Omnimaga

Calculator Community => TI Calculators => Axe => Topic started by: p2 on June 15, 2011, 05:11:08 am

Title: Commands for Axe
Post by: p2 on June 15, 2011, 05:11:08 am
What should I write in a BASIC-program instead of the following commands, if I want to create an APP of it (Wint Axe) ??

randInt(1,5)→X

{1,2,3,4,5}→L₁

sub("ABCDEF",3X-2,3)→Str1

iPart(X)+abs(Y)→Z

For(X,1,20,1)
End

dim(L₁)→A
Title: Re: Commands for Axe
Post by: AngelFish on June 15, 2011, 05:21:41 am
Giving you the answer (IE writing the program for you) doesn't really help you learn the language, so here's a pointer in the right direction:

Code: [Select]
rand^5+1->X
[0102030405]->L1
"ABCDEF"->Str1
3*x-2->Y
.perform Substring operation on array pointed to by Str1.
.Be careful to handle the case where the starting location is greater than 3, as will often happen if X can vary between 1 and 5
For(X,1,20)
End
.no need for ipart in Axe, since Decimals aren't supported.
5->A

Be sure to keep in mind that you can't always just take BASIC code and easily translate it into Axe, particularly with the high level commands like Sub(). Axe might look like BASIC, but it requires a slightly different mindset.
:)

EDIT: I'm going to move this into the Axe discussion board, since it's more likely to get help  and the topic fits in with that board better.
Title: Re: Commands for Axe
Post by: p2 on June 15, 2011, 08:37:16 am
And what is:


if X=1 and Y≥2:Then
end




Art_of_camelot:
     I'll try it!
Title: Re: Commands for Axe
Post by: TIfanx1999 on June 15, 2011, 08:54:23 am
Hi, in the future, try to avoid double posting like this. You can just use the quick modify button in the top right of your post to add additional thoughts.
Title: Re: Commands for Axe
Post by: aeTIos on June 15, 2011, 09:30:56 am
And what is:


if X=1 and Y≥2:Then
end




Art_of_camelot:
     I'll try it!

also use code tags [ code] [/ code] w/o the spaces
Code: [Select]
if X=1 and Y≥2:Then
End
 
would be
If X=1 and (Y≥2)
End
Title: Re: Commands for Axe
Post by: ztrumpet on June 15, 2011, 11:44:31 am
also use code tags [ code] [/ code] w/o the spaces
For future reference, you don't need to exclude spaces if you write it like this:
[nobbc][code] [/code][/nobbc]  (Which looks like [code] [/code]) :)
Title: Re: Commands for Axe
Post by: Keoni29 on June 15, 2011, 01:30:45 pm
randInt(1,5)→X
max(rand^6,1)→X

{1,2,3,4,5}→L₁
data(1,2,3,4,5)→GBD1
or
for(A,0,4)
A+1→{L1+A}
end


sub("ABCDEF",3X-2,3)→Str1
erm... not? 3*X-2+Str1 is possible,but this returns everything behind it

iPart(X)+abs(Y)→Z
:S dunno

For(X,1,20,1)
End
For(X,0,19)
End
it always adds 1 in axe

dim(L₁)→A
Not necessairy since axe doesn't save anything.
Title: Re: Commands for Axe
Post by: p2 on June 15, 2011, 01:52:08 pm
sub("ABCDEFGHIJKLMNOPQRSTUVWXYS",3x-2,3) means:
if X=1     "ABC"
if X=2     "DEF"
if X=3     "GHI"
...


which commands are also different?
Title: Re: Commands for Axe
Post by: ztrumpet on June 15, 2011, 02:49:08 pm
randInt(1,5)→X
max(rand^6,1)→X
Woah, hold on there.  This doesn't provide the same result as randInt(1,5), it provides the same result as max(1,randInt(0,5)).  In other words, 1 is twice as likely as all the other numbers.  What you want to use is this:
rand^5+1→X

sub("ABCDEF",3X-2,3)→Str1
Alright, let's see if I can whip up some code to do that:
Data(65,66,67,68,69,70)→Str1A  // Note that 65 is the ASCII value for 'A', 66 for 'B', and so on.
Zeros(4)→Str1
For(A,0,3)
{3*X-3+A+Str1A}→{A+Str1}
End

That should work. :)
If you need an explanation for that, just let us know. :D
Title: Re: Commands for Axe
Post by: Ashbad on June 15, 2011, 02:53:47 pm
Data(65,66,67,68,69,70)→Str1A  // Note that 65 is the ASCII value for 'A', 66 for 'B', and so on.
Zeros(4)→Str1
For(A,0,3)
{3*X-3+A+Str1A}→{A+Str1}
End


an easier way:

"ABCDEF"→Str1
Zeros(4) → Str2
Copy(3*X-3+Str1,Str2,3)


Title: Re: Commands for Axe
Post by: ztrumpet on June 15, 2011, 02:57:21 pm
Yeah, that's much easier.  I wish I had thought of that. :)
Title: Re: Commands for Axe
Post by: Runer112 on June 15, 2011, 03:17:02 pm
I know I'm a bit late to join the party to help out here, but I have a lot more information to offer. What follows is a list of code conversions for all your examples, each accompanied with an exhaustive list of notes. These notes specify how the Axe code works and help outline how it is different from its BASIC counterpart.

If you have any questions left unanswered by this, please ask!


BASIC   Axe   Notes

randInt(1,5)→X   rand^5+1→X   
  • rand returns a pseudo-random integer from 0 to 65535.
  • ^ is the modulus function, which would then limit this number's range to 0 to 4.
  • Adding one increases the range to 1 to 5.
  • Axe 1.0 may have a built-in random integer function with a specifiable range, making the above obsolete.

{1,2,3,4,5}→L₁   Data(1,2,3,4,5)→GDB1   
  • Instead of storing the list of numbers in an OS list variable accessible outside of the program, the data is stored inside of the program.
  • If this is compiled as an application, you will be unable to change the values in this list. Get around this by copying the list to RAM and instead operating on the copy.
  • Each number is only a 1-byte integer instead of a 9-byte float.
  • Get used to only using 1- or 2-byte integers in Axe!
  • Whereas code to access this list in BASIC would be like L₁(3), the Axe code would be {3-1+GDB1}. The -1 is added because data in Axe is zero-indexed.
  • You could make this a list of 2-byte numbers by adding the ʳ modifier to the end of each number. Elements of the list would then be accessed with code like {3*2-2+GDB1}ʳ

sub("ABCDEF",3X-2,3)→Str1   sub(SUB,"ABCDEF",X*3-2,3)→S

.Later in the code:
Lbl SUB
0→{Copy(r₂+r₁-1,ᴇ8000,r₃)}
Return ᴇ8000
   
  • Axe has very few built-in string manipulation functions, which is why...
  • You supply your own routine! Lbl SUB is a custom routine for the substring operation. It places the substring starting at byte 0x8000 in memory in a 256-byte section of free RAM not used by anything else in Axe.
  • sub(SUB,[arg1,arg2,...]) calls the routine named SUB, with up to 6 arguments optionally specified. These arguments are then placed in order into the variables r₁-r₆
  • Note that implicit multiplication (e.g. 3X) is not supported. X*3 is used instead. 3*X would also work, but it much less optimized.
  • The result of the function is not an actual string object, but a pointer to the object. So the value returned is stored to the integer variable S.
  • Get used to strings, OS variables, and more being referenced as pointers to the objects, not the objects themselves!

iPart(X)+abs(Y)→Z   X+abs(Y)→Z   
  • Since values in Axe are 2-byte numbers, floats and decimals along with functions like iPart() are out.
  • Because certain code can result in more optimized assembly, this would be more optimized as abs(Y)+X→Z

For(X,1,20,1)
End
   For(X,1,20)
End
   
  • Axe does not support an increment argument with For() loops, so it's a good thing your sample code had an increment of one!
  • Axe 1.0 will hopefully support the optional increment argument with For() loops
  • I don't know if you have no code inside of the For() loop because this was just an example, or if you were using it simply to generate a pause. If you are just aiming to generate a pause, Axe's Pause # command should be very helpful. A Pause 1800 approximately correlates to a one-second pause at 6MHz, or approximately a Pause 4500 at 15MHz. (Unless you use the Full command in your program and it is executing on a non-83+BE, your code is running at 6MHz)

dim(L₁)→A   Data(1,2,3,4,5)→GDB1
[]→GDB0
GDB0-GDB1→A
   
  • This code assumes L₁ is the list you defined earlier.
  • GDB1 points to the first byte of the list, and GDB0 points to the first byte after the list. So subtracting the two gives you the distance between them, in this case the size of the data.
  • If this were a list of 2-byte numbers, you would need to make sure to divide the distance calculated by 2.
  • To make a dynamic list with a variable number of elements, you would need to put the list in a section of free RAM somewhere and keep track of the number of elements yourself.

Title: Re: Commands for Axe
Post by: p2 on June 16, 2011, 06:26:58 am
Cool, thanx! :)

I have a question/problem: :-\

Code: [Select]
:.FORCEATT
:ClrDraw
:Circle(15,15,10
:Circle(80,15,10
:Text(57,10,(„DEF“)
:Text(57,75,(“OFF”)
:Line(25,15,30,10
:Line(70,15,65,10
:Line(30,10,45,10
:Line(65,10,50,10
:Line(45,10,47,8
:Line(50,10,48,8
:Line(30,7,65,7
:Line(30,7,28,0
:Line(65,7,67,0
:Line(5,15,0,10
:Line(90,15,95,10
:rand^1+101→F
:For(U,1,F
:If U≥0 and (U≤9):-3→Q
:If U>99:3→Q
:If U≥10 and (U≤99):0→Q
:Text(-1,44,10-Q,U
:End
:rand^1+101→N
:For(U,1,N
:If U≥0 and (U≤9):-3→Q
:If U>99:3→Q
:If U≥10 and (U≤99):0→Q
:Text(-1,44,75-Q,U
:End
:Line(36,60,58,60
:Pt-On(35,62
:Pt-On(35,61
:Pt-On(59,62
:Pt-On(59,61
:Line(89,29,89,61
:Line(89,29,93,29
:Line(94,29,94,61
:Line(89,61,4,61
:Line(91,U,92,U
:Pause 5000
It should create a picture of a Card (ForceAttax - Don't think you know them)

BUT:
1st Pass:   75%
ERR: ARGUMENT

 :banghead:



WHAT IS IT???????????  ???
Title: Re: Commands for Axe
Post by: Quigibo on June 16, 2011, 06:39:25 am
Pt-On is the sprite drawing command which takes 3 arguments.  You want Pxl-on to draw pixels.  Also, you seem to be under the impression that it is easy to convert a BASIC program into an Axe one.  This is definitely not the case.  Even though they look the same, they function completely differently.  Luckily, Axe comes with some documentation of how it works written for people already familiar with BASIC, just like you.  You should definitely give it a read, its not that long.  Also, be sure to check the commands.htm file before using any command in Axe just to make sure it does what you think it does. :)

Oh and by the way, if you press [prgm] right after an error, it will scroll to the error.

EDIT: And also, you'll want a DispGraph at the end to display the buffer on the LCD.  And starting text with -1 doesn't do what you think either, you'll need the "Fix" commands.
Title: Re: Commands for Axe
Post by: p2 on June 16, 2011, 06:54:26 am
I did not know that yet.
PRGM after Error.
Thanks. Smiley


It's the Pt-ON( command.





Now, it says MISSING END
( after the Pause 5000 )


What should that be?
Title: Re: Commands for Axe
Post by: JosJuice on June 16, 2011, 07:18:30 am
I did not know that yet.
PRGM after Error.
Thanks. Smiley


It's the Pt-ON( command.





Now, it says MISSING END
( after the Pause 5000 )


What should that be?
I'm not an Axe expert, but I think you forgot to put a few Ends in your code... In Axe, every If needs an End, even if there is no Else (and there is never an Else as far as I know).
Title: Re: Commands for Axe
Post by: Hayleia on June 16, 2011, 07:23:00 am
JosJuice is right: every If needs an End
JosJuice is wrong: we can do Else
Title: Re: Commands for Axe
Post by: JosJuice on June 16, 2011, 07:26:37 am
JosJuice is right: every If needs an End
Josjuice is wrong: we can do Else
Oh sorry, I meant Then ;D
Title: Re: Commands for Axe
Post by: Hayleia on June 16, 2011, 07:27:52 am
JosJuice is right: never put Then
 ;D
Title: Re: Commands for Axe
Post by: p2 on June 16, 2011, 08:10:08 am
NOW, MY APP IS MAKING RAMCLEAR  :banghead:  :banghead:  :banghead:


 :w00t: Swimming Smiley
 :w00t: Smiley is shouting "hooray"
Title: Re: Commands for Axe
Post by: aeTIos on June 16, 2011, 08:11:35 am
What is your app's code??
(please stop spamming that smiley :P)
Title: Re: Commands for Axe
Post by: p2 on June 16, 2011, 08:16:39 am
Code: [Select]
:.FORCEATT
:ClrDraw
:Circle(15,15,10
:Circle(80,15,10
:Text(57,10,(„DEF“)
:Text(57,75,(“OFF”)
:Line(25,15,30,10
:Line(70,15,65,10
:Line(30,10,45,10
:Line(65,10,50,10
:Line(45,10,47,8
:Line(50,10,48,8
:Line(30,7,65,7
:Line(30,7,28,0
:Line(65,7,67,0
:Line(5,15,0,10
:Line(90,15,95,10
:rand^1+101→F
:For(U,1,F
:If U≥0 and (U≤9):-3→Q:End
:If U>99:3→Q:End
:If U≥10 and (U≤99):0→Q:End
:Text(-1,44,10-Q,U
:End
:rand^1+101→N
:For(U,1,N
:If U≥0 and (U≤9):-3→Q:End
:If U>99:3→Q:End
:If U≥10 and (U≤99):0→Q:End
:Text(-1,44,75-Q,U
:End
:Line(36,60,58,60
:Pt-On(35,62
:Pt-On(35,61
:Pt-On(59,62
:Pt-On(59,61
:Line(89,29,89,61
:Line(89,29,93,29
:Line(94,29,94,61
:Line(89,61,4,61
:Line(91,U,92,U
:Pause 5000


 :w00t: swimming while shouting "horray"
Title: Re: Commands for Axe
Post by: aeTIos on June 16, 2011, 08:22:47 am
A few mistakes you made:
Code: [Select]
Text(57,10,("DEF")
Must be
Text(10,57,"DEF")

Text(-1,X,Y
Must be
Fix 1
Text(X,Y
Fix 0

If you want to display the value of U, use
Text(X,Y,U>dec (Found via math-2)
Try it out and post the result.
Title: Re: Commands for Axe
Post by: p2 on June 16, 2011, 09:00:49 am
the first is wrong:
the "DEF" should be at the bottom of the screen.
Try it out; it works!

But what exactly is Fix ?
I've never used it before.

And what should the U▶Dec do?
Title: Re: Commands for Axe
Post by: Hayleia on June 16, 2011, 09:02:36 am
In this case, Fix chooses the displaying font (the big or the little).
U►Dec means that you want to display the value of U and not a TI hieroglyph.

 :w00t: Swimming afraid smiley  ;)

(why don't you put this smiley in your signature ?)
Title: Re: Commands for Axe
Post by: p2 on June 16, 2011, 09:15:54 am
Code: [Select]
:.FORCEATT
:ClrDraw
:Circle(15,15,10
:Circle(80,15,10
:Text(57,10,(„DEF“)
:Text(57,75,(“OFF”)
:Line(25,15,30,10
:Line(70,15,65,10
:Line(30,10,45,10
:Line(65,10,50,10
:Line(45,10,47,8
:Line(50,10,48,8
:Line(30,7,65,7
:Line(30,7,28,0
:Line(65,7,67,0
:Line(5,15,0,10
:Line(90,15,95,10
:rand^1+101→F
:For(U,1,F
:If U≥0 and (U≤9):-3→Q:End
:If U>99:3→Q:End
:If U≥10 and (U≤99):0→Q:End
:Fix 1
:Text(44,10-Q,U▶Dec
:Fix 0
:End
:rand^1+101→N
:For(U,1,N
:If U≥0 and (U≤9):-3→Q:End
:If U>99:3→Q:End
:If U≥10 and (U≤99):0→Q:End
:Fix 1
:Text(44,75-Q,U▶Dec
:Fix 0
:End
:Line(36,60,58,60
:Pt-On(35,62
:Pt-On(35,61
:Pt-On(59,62
:Pt-On(59,61
:Line(89,29,89,61
:Line(89,29,93,29
:Line(94,29,94,61
:Line(89,61,4,61
:Line(91,U,92,U
:Pause 5000

AXE PARSER:
APP was built succesfull


STARTING APP:
Can't see any Lines
In mid of the screen something is counting up very fast (In ftont of Menu of APPs)
Horizontal Lines and points in Front of Text (Menu of APPs)
APP is stopping.

NO ERROR  :)
NO RAMCLEAR  :)
BUT STRANGE THINGS.  :P

thanx  ;)
Title: Re: Commands for Axe
Post by: Hayleia on June 16, 2011, 09:17:44 am
And also, you'll want a DispGraph at the end to display the buffer on the LCD.
The lines are drawn on the buffer, and you have to copy it on the LCD, or you'll never see them.
The thing that count very fast may be your U.
You also forgot a ClrHome at the beginning of the program. ClrDraw clears the buffer, not the LCD.
Title: Re: Commands for Axe
Post by: p2 on June 16, 2011, 10:08:42 am
yes. F and N (as U) should count.
but how to copy the lines on screen?

on xLib it's Uptade LCD  1-yes  0-no
DispGraph??
Title: Re: Commands for Axe
Post by: Hayleia on June 16, 2011, 10:09:59 am
Yes !


100 th post, as aeTIos said !!!!!!
 :w00t: :w00t: :w00t: :w00t: :w00t: :w00t: :w00t: :w00t: :w00t:
Title: Re: Commands for Axe
Post by: aeTIos on June 16, 2011, 10:10:42 am
Yes. To display both text and lines, put a
Code: [Select]
Fix 5
at the start and a
Code: [Select]
Fix 4
at the end of your program. Then you can use DispGraph to copy the buffer to the screen.
Title: Re: Commands for Axe
Post by: p2 on June 16, 2011, 10:15:38 am
Code: [Select]
:.FORCEATT
:Fix 5
:ClrDraw
:DispGraph
:Circle(15,15,10
:Circle(80,15,10
:Text(57,10,("DEF")
:Text(57,75,("OFF")
:Line(25,15,30,10
:Line(70,15,65,10
:Line(30,10,45,10
:Line(65,10,50,10
:Line(45,10,47,8
:Line(50,10,48,8
:Line(30,7,65,7
:Line(30,7,28,0
:Line(65,7,67,0
:Line(5,15,0,10
:Line(90,15,95,10
:rand^1+101→F
:For(U,1,F
:If U≥0 and (U≤9):-3→Q:End
:If U>99:3→Q:End
:If U≥10 and (U≤99):0→Q:End
:Fix 1
:Text(44,10-Q,U▶Dec
:Fix 0
:End
:rand^1+101→N
:For(U,1,N
:If U≥0 and (U≤9):-3→Q:End
:If U>99:3→Q:End
:If U≥10 and (U≤99):0→Q:End
:Fix 1
:Text(44,75-Q,U▶Dec
:Fix 0
:End
:Line(36,60,58,60
:Pt-On(35,62
:Pt-On(35,61
:Pt-On(59,62
:Pt-On(59,61
:Line(89,29,89,61
:Line(89,29,93,29
:Line(94,29,94,61
:Line(89,61,4,61
:Line(91,U,92,U
:Pause 5000
:Fix 4

APP built.

APP started
 :D Cool! Strange Hyroglyphs!  :D

If I press Clear everything is normal.
No counting, now.


DO YOU UNDERSTAND THAT?
Title: Re: Commands for Axe
Post by: aeTIos on June 16, 2011, 10:17:59 am
Put
Code: [Select]
DispGraph after the text drawing.
Title: Re: Commands for Axe
Post by: Hayleia on June 16, 2011, 10:19:42 am
I also think there are too much Fix. Try removing all the Fix0 and the Fix1 but letting the Fix5 and Fix4
Title: Re: Commands for Axe
Post by: p2 on June 16, 2011, 10:21:41 am
Code: [Select]
:.FORCEATT
:ClrDraw
:DispGraph
:Fix 5
:Circle(15,15,10
:Circle(80,15,10
:Text(57,10,("DEF")
:Text(57,75,("OFF")
:Line(25,15,30,10
:Line(70,15,65,10
:Line(30,10,45,10
:Line(65,10,50,10
:Line(45,10,47,8
:Line(50,10,48,8
:Line(30,7,65,7
:Line(30,7,28,0
:Line(65,7,67,0
:Line(5,15,0,10
:Line(90,15,95,10
:rand^1+101→F
:For(U,1,F
:If U≥0 and (U≤9):-3→Q:End
:If U>99:3→Q:End
:If U≥10 and (U≤99):0→Q:End
:Fix 1
:Text(44,10-Q,U▶Dec
:Fix 0
:End
:rand^1+101→N
:For(U,1,N
:If U≥0 and (U≤9):-3→Q:End
:If U>99:3→Q:End
:If U≥10 and (U≤99):0→Q:End
:Fix 1
:Text(44,75-Q,U▶Dec
:Fix 0
:End
:Line(36,60,58,60
:Pt-On(35,62
:Pt-On(35,61
:Pt-On(59,62
:Pt-On(59,61
:Line(89,29,89,61
:Line(89,29,93,29
:Line(94,29,94,61
:Line(89,61,4,61
:Line(91,U,92,U
:Pause 5000
:Fix 4

whithout Fix 0 and Fix 1 Axe will say ERROR
I need it for Text.
Title: Re: Commands for Axe
Post by: Hayleia on June 16, 2011, 10:22:39 am
Nope, or it will be aeTIos' fault  :P

Yes. To display both text and lines, put a
Code: [Select]
Fix 5
at the start and a
Code: [Select]
Fix 4
at the end of your program. Then you can use DispGraph to copy the buffer to the screen.
Title: Re: Commands for Axe
Post by: aeTIos on June 16, 2011, 10:23:05 am
I also think there are too much Fix. Try removing all the Fix0 and the Fix1 but letting the Fix5 and Fix4
Thats not true. But ehm, Axe won't break on removing fixes, afaik...
Title: Re: Commands for Axe
Post by: p2 on June 16, 2011, 10:29:34 am
First nothing Happens.
Then thera are the Hyroglyphs again!  :D
Title: Re: Commands for Axe
Post by: aeTIos on June 16, 2011, 10:30:08 am
Can you make a screenie via WabbitEmu? (Then we know what we're talking about)
Title: Re: Commands for Axe
Post by: Hayleia on June 16, 2011, 10:30:21 am
Yay !!
I give you a +1
(was talking to p2)
Yeah, it would be better to know where the hieroglyphs are so we would need a screenie.
Title: Re: Commands for Axe
Post by: p2 on June 16, 2011, 10:43:11 am
It's like this:


; ; ; ; ; ; ; ; ; ; ; ;∎; ; ; ; ;
;∎; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ;
; ; ; ; ; ; ; ; ; ; ; ;∎; ; ; ; ;
;∎; ; ; ; ; ; ;";→; ;▪; ; ; ; ; ;
; ; ; ;&;";`;▪; ; ; ; ;∎; ; ; ;";
;∎; ;▪; ; ; ; ; ; ; ; ; ;*; ;▪; ;
; ; ; ; ; ; ; ;";2; ;▪;∎; ; ; ; ;
;∎; ; ;";"; ;▪; ; ; ; ; ; ; ; ;';

I can't maka a screenshot, now.
my Linking-Ptogram is on an other computer.
Title: Re: Commands for Axe
Post by: Hayleia on June 16, 2011, 12:20:10 pm
??? Why do you do
Text(57,10,("DEF")
Text(57,75,("OFF") ?

Maybe it'll work better with:
Text(57,10,"DEF
Text(57,75,"OFF
Title: Re: Commands for Axe
Post by: p2 on June 16, 2011, 12:23:06 pm
Textmode must be in (" asfbhgdnjsghngbkgmjxsfghbdj ")
elsi it won't work with Axe.

Have you any idea why it isn't working?
Title: Re: Commands for Axe
Post by: Hayleia on June 16, 2011, 12:24:02 pm
(What is textmode ?)

(your new signature is :thumbsup: )
Title: Re: Commands for Axe
Post by: p2 on June 16, 2011, 12:29:12 pm
whith textmode I mean for example A not as a Var.
A as textmode is "A"

For me, all the things whitch need " are in textmode
Title: Re: Commands for Axe
Post by: Hayleia on June 16, 2011, 12:33:33 pm
What What What What ?
To display A as a number, you do Text(X,Y,A►Dec
To display the text "A" you do Text(X,Y,"A
(didn't understand what is textmode)
You should try, maybe this is what creates your bug
Title: Re: Commands for Axe
Post by: ralphdspam on June 16, 2011, 12:35:00 pm
Which version of Axe are you using? 
My first recommendation is to get the current version of Axe. (0.5.3 as of 6/16/11) (http://ourl.ca/4060)

Text(0,0,"BlahBlah") should work without the extra quotes on the inside.  Also, you shouldn't have to toggle through the Fix 1 and Fix 0 commands.  You should only have to use Fix 1 one time. 
Title: Re: Commands for Axe
Post by: Ashbad on June 16, 2011, 12:36:30 pm
Textmode must be in (" asfbhgdnjsghngbkgmjxsfghbdj ")
elsi it won't work with Axe.

Have you any idea why it isn't working?

I don't know what you even mean by textmode in Axe, parenthesis are not needed at all for any type of "mode" like that.  On a side note, they shouldn't break the code either.

One thing most likely breaking your code is the lack of parenthesis at the end of function calls, so put them in and see what it does.
Title: Re: Commands for Axe
Post by: p2 on June 16, 2011, 12:39:31 pm
ABC can be a number ABC (A*B*C) or a text: "ABC"

normally I would write "DEF" , too.
But if I want to make an APP of it (with Axe) i must write ("DEF")

It's because Axe needs it.







ralphdspam:
Quote
of ralphdspam:
Which version of Axe are you using?
My first recommendation is to get the current version of Axe. (0.5.3 as of 6/16/11) (http://ourl.ca/4060)
I'm using 0.5.0
I've heard that this version needs it.


Title: Re: Commands for Axe
Post by: Hayleia on June 16, 2011, 12:40:25 pm
(avoid double posting, use Edit)

EDIT: I meant "modify"
Title: Re: Commands for Axe
Post by: ralphdspam on June 16, 2011, 12:46:25 pm
I'm using 0.5.0
I've heard that this version needs it.

Ok.  Before anything else, I recommend that you upgrade to 0.5.3.

Quote from: Axe 0.5.3
Fixed major bug with the Disp command when compiling for apps.
Fixed incorrect optimization with Dispgraph to other buffers.
Fixed the new numerical constants feature.
Fixed bug with nibble storing.
Fixed bug with big-endian storing.
Title: Re: Commands for Axe
Post by: aeTIos on June 16, 2011, 12:53:09 pm
I'm using 0.5.0
I've heard that this version needs it.
Thats new for me. I used 0.5.0, and never needed it (and almost every prog has a bit text in it)
Title: Re: Commands for Axe
Post by: p2 on June 16, 2011, 12:53:31 pm
can't do that now.
must wait until tomorrow.

I've everything for TI on our olter computer (Win XP)
And that's slooooow  :P

And I cant find my linking-cable now.
but i'll search it until tomorrow.
Title: Re: Commands for Axe
Post by: Hayleia on June 16, 2011, 12:54:38 pm
Ok, but try doing
:Text(57,10,"DEF
:Text(57,75,"OFF
with your current version of Axe
(you put two "," after linking cable ;) )
Title: Re: Commands for Axe
Post by: aeTIos on June 16, 2011, 12:55:23 pm
It must be possible, else its magic.
Title: Re: Commands for Axe
Post by: p2 on June 16, 2011, 12:58:22 pm
Hayleia:
   ok...
   thanx.

But what can it be, else?
I made another Program and there it has worked with ("HELLO")
So that can't be the only Reason.
Title: Re: Commands for Axe
Post by: aeTIos on June 16, 2011, 12:59:52 pm
I dont really get what you mean.


(also, please put the smiley part of your sig in a spoiler, it is very annoying)
Title: Re: Commands for Axe
Post by: ralphdspam on June 16, 2011, 01:01:00 pm
Do you close all of your parenthesis?  (Such as Line())
Sometimes the routines are compiled incorrectly if there are no parenthesis. 
Title: Re: Commands for Axe
Post by: Hayleia on June 16, 2011, 01:05:28 pm
??? Did you replace your Pt-On by Pxl-On ? You must or it wouldn't work, as Quigibo said.
 O.O ← revelation
Maybe it is the fault of the -3→Q
Instead of doing:
Quote
:For(U,1,F
:If U≥0 and (U≤9):-3→Q:End
:If U>99:3→Q:End
:If U≥10 and (U≤99):0→Q:End
:Fix 1
:Text(44,10-Q,U▶Dec
:Fix 0
:End
try:
Quote
:For(U,1,F
:If U≥0 and (U≤9):0→Q:End
:If U>99:3→Q:End
:If U≥10 and (U≤99):3→Q:End
:Fix 1
:Text(44,10-3-Q,U▶Dec
:Fix 0
:End
Title: Re: Commands for Axe
Post by: p2 on June 16, 2011, 01:10:18 pm
The APP should count up fron 1 to the U.
while counting the position of the Number is moved, so that it's allways exactly in the mid it the circle.
for example:
if U was 99 and now it's 100, it would be moved 3 pixels left.
Title: Re: Commands for Axe
Post by: Hayleia on June 16, 2011, 01:13:09 pm
Yes, the problem is not the position (I didn't touch to U).
Maybe we can't store negative numbers in Q.
Read better my previous answer
instead of displaying at 10-Q, I display at 10-3-Q
So Q always stays positive: instead of being -3 or 0, it is respectively 0 or 3
Title: Re: Commands for Axe
Post by: aeTIos on June 16, 2011, 01:14:43 pm
Axe can't handle negative numbers.
Title: Re: Commands for Axe
Post by: calc84maniac on June 16, 2011, 01:19:43 pm
Yes it can. You have to use different commands for division and greater-than/less-than comparisons, but it works correctly with addition, subtraction, and multiplication.
Title: Re: Commands for Axe
Post by: Hayleia on June 16, 2011, 01:20:23 pm
Did you try the solution of my previous post to replace the negative Q ?

@calc84maniac we can do -3→Q ?
Title: Re: Commands for Axe
Post by: p2 on June 16, 2011, 01:23:48 pm
and I mustn't use a -3 ???
what's about 10-3 ???
It would be positive

Hayleia:
   trying it right now.
Title: Re: Commands for Axe
Post by: calc84maniac on June 16, 2011, 01:25:55 pm
Oooooh that makes a wave !!!
Nevermind, did you try the solution of my previous post to replace the negative Q ?

@calc84maniac we can do -3→Q ?
Yes. Technically how signed numbers work is that the range of values 32768 to 65535 are considered to be -32768 to -1. So when you store -3 to Q, you're storing the unsigned value 65533. When you add or subtract that with another number, it acts like -3 (due to the limited range of 16-bit numbers)
Title: Re: Commands for Axe
Post by: Hayleia on June 16, 2011, 01:28:01 pm
ok, so it turns around, in fact
0,1,2,3,4,...,65533,65534,65535,0,1,2,3,...
                    ↑ unsigned -3
Is that it ?
Title: Re: Commands for Axe
Post by: ralphdspam on June 16, 2011, 01:29:52 pm
You can use a negative 3.  Signed $-3 is equal to unsigned $FFFD.  Text( only displays unsigned variables.  
You can use addition and subtraction with signed integers.  For division and multiplication, you must use ** or // respectively.  For comparisons and division, you use doubled operators.  
With this knowledge, you can write a routine that can display signed variables.

EDIT Double Ninja'd (I take way to long to write a post.)
Title: Re: Commands for Axe
Post by: calc84maniac on June 16, 2011, 01:30:18 pm
ok, so it turns around, in fact
0,1,2,3,4,...,65533,65534,65535,0,1,2,3,...
                    ↑ -3
Is that it ?
Exactly. For more information on this number system, check out http://en.wikipedia.org/wiki/Two%27s_complement (http://en.wikipedia.org/wiki/Two%27s_complement)
Title: Re: Commands for Axe
Post by: Ashbad on June 16, 2011, 01:31:32 pm
Yes, that's how it works.  When doing multiplication and division, like calc84 said, though, you need to be aware you're using signed values.  Also, when using one negative number and adding it to a positive number to actually subtract it, be sure you use equal-bit-length numbers, since if A = 5 and {L1} = -3, A+{L1} doesn't yield 2, it gives 257 since {L1} is only 8 bits and you're doing 16 bit math.
Title: Re: Commands for Axe
Post by: p2 on June 16, 2011, 01:31:42 pm
Cool!  :D  :D  :D
Hyroglyphs!

others than before.

These are looking better than the ones before.

 :D
Title: Re: Commands for Axe
Post by: calc84maniac on June 16, 2011, 01:31:48 pm
You can use a negative 3.  Signed $-3 is equal to unsigned $FFFD.  Text( only displays unsigned variables. 
You can use addition and subtraction with signed integers.  For division and multiplication, you must use ** or // respectively.  For comparisons, you also use doubled operators. 
With this knowledge, you can write a routine that can display signed variables.
Actually, you must use the normal multiplication (it works because it's so closely related to addition/subtraction). In Axe, ** is something different entirely called fixed-point multiplication.
Title: Re: Commands for Axe
Post by: p2 on June 16, 2011, 01:45:48 pm
What can I do else?
Hayleias Idea hasn't made it.
 Any ideas?
Title: Re: Commands for Axe
Post by: Hayleia on June 16, 2011, 02:00:06 pm
ugh... Rewrite everything. Try this one, and tell the others if it worked. I'm going to sleep.  :)
Had to put it in code Quote to put colors

Quote
:.FORCEATT
:Fix 5
:ClrDraw
:DispGraph
:Circle(15,15,10
:Circle(80,15,10
:Text(57,10,("DEF")
:Text(57,75,("OFF")

:Text(10,57,"DEF
:Text(75,57,"OFF
:Line(25,15,30,10
:Line(70,15,65,10
:Line(30,10,45,10
:Line(65,10,50,10
:Line(45,10,47,8
:Line(50,10,48,8
:Line(30,7,65,7
:Line(30,7,28,0
:Line(65,7,67,0
:Line(5,15,0,10
:Line(90,15,95,10
:DispGraph
:rand^1+101→F
:For(U,1,F
:If U≥0 and (U≤9)
:-3→Q
:0→Q
:End
:If U>99
:3→Q
:6→Q
:End
:If U≥10 and (U≤99)
:0→Q
:3→Q
:End
:Fix 1
:Text(44,10-Q,U▶Dec
:Text(10-3-Q,44,U▶Dec
:DispGraph
:Fix 0
:End
:rand^1+101→N
:For(U,1,N
:If U≥0 and (U≤9)
:-3→Q
0→Q
:End
:If U>99
:3→Q
:6→Q
:End
:If U≥10 and (U≤99)
:0→Q
:3→Q
:End
:Fix 1
:Text(44,75-Q,U▶Dec
:Text(75-3-Q,44,U▶Dec
:DispGraph
:Fix 0
:End
:Line(36,60,58,60
:Pt-On(35,62
:Pt-On(35,61
:Pt-On(59,62
:Pt-On(59,61

:Pxl-On(35,62
:Pxl-On(35,61
:Pxl-On(59,62
:Pxl-On(59,61
:Line(89,29,89,61
:Line(89,29,93,29
:Line(94,29,94,61
:Line(89,61,4,61
:Line(91,U,92,U
:DispGraph
:Pause 5000
:Fix 4
Title: Re: Commands for Axe
Post by: p2 on June 17, 2011, 05:02:05 am
Loaded Axe Parser 0.5.3 on my TI.
mADE EVERYTHING WHAT hAYLEIA TOLD ME TO DO:
CREATING APP:

since 5 minutes it's Defragmenting...    :P



restartet it
APP is ready


Quote
of Hayleia:

:Pt-On(35,62
:Pt-On(35,61
:Pt-On(59,62
:Pt-On(59,61
:Pxl-On(35,62
:Pxl-On(35,61
:Pxl-On(59,62
:Pxl-On(59,61
To change between pxl and Point:
Pkt-On(A,B) = Pxl-On(iPart(abs(B-63)),iPart(A))
but in this PRGM it must be Pxl-On(abs(B-63),A)
So it will be:
Pxl-On(0,35)
Pxl-On(1,35)
Pxl-On(0,59)
Pxl-On(1,59)





It's the same picture of hyroglyphes again.
I've made a picture of it:
Title: Re: Commands for Axe
Post by: aeTIos on June 17, 2011, 06:47:58 am
Betrag-63? o.o what is that scary command?
Title: Re: Commands for Axe
Post by: p2 on June 17, 2011, 06:55:09 am
Oh.
Sorry.
Betrag( means abs(
It's because I'm using the DEUTSCH-APP.
All my commands are on German

I'll corect it.
Title: Re: Commands for Axe
Post by: aeTIos on June 17, 2011, 07:00:50 am
crap. Language apps suck. (imo)
Title: Re: Commands for Axe
Post by: p2 on June 17, 2011, 07:03:03 am
what?
Title: Re: Commands for Axe
Post by: aeTIos on June 17, 2011, 07:10:17 am
I dont like language apps, since many words are translated wrong.
Title: Re: Commands for Axe
Post by: p2 on June 17, 2011, 07:13:57 am
Yeah...
But sometimes it's useful to have it.
If you see a command in 2 languages it helps to understand what the comand means.


I think I'll write a list of every differents betwen German and English Commands.
Title: Re: Commands for Axe
Post by: aeTIos on June 17, 2011, 07:14:48 am
Imo, calculators should be english.
Title: Re: Commands for Axe
Post by: p2 on June 17, 2011, 07:20:02 am
Ye.
But I've learnt programming in German.
It's hard for me to change to English comands, because I'm thinking all comands in German  ::)
Title: Re: Commands for Axe
Post by: Hayleia on June 17, 2011, 08:06:17 am
Corrected the correction at the previous page
← not so useless in fact
↓ code + prog + gif
Title: Re: Commands for Axe
Post by: p2 on June 17, 2011, 08:20:12 am
What's that?
The Graphics are at the top?
They should have been at the bottom.

But thanx!




My TI is too stupid for the APP.
I've made a APP of your code and opened the app

-nothing.
I hate my TI!

But As I've seen It has worked at your TI.
Title: Re: Commands for Axe
Post by: Hayleia on June 17, 2011, 09:05:28 am
Graphic Fixed !
↓ code + gif
Title: Re: Commands for Axe
Post by: p2 on June 17, 2011, 09:07:06 am
strange...
Title: Re: Commands for Axe
Post by: Hayleia on June 17, 2011, 09:50:57 am
Graph Fix 2
Title: Re: Commands for Axe
Post by: p2 on June 17, 2011, 09:52:41 am
cool!  :D

What happens if U>99 ?
Title: Re: Commands for Axe
Post by: Hayleia on June 17, 2011, 09:53:12 am
It is at the center too, I tried it by forcing F to be 101
Title: Re: Commands for Axe
Post by: p2 on June 17, 2011, 09:54:31 am
could you upload the Axe code?
Title: Re: Commands for Axe
Post by: Hayleia on June 17, 2011, 09:56:58 am
yeah, I was just making it (i made the test in Wabbit then had to make it in 8xp)
Title: Re: Commands for Axe
Post by: p2 on June 17, 2011, 10:35:53 am
I think it would be better to delete everything after the
:For(U,1,N
.......
:End


(but not the pause and the fix)




But why are the circles opened at the right side?
Title: Re: Commands for Axe
Post by: Hayleia on June 17, 2011, 10:37:41 am
I think it would be better to delete everything after the
:For(U,1,N
.......
:End

(but not the pause and the fix)
If you want, it is your prog, after all.

But why are the circles opened at the right side?
I think it is because of the displayed numbers, they erase the circle
Title: Re: Commands for Axe
Post by: p2 on June 17, 2011, 10:44:15 am
But why?
The Text is not so large.
What can I do against it?
Title: Re: Commands for Axe
Post by: Hayleia on June 17, 2011, 10:53:53 am
I think this is because of that (http://ourl.ca/4072/217571). You can redraw the circles each time you write the text.
Title: Re: Commands for Axe
Post by: p2 on June 17, 2011, 10:58:01 am
ok.
i'll do it.
Title: Re: Commands for Axe
Post by: Hayleia on June 17, 2011, 10:59:39 am
A little precision. You do
:Text(...
:Circle(...
:DispGraph
In this order, not the circle before the text, and not the DispGraph before the circle.
Title: Re: Commands for Axe
Post by: p2 on June 17, 2011, 11:00:40 am
fix
Text
fix
circle
end
Title: Re: Commands for Axe
Post by: Hayleia on June 17, 2011, 11:04:15 am
ah yeah, but no.
:...
:Fix
:Text
:Fix
:Circle
:DispGraph
:End
Title: Re: Commands for Axe
Post by: p2 on June 17, 2011, 11:19:25 am
How should I write
:Repeat getKey=105:End
in Axe code?
Title: Re: Commands for Axe
Post by: Hayleia on June 17, 2011, 11:48:00 am
Got it to work ! See code and gif below !

How should I write
:Repeat getKey=105:End
in Axe code?
You do
:Repeat getkey(9)
:End
Title: Re: Commands for Axe
Post by: p2 on June 18, 2011, 05:28:47 am
Now it's:
Code: [Select]
:.FORCEATT
:Fix 5
:ClrDraw
:Text(57,10,"DEF
:Text(57,75,"OFF
:Text(45,57,"p2
:Circle(15,47,10
:Circle(80,47,10
:Line(25,47,30,52
:Line(70,47,65,52
:Line(30,52,45,52
:Line(65,52,50,52
:Line:45,52,47,54
:Line(50,52,48,54
:Line(30,55,65,55
:Line(30,55,28,62
:Line(65,55,67,62
:Line(5,47,0,52
:Line(90,47,95,52
:DispGraph
:rand^100+1→F
:For(U,1,F
:If U≥0 and (U≤9)
:13→Q
:End
:If U≥10 and (U≤99)
:10→Q
:End
:If U>99
:7→Q
:End
:Fix 1
:Text(Q,44,U▶Dec
:Circle(15,47,10
:Line(25,47,30,52
:DispGraph
:Fix 0
:End
:rand^100+1→N
:For(U,1,N
:If U>99
:72→Q
:End
:If U≥0 and (U≤9)
:78→Q
:End
:If U≥10 and (U≤99)
:75→Q
:End
:Fix 1
:Text(Q,44,U▶Dec
:Circle(80,47,10
:Line(90,47,95,52
:DispGraph
:Fix 0
:End
:DispGraph
:Pause 25000
:Fix 4


German:
Code: [Select]
:.FORCEATT
:Fix 5
:LöscheBild
:Text(57,10,"DEF
:Text(57,75,"OFF
:Text(45,57,"p2
:Kreis(15,47,10
:Kreis(80,47,10
:Strecke(25,47,30,52
:Strecke(70,47,65,52
:Strecke(30,52,45,52
:Strecke(65,52,50,52
:Strecke(45,52,47,54
:Strecke(50,52,48,54
:Strecke(30,55,65,55
:Strecke(30,55,28,62
:Strecke(65,55,67,62
:Strecke(5,47,0,52
:Strecke(90,47,95,52
:Anz. Graf.
:Zufall^100+1→F
:For(U,1,F
:If U≥0 und (U≤9)
:13→Q
:End
:If U≥10 und (U≤99)
:10→Q
:End
:If U>99
:7→Q
:End
:Fix 1
:Text(Q,44,U▶Dez
:Kreis(15,47,10
:Strecke(25,47,30,52
:Anz. Graf.
:Fix 0
:End
:Zufall^100+1→N
:For(U,1,N
:If U>99
:72→Q
:End
:If U≥0 und (U≤9)
:78→Q
:End
:If U≥10 und (U≤99)
:75→Q
:End
:Fix 1
:Text(Q,44,U▶Dez
:Kreis(80,47,10
:Strecke(90,47,95,52
:Anz. Graf.
:Fix 0
:End
:Anz. Graf.
:Pause 25000
:Fix 4

All's perfect.
No bugs in it.
Title: Re: Commands for Axe
Post by: Hayleia on June 18, 2011, 06:08:28 am
Here is my new new code without the lines of the end !
Saves some bytes.
Title: Re: Commands for Axe
Post by: p2 on June 18, 2011, 06:14:17 am
It's looking like the bottom of a real card.  :)
(http://www.magic-friends.de/images/product_images/info_images/47339_0.jpg)
This is an original Force-Attax Card.

Title: Re: Commands for Axe
Post by: Hayleia on June 18, 2011, 06:37:39 am
No,no,no,no !not 89,89 but 100,100 ! ;)
Title: Re: Commands for Axe
Post by: p2 on June 18, 2011, 06:39:29 am
the max is 101,101 (Yoda as Force-Master)
http://www.magic-friends.de/product_info.php/info/p47119_YODA.html (http://www.magic-friends.de/product_info.php/info/p47119_YODA.html)

Spoiler For Spoiler:
Please re-upload a smaller res image if you need it here. That was gigantic and took forever for the page to load. Thanks. AOC
Title: Re: Commands for Axe
Post by: Hayleia on June 18, 2011, 07:00:18 am
As I said, I'm not a good drawer on calc at all, but the idea is here.
EDIT: 44,13 ? nope !
Title: Re: Commands for Axe
Post by: p2 on June 18, 2011, 07:04:59 am
sweet. :D

Try to make him waving with his arms.
shell i send you a few pictures of the fpa-man? (as a PM)
Title: Re: Commands for Axe
Post by: Hayleia on June 19, 2011, 08:05:51 am
sweet. :D
Try to make him waving with his arms.
shell i send you a few pictures of the fpa-man? (as a PM)
Mzking him wave his arms is impossible: it is a card.
No need to send me FPA pictures, there are enough on the internet.
You are going to say "Whoa !".
Title: Re: Commands for Axe
Post by: p2 on June 19, 2011, 08:10:04 am
:o WOW
Looks really super.





The HERO is not exactli in the mid of the screen.
Title: Re: Commands for Axe
Post by: Hayleia on June 19, 2011, 09:03:51 am
You can do yours too; you just have to change the Pic1, the displayed name at the bottom and F and N before parsing.
Title: Re: Commands for Axe
Post by: Munchor on June 19, 2011, 12:20:36 pm
The HERO is not exactli in the mid of the screen.

Because of the "FPA", I like it this way. Nice!
Title: Re: Commands for Axe
Post by: Hayleia on June 19, 2011, 12:27:03 pm
The HERO is not exactli in the mid of the screen.

Because of the "FPA", I like it this way. Nice!

It is not false but that was not the reason :)
The "FPA" was added after in order to have less empty space, so you are kind of right.
But the hero is not in the middle because his feet have to fit between the circles.
Title: Re: Commands for Axe
Post by: p2 on June 21, 2011, 03:08:06 am
Can you try ti integrate the HERO into Pic1
I mean that you needn't any text(?,?,"HERO
Title: Re: Commands for Axe
Post by: Hayleia on June 21, 2011, 06:58:20 am
You just have to write "HERO" at the bottom of the Pic and to remove it in the prog.
Title: Re: Commands for Axe
Post by: p2 on June 21, 2011, 07:21:27 am
I mean thet you make a menu where you can choose pictures, and that the HERO/p2/FPA/... at the bottom is in the picture.
So that it'll be no static text.
Title: Re: Commands for Axe
Post by: Progammer on June 23, 2011, 04:47:40 pm
Nice pic :)
Title: Re: Commands for Axe
Post by: p2 on June 28, 2011, 01:33:32 pm
The picture isn't integrated into the APP, or?
So that I can't delete the picture after playing the app the first time.
Is it correct that the app always loads pic1 at the beginning, and shows it than?


Two questions:
-Can't you save the pic in a APP-var?
-How to save something as an APP-var?
Title: Re: Commands for Axe
Post by: Ashbad on June 28, 2011, 02:41:36 pm
2. Yes, you can save anything within reason to an appvar.  To make:

Code: [Select]
GetCalc("appvXXX",size)->Pointer
1. To copy the pic over to that appvar:

Code: [Select]
Copy(Pointer_to_pic, Pointer_to_appvar, Size_of_pic_bytes)
Title: Re: Commands for Axe
Post by: p2 on June 28, 2011, 02:53:22 pm
And how to make that with lists?
For example, I want to save L1 as appvLISTE and l1 is {1,2,3,4,5}
How to make that?


And how can I see what is saved in a appv?
(a program - I've already tried it, but it hasn't worked)





(I'm asking because it won't be so good to try everything out.)
Title: Re: Commands for Axe
Post by: Ashbad on June 28, 2011, 04:07:11 pm
look at this (http://www.omnimaga.org/index.php?action=articles;sa=view;article=58).
Title: Re: Commands for Axe
Post by: p2 on June 29, 2011, 06:54:55 am
Cool!
Thanx!!
It'll be very useful for me  ;)
Title: Re: Commands for Axe
Post by: Hayleia on June 30, 2011, 05:28:15 am
It'll be useful for me too !
Spoiler For a new smiley !:
*.*
Title: Re: Commands for Axe
Post by: p2 on July 06, 2011, 09:27:16 am
I like the text of the Smiley:
Quote from:  *.*
No Ashbad you're not a lobster, Netham45 is one and is immune to losing the game















So it's not possible to use decimals in Axe, but it's possible to use them in Apps, whitch are not made with axe?
Title: Re: Commands for Axe
Post by: Ashbad on July 06, 2011, 10:39:29 am
Apps can be made in BASIC via basic builder, Axe, or Assembly.  Decimals have nothing to do with the language -- BASIC and Assembly can handle them decently well, Axe is a bit crippled with them.  However, you can still use them.