Omnimaga
Calculator Community => TI Calculators => Axe => Topic started by: SirCmpwn on June 11, 2010, 07:06:11 pm
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The name of this thread is all you are going to get. That, and I'll tell you that it is 17 pages so far.
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* Builderboy Salivates *
When do you think you are going to release it? Will it be all at once or page by page like Hot dog?
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All at once. I'm offering up my expertise with Axe in one big document, covering the most effective ways to do everything you ever wanted with Axe.
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O.o
Me will love you long time if you give me an early release. I have a project I need to start. =O
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Lol, I may consider it. I'm not sure I want a long-term commitment like that :P
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/me does nothing long term! ;P
Seriously though. I need this. >.>
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Maybe. It probably won't take me long to create. What projects do you have right now? I may be willing to trade an early copy of this for an early copy of something of yours.
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Ah, well, I have only just started a project in Axe. I'm completely new to it and need the help of a guide like this.
I'd rather not divulge what the project is to the public until it's almost playable but I can PM/IM you about it if you want. =P
Oh... and don't expect the release to be anytime soon. I'm guesstimating about the beginning of '11 but that depends on how fast I can jump these hurdles in learning Axe.
Regardless, I'm looking forward to this guide (whether or not it's early) and thank you in advance for taking the time to write it. =)
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I'd rather not divulge what the project is to the public until it's almost playable but I can PM/IM you about it if you want. =P
Don't worry about it :)
Oh... and don't expect the release to be anytime soon. I'm guesstimating about the beginning of '11 but that depends on how fast I can jump these hurdles in learning Axe.
O_O
Regardless, I'm looking forward to this guide (whether or not it's early) and thank you in advance for taking the time to write it. =)
Sure. I'll see about getting you an early copy.
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Oh man, can't wait until it's release! I'd love to see all the goodies inside this magical document of yours ;D
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Geez, there's already way too much hype for this O_O
The pressure's on, I guess.
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Wow great to hear about this project XD
I will sure find the tilemapping section handy. It would be nice to have an all in one tutorial for Axe game making.
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Later tonight I will post the current list of topics, or tomorrow if I have to.
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Cool to hear ^^
I can't wait
Suggestion, though, try to not make each topic way too long, though. Some people get lost easily through extremly long text.
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Well, I have it well organized, with a table of contents to find topics easily, and with each large section divided into smaller, logically structured sections. Each one has an obvious header that gives an idea of what the section is about, as well as the occasional screenshot or diagram.
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Aaah ok sounds good. Just saying, though, in case ^^
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Sure. I'll see about getting you an early copy.
You, sir, are a gentleman and a saint.
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WANT.
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no no Raylin.
..
NEED.
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When this comes out, will you also provide an offline version available for download on ticalc.org and that I can put in our downloads section? It migth be nice if someone has no internet access for a while or can't access the forums.
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Finally, a 3rd party tutorial! Looking forward to it :)
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You, sir, are a gentleman and a saint.
Funny how often I hear that...
WANT.
Have patience, people. Do you want a half-baked tutorial or do you want a full featured one?
When this comes out, will you also provide an offline version available for download on ticalc.org and that I can put in our downloads section? It migth be nice if someone has no internet access for a while or can't access the forums.
It will be in the form of a PDF with sample programs.
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I'm kinda late to this... Oh well.
This will be interesting to see... The Complete Guide to Effective Axe...
It sounds like it'll be awesome! Can't wait! :) (I'll wait if it can be better, though :P)
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You, sir, are a gentleman and a saint.
Funny how often I hear that...
WANT.
Have patience, people. Do you want a half-baked tutorial or do you want a full featured one?
When this comes out, will you also provide an offline version available for download on ticalc.org and that I can put in our downloads section? It migth be nice if someone has no internet access for a while or can't access the forums.
It will be in the form of a PDF with sample programs.
Aaah cool ^^. Just one thing, though: regardless of if you release this in a few days, in a few weeks or in a few months, could you still help me at one point with half-byte tilemapping collision detection? It would be preferable if you came on IRC for this, though, on a tuesday or every two weekends, so we can chat in private.
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Ooh, this is going to be awesome! Sir, this sounds like I'm going to read it over and over. I can't wait. Thanks! ;D
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Thanks for the support guys.
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Aaah cool ^^. Just one thing, though: regardless of if you release this in a few days, in a few weeks or in a few months, could you still help me at one point with half-byte tilemapping collision detection? It would be preferable if you came on IRC for this, though, on a tuesday or every two weekends, so we can chat in private.
I'm in the same boat as DJ. half-byte is giving me some trouble as well. Let me know whenever you guys get around to discussing it.
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Err, I can give a quick and dirty explanation of half-byte tiles really quick.
D3
This is a byte. It has two nibbles, or half-bytes, "D" and "3"
Assume that D3 is stored in A.
In Axe, you can extract the first nibble (aka half-byte) with A/16. This returns D, or 13.
A^16 returns the second nibble, or 3.
Armed with this information, take another look at my tilemapping tutorial.
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Sorry about the double post.
Attached is a very early draft of the guide. It is not the current version, because I didn't want to give too much away. I took out everything except the grayscale and the basic documentation, both of which are incomplete. The reason for this is because I don't want to give the entire tutorial away, but I wanted some advice on the general style. What do you guys think?
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This sounds really cool. I'll check out the document. Would you like error reports and such if any are found?
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Alright, here's my thoughts:
I like the format of it. It's got the intro, the commands and what they do, how to use them and some sample code that's commented on every line to explain what each line does. Very nice. I like how you explain the logic behind The Pt-On/Off so that people that used to use xlib and such can transition to how Axe does sprites.
The Table of Contents has tilemapping, so I'm guessing that you will also be going over making sprites as well as other things such as masking and making different size sprites. Looks good so far(from what I can tell). Once the full version comes out I'll be able to give more feedback and maybe some suggestions to anything else that the Axe beginner and intermediate alike can use to help them out.
That's all I got for now. Keep up the good work.
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Wow look nice. I like the design of it. Nice job so far.
Btw for half bytes, what I meant is that I can't figure out collision detections and stuff. I know what are actual half bytes ^^
I'll wait for the tutorial, though.
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Yeah, I was talking about the same thing. Sorry if I wasn't clear about it. I can draw maps in half-byte but collision and smooth scrolling is the thing causing problems. Oh well,now I've got time to work on some other things while I wait. :)
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Axe tutorial....sounds awesome! Just how advanced will it get? 16-Level Greyscale? Zelda-style Tilemaps? Physics? I hope it goes pretty far, but even a beginner's tutorial will probably be very helpful.
;D ;D ;D ;D ;D
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Well, from reading the sample he gave, he definitely has physics as one of the topics. From what i read, it covers beginner to intermediate techniques for the topic covered, but even that was unfinished. My guess is that after he releases it, it will be a kind of open source project where everyone can help out to improve it so that it can cover a vast amount of topics to help out anyone working with Axe.
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I like the format of it. It's got the intro, the commands and what they do, how to use them and some sample code that's commented on every line to explain what each line does. Very nice. I like how you explain the logic behind The Pt-On/Off so that people that used to use xlib and such can transition to how Axe does sprites.
Thanks for the feedback!
16-Level Greyscale?
No.
Zelda-style Tilemaps? Physics?
Yes and yes. Animated smooth scrolling tilemaps are covered.
Also, just so you guys know, everywhere in the tutorial where something is referenced that is covered somewhere else has been converted to a hyperlink. For example, in the grayscale section where the sample code says "[FFFFFFFFFFFFFFFF", clicking on it will take you to the hexadecimal and binary section.
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Nice job Sir! Judging from the 24 downloads, this is going to be read a lot by many people. Thanks Sir! ;D
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I am impressed with the Axe Parser have enough attention for the real need of a guide with some more advanced code for Axe Parser.
It would be interesting to release in ticalc.
When I have a opportunity, I will read this and give my thoughts about it. I still need to check out the assembly guide by Hot Dog first. ^~
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I am impressed with the Axe Parser have enough attention for the real need of a guide with some more advanced code for Axe Parser.
It would be interesting to release in ticalc.
When I have a opportunity, I will read this and give my thoughts about it. I still need to check out the assembly guide by Hot Dog first. ^~
Unless you're going to give my guide a quick glance, I'd suggest that you read through the Axe Guide first, it will be a much shorter use of your time in terms of giving your opinions, etc.
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Also, just so you guys know, everywhere in the tutorial where something is referenced that is covered somewhere else has been converted to a hyperlink. For example, in the grayscale section where the sample code says "[FFFFFFFFFFFFFFFF", clicking on it will take you to the hexadecimal and binary section.
Good idea, this will be handy when we forget something fast, so we can quickly go back instead of having to search the entire guide (or re-read it again) to figure out again what something means. Btw will you also cover the possible techniques to use numbers larger than 65536?
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Btw will you also cover the possible techniques to use numbers larger than 65536?
Hmm, that's a good idea. I should figure out a good way to do that.
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the main trick is for scores: you just need to add an additional 0 manually at the end and make sure it displays at the appropriate position depending of the amount of digits in the actual number.
There are other techniques too, which involves combining two variables, but it can be hard to understand
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Yeah, I will probably try to combine variables, just make a 32 bit number.
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Would 24 bit be easy to do? If so, then we could maybe use 3 pointers instead of using two variables of two bytes each. And 24 bit numbters goes pretty high anyway for everyone's needs
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I'm not sure I want to do that, seeing as 32 bit is more of a standard, and it will be pretty hard to work with, anyway. I am supporting floating-point, though.
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aaah ok D:
Go with 32, then
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I've just glanced over your early release, and it looks great! I can't wait to see all the things the finished version will include! However, I do have two things to point out:
- This is your call, but it seems like using "//" to indicate comments in code might be a little misleading, as this is not how actual Axe comments work. Perhaps add the comments for each line on the line before it, being delineated like a normal Axe comment with a period?
- I believe "DispGraphr" in your GrayDemo.8xp example should be "DispGraphrr."
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I also think the // should be changed to a . or a ; :)
Nice job on it, Sir. :D
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I must third that, though it wouldn't be too confusing (why would you be doing unsigned division with the second argument as some English (or whatever language) text?)
Now to wait for the full version... (This is gonna be awesome! :D)
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Now to wait for the full version... (This is gonna be awesome! :D)
I feel the same way. This is going to be AWESOME! ^-^
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I believe "DispGraphr" in your GrayDemo.8xp example should be "DispGraphrr."
Yep, you're right. Thanks.
I'll have a different way of doing comments soon, don't worry about it.
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I'm not sure I want to do that, seeing as 32 bit is more of a standard, and it will be pretty hard to work with, anyway. I am supporting floating-point, though.
Floating-point support? Do tell.
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Sorry, I haven't had a chance to really look at it yet. Been very tired and busy. I will soon though. Something though occurred to me. Will you be updating this as things change throughout the newer versions and such?
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Floating-point support? Do tell.
Well, I'll tell you how to do it in the guide ;) It's relatively simple, you just need some clever multiplication and division.
Sorry, I haven't had a chance to really look at it yet. Been very tired and busy. I will soon though. Something though occurred to me. Will you be updating this as things change throughout the newer versions and such?
The one posted in this forum is not even a version. It's just to get a review for style.
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Sorry, I haven't had a chance to really look at it yet. Been very tired and busy. I will soon though. Something though occurred to me. Will you be updating this as things change throughout the newer versions and such?
The one posted in this forum is not even a version. It's just to get a review for style.
I think he's asking if you'll keep updating the final version as Axe evolves.
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Ah. In that case, yes, of course.
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Floating-point support? Do tell.
Well, I'll tell you how to do it in the guide ;) It's relatively simple, you just need some clever multiplication and division.
That description sounds suspiciously like fixed-point.
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Nope. There are some limitations, but it is most definitely floating-point. I should cover fixed-point, too.
**Edit**
Here are some resources if you are interested:
http://en.wikipedia.org/wiki/Floating_point (http://en.wikipedia.org/wiki/Floating_point)
http://en.wikipedia.org/wiki/IEEE_754 (http://en.wikipedia.org/wiki/IEEE_754)
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Definitely cover fixed-point, as it's faster than and can often be used instead of floating point. Floating point will be an interesting topic to see you cover...
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This is going to be really helpful. Really like the descriptions and example formats.
And yes, fixed-point would be a really important topic to cover.
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Are you going to use the OP registers Sir, or are you going to actually implement it in Axe? :D
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Sorry, I haven't had a chance to really look at it yet. Been very tired and busy. I will soon though. Something though occurred to me. Will you be updating this as things change throughout the newer versions and such?
The one posted in this forum is not even a version. It's just to get a review for style.
I think he's asking if you'll keep updating the final version as Axe evolves.
Ya, this is what I meant. I'm aware this is just a "sneak-peak." Glad to hear that it will get updated though until the final version :)
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Are you going to use the OP registers Sir, or are you going to actually implement it in Axe?
I still haven't decided. It would probably be best to use Axe, because then it could be used for things like contest entries.
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I'm pretty sure you could use the OP registers. Here's an example of storing 1980612202.6510 to OP1:
det(1)
[89 19 80 61 22 02 65 10]->Str1
conj(Str1-1, E8478, 9)
See, it kind of works. :P
I agree it's not a very good method and I hope you can find a better one. :)
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x.x that seems a bit hard to read. It would be good to have something easier to read and store when coding x.x
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x.x that seems a bit hard to read. It would be good to have something easier to read and store when coding x.x
Indeed.
You can save "1980612202.6510" as a string and code a routine to convert it into OP1.
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You can use inline assembly for accessing the bcalls for making floating point math.
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How is this turning out?
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The formatting looks good so far. I also like your writing style. Its simple and easy to understand.
A little off topic, but has anyone made a tilemap demo program, like the one that comes with xLib, but for Axe? Just a character that moves around a scrolling tilemap.
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Um, I don't know for sure. I know Sir wrote a tilemap tutorial somewhere. I'll find the link real fast.
Edit:
Here (http://ourl.ca/4550/84171) it is. This was written awhile ago so some Axe things may not apply but the concepts should all still apply.
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Oh. wow. can't believe I missed that. thanks meishe.
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No problem :) A lot of tutorials are hidden throughout this place and can be hard to find :P Check here (http://ourl.ca/4541) if you're ever looking for tutorials on Omni, I think I have them all so far.
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Crap, this topic was bumped, now I actually have to work on this. x.x
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Good. ;D
We're all waiting anxiously for its completion.
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Heh, that we are :]
* Hides *
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Crap, this topic was bumped, now I actually have to work on this. x.x
No pressure though, we all know you have a lot of projects going on :)
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Yeah, no pressure. You've only got the whole community checking back here as often as possible for updates. j/k 8)
EDIT: 50th post! ;D
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Indeed.
It's always nice to have some extra material to sharpen that Axe. [/lame pun]
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Come on? Lame puns? One of my projects is called *Hatchet* for goodness sakes!
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The tree was chopped down in a forest by Happybobjr. Did it make a sound? Did i hear it??
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You should change your sig, btw. Just noticed :)
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Well, hopefully Axes can make it easier to win The Game.
Anyway seriously no pressure :), you work on this tutorial when you want.
Also what's wrong with Happybobjr sig? o.O
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I think he means to change Axe 0.4.0 to Axe 0.4.1
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i am using 0.4.0 because on this computer ti connect takes forever.
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Oh ok I see
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I put this on my flash drive and I intend on working it during my spare time. I generally end up bored with nothing to do during AP Computer Science, so I'll work on it then.
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Ooh nice to hear. Some people might find this pretty handy. :D
Btw a french guy is working on a full guide too. Unfortunately I don't have the motivation to translate and I don't know if someone else will do so either, so... :(
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;)
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Great, waiting final release.
Hope I can learn a fwe more things ;)
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We need to keep bumping this topic until it is finished!!! [/overzealous rant]
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:P I just got a Windows Phone 7, too, which has Word on it ^_^
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Ooh nice to hear. Some people might find this pretty handy. :D
Btw a french guy is working on a full guide too. Unfortunately I don't have the motivation to translate and I don't know if someone else will do so either, so... :(
google translate?
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And then a thorough Frenglish to English conversion :P Google translate isn't perfect.
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True. With programming it's kinda important to have at least some good grammar/word choices and the like, else if some important keywords are messed up we are screwed.
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I could translate, but only when ready. Needed?
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After its done, I would appreciate a French translation.
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That said, a french version might be obsoleted by Kindermoumoute's french Axe tutorial, though. That said, I guess if it's explained differently, it might be very useful, too, because sometimes, we will understand something if explained in a way, but not in another, and another person might do the opposite.
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That's true, however, I've always found that the more documentation, the better.
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Yeah true. Also I think you should also cover some of the more advanced stuff as well. :D
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That said, a french version might be obsoleted by Kindermoumoute's french Axe tutorial, though. That said, I guess if it's explained differently, it might be very useful, too, because sometimes, we will understand something if explained in a way, but not in another, and another person might do the opposite.
I think both guides in both English and French would benefit the community the most, as you could read both guides and learn a little from each one. :)
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Yeah true. Also I think you should also cover some of the more advanced stuff as well. :D
I'm including Physics. I'll be covering some advanced stuff ;)
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Cool to hear!
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So, is this on standby while you work on other projects, sir? I'd hate to see it die.
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Shit, someone bumped it
Yes, unfortunately. I'll bring it back later.
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Ah, okay. :D I can wait, I just hope it gets done at some point.
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Lol SirCmpwn :P
Take your time, though. It's best that you focus on the projects you feel like working on and life as well.
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Lol SirCmpwn :P
Take your time, though. It's best that you focus on the projects you feel like working on and life as well.
yes, don't forget the last part! It seems incredible to me how many project's you're running at the same time!!!
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Sir is indeed holding lots of projects (tiDE, KnightOS, this,)
He seems to update all of them once in a while, so I think he makes a good time management.
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True, some even died I think :( (Advance Wars, Half Life 2D, TI-PronView, Mosaic)
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TI-P0rnview? <_<
That's what I hope my secret project won't be used for.
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I was kidding :P
It was because of the release of TI Nspire Image Converter (see news), and the Nspire resolution, despite that img converter only supporting monochrome, got me worried that a minority of people might use it to store some adult pics on their calc. :P It's more likely to happen on the Prizm, though, thanks to colors, and I hope it won't get calcs banned from classes, lol.
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No, TI-PronView is still alive and strong. I've almost got grayscale videos working.
Also, the current rumor is that I don't sleep. Which is almost true.
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Lol ;D
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No, TI-PronView is still alive and strong. I've almost got grayscale videos working.
Glad to hear it :D
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No, TI-PronView is still alive and strong. I've almost got grayscale videos working.
Also, the current rumor is that I don't sleep. Which is almost true.
Err... I thought that was already done. Here, let me go grab it off the SVNI love this size 1 font. Actually, DJ, now that you mention it, there could be a real problem with that. I wonder if the prizm supports video. If it does, then I'm probably going to get one and port youtube to the calc. ;-)
For the record, we might want to switch the o and r so that we aren't blocked as a bad site by schools and such. Also, if you read this, I want you to reply "haberdasher" as the first thing you say when you reply. I'm seeing how much people pay attention to the REALLY small details. Also, I was kidding about the size SVN, just so you know.
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Haberdasher, and I'll go edit some posts now.
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Which ones? ???
EDIT nvm, I guess they can end up blocking the site. X.x
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Err... I thought that was already done. Here, let me go grab it off the SVNI love this size 1 font. Actually, DJ, now that you mention it, there could be a real problem with that. I wonder if the prizm supports video. If it does, then I'm probably going to get one and port youtube to the calc. ;-)
Haberdasher. And yes, the Prizm will support animations... in a custom proprietary format.