Author Topic: Axe Parser  (Read 494587 times)

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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #1710 on: February 06, 2011, 12:44:07 am »
^This. I remember one year ago I IM'ed him about Pyoro and how I liked the game and he said he would update it, then he brought up Axe. However, back then I was still not confident because I saw so many projects like that failing due to the author's ambitions surpassing their coding skills. I told Quigibo to start with the rudimentary stuff at first that you saw in 0.0.1. Then he signed up here, shortly after joining Revsoft, to post about Pyoro. He asked me what would be the best places to announce Axe. I told him to wait a bit until he has a good enough amount of stuff done, because I was convinced people would not take the project seriously if the first version could only ClrDraw. Then on Feb 1st he announced it with version 0.0.1 and during the first month the Axe board already had 700 posts. Activity skyrocketed even more after sprites support was added.

Nonetheless, Axe came a long way since its creation and I am glad finally a language that answers everyone's wishes had success in creation. Now we have plenty of good ports of popular Flash games and a big upsurge in new releases, especially since the end of the contest.

Thank you a lot, Quigibo!
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)

Offline ikemike

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Re: Axe Parser
« Reply #1711 on: February 07, 2011, 06:40:14 pm »
I may just not have read the documentation very well, but is it easy to save/display grayscale pictures with Axe Parser? I'm thinking I could probably make a port of "Every Day the Same Dream" using Axe Parser if saving/displaying grayscale pictures was easy enough.

Also, is there an easier way to do non-8x8 sprites?
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Offline Michael_Lee

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Re: Axe Parser
« Reply #1712 on: February 07, 2011, 07:08:56 pm »
By save grayscale, do you mean while playing the game in one go, or between gameplays?  Either way, I can think of 2 methods.
If the scene changes, could first create an appvar, copy over both L6 and L3 to the appvar (L6 is the buffer, L3 is the backbuffer), compress it perhaps, then archive if you want.  You would do the reverse when opening it.
If the scene doesn't change, you could just redraw the screen by reusing the data you used to draw it in the first place.

For non-8x8 sprites - if the dimensions are less then 8x8, then just draw whatever you need to, then use Pt-On or Pt-Mask.  Both leave blank cells transparent.
If it's larger then 8x8, then you might have to end up using the existing sprite routine then making your own.
« Last Edit: February 07, 2011, 07:09:11 pm by Michael_Lee »
My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
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Offline ikemike

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Re: Axe Parser
« Reply #1713 on: February 07, 2011, 08:08:23 pm »
Could I save all of it into one appvar? It would require ~15 different scenes.
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Offline FinaleTI

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Re: Axe Parser
« Reply #1714 on: February 07, 2011, 08:21:27 pm »
Yes. You could store both layers for each screen image consecutively.
So, the first scene could be accessed like:
Code: [Select]
GetCalc("appvMOVIE")->P
Copy(P,L6,768)
Copy(P+768,L3,768)
Then you could just call DispGraphrr or DispGraphr in a loop or something to display the scene for a little.
If you wanted to cycle through a few scenes, you could try something like this:
Code: [Select]
GetCalc("appvMOVIE")->Q
For(Z,0,3)
Z*1536+Q->P
Copy(P,L6,768)
Copy(P+768,L3,768)
Repeat getKey(54)
DispGraphr
End
End
For simplicity's sake, this just waits till you press 2nd before moving onto the second scene.

Now, if you're asking how to create the appvar:
Code: [Select]
GetCalc("appvMOVIE",number of frames * 1536)->P
...
Data for frames
Maybe they're in imported pics, or something
...

If you were gonna put the first scene into the appvar, then something like this:

Copy(pointer to front layer of first scene,P,768)
Copy(pointer to back layer of first scene,P+768,768)

Adding other scenes would follow the same pattern, just keep adding 768 to the appvar pointer.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline ikemike

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Re: Axe Parser
« Reply #1715 on: February 07, 2011, 08:50:06 pm »
To even create the data for these grayscale scenes, would I need to use an Axe drawing program to save them in the first place? If so, can I be recommended one?

Edit: ^v^v Thank you.
« Last Edit: February 07, 2011, 10:13:08 pm by ikemike »
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Offline FinaleTI

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Re: Axe Parser
« Reply #1716 on: February 07, 2011, 08:53:02 pm »
You can draw the picture in Paint or something on the computer, then run the picture through SourceCoder.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline ikemike

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Re: Axe Parser
« Reply #1717 on: February 08, 2011, 10:32:29 pm »
I went ahead and used sourcecoder on a 96*31 picture with 3 monochrome colors. Unfortunately, it gives a "bad number" error on line 15. Can someone please help me with this problem? And is this the right place to continue to ask these questions?
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Offline Deep Toaster

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Re: Axe Parser
« Reply #1718 on: February 08, 2011, 10:39:21 pm »
For image conversion, make sure it's a .bmp/.png/.gif file (one you made with Paint, for example).
« Last Edit: February 08, 2011, 10:39:34 pm by Deep Thought »




Offline ikemike

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Re: Axe Parser
« Reply #1719 on: February 08, 2011, 10:56:14 pm »
Yes, I used a portable networks graphic. It is the same with a different picture of the same dimensions and color palette— it gives an error on the second line of frame information to have something besides a line of zeroes. Basically,
Code: [Select]
000000000000000000000000
000000000000000000000000
000000000000000000000000
000000000000000000000000
000000000000000000000000
000000000000000000000000
000000000000000000000000
000000000000000000000000
000000000000000000000000
000000000000000000000000
000000000000000000000000
000000000000000000000000
000000000000000000000000
000000000000000000000000
000000000000000000000000
00001FF00000000000000000
000010100000000000000000
.It always messes up here^^, the second line where it has no zeroes
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Offline calc84maniac

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Re: Axe Parser
« Reply #1720 on: February 08, 2011, 10:59:19 pm »
Oh, the error is when compiling with Axe? Might be because you need to surround the hex with [] brackets.
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline ikemike

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Re: Axe Parser
« Reply #1721 on: February 08, 2011, 11:27:01 pm »
I would very much appreciate it if someone looked into the program I posted a post or two back and looked at it from there. I don't know whether it's good policy to go posting an entire program in a post, is it? In any case, I would appreciate more help.

By the way, is asking for this kind of help on IRC discouraged?
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Offline ztrumpet

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Re: Axe Parser
« Reply #1722 on: February 08, 2011, 11:49:28 pm »
By the way, is asking for this kind of help on IRC discouraged?
Not at all.  That's one of the reasons the chat is there. :)  Good luck. ;D

Offline willrandship

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Re: Axe Parser
« Reply #1723 on: February 08, 2011, 11:51:45 pm »
quick tip, if you think something is going to take more than a few posts, you should probably start a new topic to avoid it getting buried.

Offline Munchor

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Re: Axe Parser
« Reply #1724 on: February 10, 2011, 12:22:26 pm »
Quick question:
If
Elif/Else-if
Else


In Axe? Thanks.