Author Topic: Axe Parser  (Read 492834 times)

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Offline Eeems

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Re: Axe Parser
« Reply #105 on: February 22, 2010, 06:34:47 pm »
@ProphetsDementia: actually you could just make your own macro for drawshape you know...but it would be nice to have it supported...
and [ON] is already toggled off, so you don't need to worry about it...but it would be nice if you could use the [ON] key for something...I've also already requested the Celtic III commands, which I think would be a must :P. I'm also sure you could do the scrolling hex sprite background yourself as well...
/e

Offline Raylin

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Re: Axe Parser
« Reply #106 on: February 22, 2010, 07:09:55 pm »
Define macro, sir.
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Offline Builderboy

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Re: Axe Parser
« Reply #107 on: February 22, 2010, 07:38:49 pm »
I believe he just means that you could write your own graphics routine using the given graphics commands and use them as subPrograms in your program.

Offline Raylin

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Re: Axe Parser
« Reply #108 on: February 22, 2010, 07:53:34 pm »
Also, how fast are we talking about for this Axe Parser?
Nearly fast enough isn't specific enough for me.
Is there a considerable difference in speed in relation to ASM?
And when should I start programming in this language?
I don't want to start a program just to scrap it because of a new version that came out.
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Offline Eeems

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Re: Axe Parser
« Reply #109 on: February 22, 2010, 07:59:20 pm »
It's about 1.5x the speed of straight asm, and you won't have to worry about scrapping it, all new versions do is add new commands, so at most you will have to modify it a bit or update a command if there is a change in syntax, which hasn't happened yet.
/e

Offline Raylin

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Re: Axe Parser
« Reply #110 on: February 22, 2010, 08:04:28 pm »
Hot damn.
And, it's still BASIC? :D
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Offline Builderboy

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Re: Axe Parser
« Reply #111 on: February 22, 2010, 08:08:51 pm »
It's about 1.5x the speed of straight asm, and you won't have to worry about scrapping it, all new versions do is add new commands, so at most you will have to modify it a bit or update a command if there is a change in syntax, which hasn't happened yet.

A-what?  1.5x slower you mean right?  Its definetly not faster :P

Offline Raylin

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Re: Axe Parser
« Reply #112 on: February 22, 2010, 08:09:32 pm »
Buzzkill, Builder. Buzzkill. D:
I am slightly saddened by this fact.

But, any speed boost in BASIC is an upgrade.
That much is true.
« Last Edit: February 22, 2010, 08:12:29 pm by ProphetsDementia »
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Offline calc84maniac

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Re: Axe Parser
« Reply #113 on: February 22, 2010, 08:15:16 pm »
Buzzkill, Builder. Buzzkill. D:
I am slightly saddened by this fact.

But, any speed boost in BASIC is an upgrade.
That much is true.
It's not Basic. It's a whole new language that takes some of the Basic syntax.
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline Raylin

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Re: Axe Parser
« Reply #114 on: February 22, 2010, 08:16:29 pm »
Intriguing.
How different are we talking?
Is it still readable?
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Offline Eeems

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Re: Axe Parser
« Reply #115 on: February 22, 2010, 08:45:06 pm »
Oops you are right, 1.5x slower....
It's a lot like basic, but it has way more capabilities, like build it sprite commands and such. Right now that and the speed is all it has over basic, but as more commands are added it will get way better.

And yes, it's still very readable.
« Last Edit: February 22, 2010, 08:45:36 pm by Eeems »
/e

Offline Raylin

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Re: Axe Parser
« Reply #116 on: February 22, 2010, 09:04:35 pm »
So, how does this work?
Does the Parser just sit in Archive as an ASM program?
Or is it an APP?
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Offline ztrumpet

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Re: Axe Parser
« Reply #117 on: February 22, 2010, 09:13:11 pm »
You type a program up as a basic program.  Then you run the Axe App and select your program.  Then it compiles and (since it only supports one program name currently) you type "Asm(prgmLOL" and rum it.  That's about it. ;)

Offline Quigibo

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Re: Axe Parser
« Reply #118 on: February 22, 2010, 09:13:31 pm »
Just fyi, 1.5x slower was an upper estimate.  Most games will spend the vast majority of their CPU time drawing sprites and copying the buffer to the screen, which is same speed as pure ASM anyway, so there will be no considerable difference with regular asm speed.  The slowdown would only be noticeable if you had to do intense computations like trying to do 3d graphics or large particle effects or something like that.  In the case where you do need some "really fast processing" you can always write it in assembly and include it in the program.  You could for instance import an entire ray casting engine into the program but write the actual game mechanics in axe parser and it would probably be a lot easier to program than if the entire thing were assembly and run at about the same speed.

@ProphetsDementia
If you want to see how it works, download the latest version.  It comes with 4 example programs so you can get an idea about how the syntax looks.  I also included a complete instruction set.

I am trying very hard to make sure that every new version only adds features and is reverse compatible with older versions.  Occasionally I may have to make some changes, but they will always be minor and easy to fix.
___Axe_Parser___
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Offline Raylin

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Re: Axe Parser
« Reply #119 on: February 22, 2010, 09:26:28 pm »
MY GOD.
Axe-compiled programs FLY on 84+ SE's!

EDIT: What the hell? I can't spell today.
« Last Edit: February 22, 2010, 09:29:07 pm by ProphetsDementia »
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