### Author Topic: Axe tutorial  (Read 7599 times)

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#### E37

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##### Re: Axe tutorial
« Reply #15 on: January 17, 2016, 11:30:04 am »
Hey Runner can I modify the Axe command list to make it a little clearer (like changing corrupts to modify in the free RAM section)
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#### Runer112

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##### Re: Axe tutorial
« Reply #16 on: January 17, 2016, 11:39:14 am »
Hey Runner can I modify the Axe command list to make it a little clearer (like changing corrupts to modify in the free RAM section)

If you have suggestions to make the command list better, I can simply include them in the official version for whenever 1.3.0 is really released. But yes, I agree that the "corrupt" wording is weird, and I'll fix it for 1.3.0.

EDIT: As a side note, if you have other suggestions like this, perhaps the general Axe Parser thread would be the place to make them.

#### E37

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##### Re: Axe tutorial
« Reply #17 on: January 17, 2016, 11:57:49 am »
I think that on the Getcalc( command it should specify what files are. (instead of saying file it should say file Y0 -Y9)
That is if you are still keeping them. I think I heard that they were giving you problems.
I think that {ptr -2}r should also be included in some way.
Possibly you could say that Buff(5) is the same as Data(0,0,0,0,0). I thought that Buff( could only be used for screen buffers and if you needed to add 500 bytes of program memory you had to do Data(0,0,0,0,0,0,0,...
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#### Runer112

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##### Re: Axe tutorial
« Reply #18 on: January 17, 2016, 12:17:53 pm »
I think that on the Getcalc( command it should specify what files are. (instead of saying file it should say file Y0 -Y9)

You're right, information about files is lacking from the command list. I've made a note to add such information.

I think that {ptr -2}r should also be included in some way.

Yes, this should probably be mentioned in the GetCalc() documentation. Noted.

Possibly you could say that Buff(5) is the same as Data(0,0,0,0,0). I thought that Buff( could only be used for screen buffers and if you needed to add 500 bytes of program memory you had to do Data(0,0,0,0,0,0,0,...

Considering that Buff() is in the Data and Storage section rather than the Screen and Buffer section and that it doesn't suggest that it can only be used for screen buffers, I think it should be clear enough as-is. A buffer is simply a data storage area. Note that, throughout the command list, all references to a "buffer" that imply a screen buffer include some kind of qualifier, such as "main," "back," or "768 byte."

I might reword it slightly, but I don't want to be verbose in what should be a succinct command list.
« Last Edit: January 17, 2016, 12:25:16 pm by Runer112 »

#### Dudeman313

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##### Re: Axe tutorial
« Reply #19 on: January 17, 2016, 02:02:11 pm »
When I'm done entering stuff under New Program, what do I do?
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#### E37

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##### Re: Axe tutorial
« Reply #20 on: January 17, 2016, 02:29:17 pm »
If you mean the name, hit enter.
If you mean editing the program hit 2nd mode for quit.
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#### Dudeman313

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##### Re: Axe tutorial
« Reply #21 on: January 17, 2016, 05:04:13 pm »
Thanks! Also, in the example, the program displays 5 and 2 and quits automatically within a second. What's up with that?
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#### E37

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##### Re: Axe tutorial
« Reply #22 on: January 18, 2016, 10:44:07 am »
I have no idea why it clears the screen after it is finished, however it does.
I you want it to stay longer add:
I recommend 1500 for the number, it is about a second. It needs to be after the display command or it will pause then display then quit.

For your next step, the most important thing in games is the graph screen. Most games use the graph screen not the home screen.
I am no longer going to give you numbers instead give you a spot to add your own such as SomeX which would stand for some number, whatever you want it to be.
Here is an example program:

:.SomeName
:ClearDraw
:Pt-on(SomeX,SomeY,[FFFFFFFFFFFFFFFF] (There are 16 F's)
:DispGraph
:Pause 5000

The program should draw an 8 by 8 square whose upper right corner is at SomeX, SomeY, Pause for a couple seconds and quit.
Ok... so what did I just do?
ClearDraw clears the screen so it is blank.
Pt-on( draws the sprite at SomeX,SomeY.
DispGraph displays the image. Without DispGraph nothing would be shown!
The pause command pauses the image so you can see it.

Now... for all those F's...
The sprite is always 16 letters and numbers long.
Each character is actually a number in Hex. What is hex? Ask Google.
Hex counts 0,1,2,3,4,5,6,7,8,9,A,B,C,D,E,F,10,11,12,13,14,15,16,17,18,19,1A,1B...
How do you make hex sprites... I really don't want to cover it right now. If you bug me enough I will go over how to do it.
Some things that could go wrong...
Axe said the sprite was invalid: Then it isn't 16 characters long.
invalid constant: SomeX represents a number, don't just type it in!
Remember the comment in the parenthesis shouldn't be added in the program!
Ask if you have any questions!

Edit (Eeems): Merged double post
« Last Edit: January 18, 2016, 11:59:40 am by Eeems »
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#### Eeems

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##### Re: Axe tutorial
« Reply #23 on: January 18, 2016, 12:00:19 pm »
Hey @E37 could you please use the modify button instead of double posting?
/e

#### E37

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##### Re: Axe tutorial
« Reply #24 on: January 18, 2016, 12:31:57 pm »
Sorry, I am pretty scatterbrained today.
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#### c4ooo

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##### Re: Axe tutorial
« Reply #25 on: January 18, 2016, 12:45:53 pm »
Thanks! Also, in the example, the program displays 5 and 2 and quits automatically within a second. What's up with that?
getKeyr will pause the program until the user presses any key.

@E37 it is recommended that sprites are not stored inline, so it would be better to do something like:
Code: [Select]
Pt-on(fooX,fooY,PicFOO)[1038387c7c7cfefe]->PicFOO
« Last Edit: January 18, 2016, 12:57:55 pm by c4ooo »
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#### E37

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##### Re: Axe tutorial
« Reply #26 on: January 18, 2016, 01:11:40 pm »
I know, but I don't think the tutorial is ready for program memory yet.

Can I get anyone to help write the tutorial???
If not, then this project is as good as dead.
« Last Edit: January 18, 2016, 01:22:27 pm by E37 »
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#### Dudeman313

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##### Re: Axe tutorial
« Reply #27 on: January 20, 2016, 03:01:00 pm »
It was a great idea... Oh well.
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