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Messages - Zemmargorp

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46
The Axe Parser Project / Re: Features Wishlist
« on: August 27, 2014, 02:58:40 pm »
Actually, I see a lot of potential for that .org command O.O
That would help me with my data, and this would also allow people to write ramcodes very easily, even ones using absolute jumps.
edit the token used could be the same as #Realloc but with a r.

So you'd like to see this command added to Axe ? #Reallocr being the equivalent of .org 0 ? Why not, it could be very useful... and it's also getting very low level  ;D  ! But another token should be used, with an opening parenthesis, to allow reallocating at any address (not only 0).

47
It seems there is a conflict between your axiom and zStart (which would be quite annoying, because it is a very common shell) :

I had zStart installed (with every options activated), and I ran the following program (once compiled with Axe) :
Code: [Select]
.BUGGY
#Axiom(MENUS)
Menu("TITLE SCREEN","CHOICE1","CHOICE2","CHOICE3")

The program worked fine, but after the execution, almost every zStart's hooks were off : only the custom font was still on.

Like you said, it's a bit annoying, as zStart is a common shell. I suppose you've downloaded the axiom's source code : as you can see, most of the ram areas (including hooks) modified by the routine are restored after displaying the menu, the only noticeable exception being ramCode, located at $8100, and 304 bytes long. If zStart uses this area to store his hooks (which is weird because ramCode is used when the OS is writing to Flash and to store graphical data), then we know why you encountered this problem.

Does anyone knows what causes the problem, or if zStart uses ramCode ?

EDIT : Just remembered that Runer112 already had this problem (but with number inputs, not basic menus) :
A bit of testing seems to suggest that it's some compatibility issue with Omnicalc and/or zStart.

48
The Axe Parser Project / Re: Features Wishlist
« on: August 27, 2014, 06:33:44 am »
It doesn't waste anything if I add an constant to another constant, but it does waste if I add a constant to a calculation that doesn't end with a constant addition.
Yes, indeed. But in your case (°CST1-°CST2→°CST3), it only wastes some bytes in the source program.



Talking about assembly, Axe Parser could also allow inserting text inside the Asm( command (interpreted as chars, not tokens). Currently, if I want to do this : Asm(..."HELLO!"...), I have to write Asm(...('H')r('e')r('l')r('l')r('o')r('!')r...), which is not very convenient !

49
As I'm not working on this axiom anymore (even though I had ideas of improvements), I decided to share the source code with you. In "you", I include ISSOtm who asked me the source code, and Runer112 if he wants to add it to Axe. However, either if you're going to download it or if you're one of the two people mentioned before, I recommend you to read the notes I wrote in the two spoilers of the first post of this topic.

And I hope the 5 people who downloaded the final axiom were happy to be able to use this feature in Axe  ;D

50
The Axe Parser Project / Re: Features Wishlist
« on: August 27, 2014, 05:11:39 am »
Well yeah, I could theoretically rewrite that in assembly and use spasm... but given the size of the file already, you understand why I ask if there's an "easy" solution ;) Actually, I could maybe add the "-°CST1" in my code since it is always the same constant for everyone. It would just waste an addition.And thanks :D

Yes, of course, I understand ! If your problem can be solved by only writing -°CST1 from times to times, then it's easier. Even though it'd have been better to generate the data in assembly, because you would have been able to define constants and flags with #define, and the data would have been more readable. (The only problem being then to copy by hand all the data generated in assembly into the Axe source.)

Moreover, it shouldn't waste an addition in the compiled program : doing math with constants is parsed by Axe and only the result is put in the compiled program each time you use the constant.

51
TI Z80 / Re: [Axe/Asm] BOULDASH
« on: August 27, 2014, 05:03:56 am »
Don't say something was bugfree, just say instead that there are no known bugs :P

Anyways, judging from the screenies, this is looking nice :D

I wrote it should be bug-free ! There are no known bugs, that's true, but it should be bug-free because I seriously analysed each part of the program, doing instructions step-by-step for some on a emulator, and now I can't see how the game could crash one's calc (except if, of course, the level pack is faulty). There may also be minor bugs, but I made several tests and looked deeply at the code, and I didn't found anything.

Whatever, thank you for the feedback  ;) !

52
The Axe Parser Project / Re: Features Wishlist
« on: August 26, 2014, 12:39:39 pm »
For now, we can do this
[]→°CST
°CST1-°CST2→°CST3

But we can't do this:
[]-°CST1→°CST2

Could this possibility be added ? Basically, I have this file
Spoiler For Spoiler:
*See Hayleia's original message*
And I need to retract a constant to every "[]→", so I don't feel like doing things like
[]→°TEMP
°TEMP-°CST1→°CST2
for each of them :P

edit Alternatively, is there a way to "compile with .org 0" ?

For the time being, can't you generate the data in assembly (thus allowing you the use of .org 0) and then include it in Axe with the command Asm( ? Otherwise, the possibility of using constants this way is a good idea. By the way, your game looks nice !

53
TI Z80 / Re: [Axe/Asm] BOULDASH
« on: August 26, 2014, 12:26:01 pm »
Looks very nice. Since there is already another Boulder Dash game for the TI-83+ you definitively need to make sure to include new features that stand out from the others and make it compatible with 6 MHz calcs to give people a reason to choose your game instead of Jimmy Mardell's. It looks very nice so far and gameplay too so it's a good step in the right direction.

Here is the other game by the way: http://www.ticalc.org/archives/files/fileinfo/109/10951.html (it was originally for the TI-82, 83, 85 and 86)

Thank you !

Let's see this other clone... Hey, it's well made ! A bit slow, though. And it looks a bit more retro than my version of the game. It says made by Jimmy Mardell and Sam Heald... this name rings me a bell ! It's the man who made Super Mario for z80 calculators. Definitely, he worked on good games !

Yes, I'll include new features, and I've already thought of some. (If anyone has ideas, submit them !) Providing a level editor, for instance, is a good point. By the way, my game runs at 6 MHz, so it's already compatible with TI-83+.

54
TI Z80 / Re: [Axe/Asm] BOULDASH
« on: August 26, 2014, 09:45:22 am »
This looks cool :) have you tried making the sprite turn to face the direction its going?

Thank you ! I haven't tried yet, it's on my to-do list. I'll maybe chose to redraw another sprite, symmetrical this time : it should be easier than changing the way the display works. I'll see...

55
TI Z80 / Re: [Axe/Asm] BOULDASH
« on: August 26, 2014, 09:08:21 am »
Thanks ! You're good at finding great games  :P
What is that supposed to mean ? :P

Also about ASM, well good luck with it, 'cause it doesn't seem like an easy deal.
Try the game, you'll see ! ;D

Well, I don't know why it would be hard... There's only 6346 bytes of code, which isn't so complicated, and half of it is already in assembly ! If I can't translate a part of the code, I would still be able to decompile Axe's code to assembly and then use it.

56
TI Z80 / Re: [Axe/Asm] BOULDASH
« on: August 26, 2014, 08:55:51 am »
That looks nice :D so if I understand correctly, that's Axe with bits of ASM in it, and you want to eventually redo it entirely in ASM ?

Thanks ! You're good at finding great games  :P

Yes, made in Axe, with parts in assembly. I started by writing the game in Axe, and then I added some parts in assembly (such as the code to search level packs through the VAT, the code to load a level and decompress it, etc.). I think I saved 1000 bytes by writing some parts to assembly.

And I'd like to translate the full code in assembly, to save some more bytes. It'll also improve the speed of the game, which is required if I want to add some new features to the game.

57
TI Z80 / Re: [Axe/Asm] BOULDASH
« on: August 26, 2014, 08:43:44 am »
I hope you've not waited too long  ;) !

Here's the first version of the game, with a demo level pack and a real level pack, for less than 5400 bytes ! I'm still working on new levels (you'll probably like them), and a level editor. I'll then work on the game, but as you can see on the screenshots, it's already fully playable.

Waiting for your feedback...


EDIT : Sorry for the two people who downloaded UNDERGROUND, but the final level was missing ! I re-uploaded it. Have fun !

EDIT 2 : Game's update and new level pack here.

EDIT 3 : If you want to play FREEFALL, check this link.

58
TI Z80 / [Axe/Asm] BOULDASH
« on: August 25, 2014, 12:29:28 pm »
Hi, everyone !

Today, after approximately one month of work, I'm pleased to present you BOULDASH, a Boulderdash clone, one of my favorites games. It runs at 6 MHz, uses animated sprites, let you chose between level packs, reads levels (appvars) from archive (without unarchiving), takes less that 4000 bytes, and should be bug-free !

Quote from: Wikipedia
The game's protagonist [...] must dig through caves, [collecting diamonds to unlock the exit], while avoiding [moving creatures] as well as obstacles like falling rocks, and the constant danger of being crushed or trapped by an avalanche, or killed by an underground explosion.

Download here !

To play the game :
- use the arrow keys to move
- [ENTER] to suicide while playing
- [CLEAR] at anytime to quit


Working on a level editor... beta version here.

The game is almost finished, and already playable. I'm still working on it : I'd like to port it to assembly, to add a bar at the bottom of the screen with time and diamonds counter, to add new objects, and to change other little things. Once the game finished, I'll probably publish the code source. Currently, it's unreadable : I mixed Axe and assembly (though it's possible to make the game in pure Axe), nothing is commented, and I optimized the code everywhere.

You can ask me any question, tell me what you think of it, and send me ideas of features to add/improve.

59
The Axe Parser Project / Re: Features Wishlist
« on: August 24, 2014, 02:19:45 pm »
I don't know if it works with everything but I am sure it works with appvars (I used that in AudaciTI), I am pretty sure it works with programs (given the difference between appvars and programs -.-) but I don't know for other variables.
It'll work with programs, but for the other variables (such as lists and matrix), the size field won't be set correctly. For these two variables, it should contain the quantity of numbers, and not the size of the variable in bytes. Nevertheless, it's still possible to use this routine and update separately this field (or else improve the routine to detect the variable's type).

60
The Axe Parser Project / Re: Features Wishlist
« on: August 24, 2014, 02:12:16 pm »
What do you mean by "variable" ? Because Memkit, an Axiom that is included in Axe's zip, can already add or remove bytes in an appvar for example.
By "variable", I mean any OS variable : it can be an appvar, a program, etc. It was already possible  :(  ? Then this feature should be added to Axe, it's so useful !

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