: I am using a list of numbers to hold what a set of aligned sprites is.  How can I convert the position of the number in ram, to the coordinates of where the sprite should go?
« Last Edit: October 29, 2011, 03:55:02 pm by mrmprog »

Offline Builderboy

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Re: Axe Q&A
« Reply #867 on: October 29, 2011, 03:59:17 pm »
Oh now that I think about it, Axe might have included the old syntax as well for 100% backwards compatibility :D

It also added peephole optimization, which is what makes compiling slower.  To disable this, just press Zoom instead of enter to compile a program.

Offline Hayleia

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Re: Axe Q&A
« Reply #868 on: October 29, 2011, 04:01:55 pm »
Oh now that I think about it, Axe might have included the old syntax as well for 100% backwards compatibility :D

It also added peephole optimization, which is what makes compiling slower.  To disable this, just press Zoom instead of enter to compile a program.
Ok, good to know, thanks :D (even if I am sure I will soon forget).

Yeah, 1.0.5 is pretty good stuff. Now for my question: I am using a list of numbers to hold what a set of aligned sprites is.  How can I convert the position of the number in ram, to the coordinates of where the sprite should go?
Err I am not sure to understand your question (in fact I am sure to not understand your question XD).
After reading it 17 times, I understood (forget my lack of speed, I am French).
You have a set of sprites, and you want the program to guess where it has to display the sprite, right ?
Well, you can put your sprites at the pointer GDB1S (for example), then make another set of data at GDB1X where you put all the X coordinates, and another set of data at GDB1Y where you put all the Y coordinates.
Then, with a For loop, you do Pt-Whatever({calculus+GDB1X},{calculus+GDB1Y},{calculus+GDB1S})
I hope that answer your question :)
« Last Edit: October 29, 2011, 04:26:41 pm by Hayleia »
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline mrmprog

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Re: Axe Q&A
« Reply #869 on: October 29, 2011, 04:40:36 pm »
Er... Sorry, that was poorly worded. This is what I mean. I have a list of numbers in ram the numbers represent weather the sprite is nothing, or is on object. Using the position of the number in the list, I want to get the coordinates for an aligned sprite.
Example:
Data: 001002300
To get:
___@
___#
*___
Get the idea? Instead of a 3*3 grid as I have here, it needs to work with 8*12 grid for the sprites.