Author Topic: Axe Parser  (Read 495104 times)

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Offline Compynerd255

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Re: Axe Parser
« Reply #1800 on: May 27, 2011, 10:36:27 am »
That's really true.
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Offline Quigibo

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Re: Axe Parser
« Reply #1801 on: May 27, 2011, 02:42:58 pm »
Axe actually did use shell routines for at least one version.  The only one I could find to be "compatible enough" was ion's pixel drawing routine.  But it was significantly slower than my own routine so I took it out.  My original vision for Axe was that I would be able to use shell routines to significantly reduce code size and it would be happy and magical.  Unfortunately I never realized how specialized and super optimized Axe's routines are compared to the shell calls so that kind of died out pretty quickly.  Runer's comparison of Axe's fastcopy with Ion's fastcopy is a good example of how many of the shell routines went when I tried to add them.
« Last Edit: May 27, 2011, 02:43:38 pm by Quigibo »
___Axe_Parser___
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Offline ztrumpet

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Re: Axe Parser
« Reply #1802 on: May 27, 2011, 05:49:06 pm »
I remember back when that happened.  Wasn't it back around the introduction of Axioms?

Offline Munchor

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Re: Axe Parser
« Reply #1803 on: May 28, 2011, 06:26:45 am »
YAY Axe Parser 0.5.3 is out :D

Offline Deep Toaster

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Re: Axe Parser
« Reply #1804 on: May 28, 2011, 11:18:33 am »




Offline Runer112

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Re: Axe Parser
« Reply #1805 on: May 28, 2011, 11:21:17 am »
As long as you don't use division or flipH(), you should probably be fine. But since I know a lot of people are programming physics platformers that could definitely use either of these, they should probably wait.

Offline Munchor

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Re: Axe Parser
« Reply #1806 on: May 28, 2011, 03:23:29 pm »
Well, my program which uses a few /256 is fine, but oh wait 16/16 Division, so it's not a problem, most of mine are 8/16. Still bad, I really hope the next version is 1.0.0 bugless :D

Offline Freyaday

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Re: Axe Parser
« Reply #1807 on: May 28, 2011, 07:30:51 pm »
Has Quigibo fixed those bugs yet?
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Offline Quigibo

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Re: Axe Parser
« Reply #1808 on: May 28, 2011, 08:01:16 pm »
I re-uploaded a fixed version so you won't have to wait until 1.0.0 :)
___Axe_Parser___
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Offline Freyaday

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Re: Axe Parser
« Reply #1809 on: May 28, 2011, 08:30:06 pm »
Does signed division work now?
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Offline Quigibo

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Re: Axe Parser
« Reply #1810 on: June 01, 2011, 06:07:16 am »
^ Yes.

Since someone brought up shells recently, it really got me thinking... what if I created another compile option for an "Axe Shell" that calls all the built-in subroutines from the parser itself instead of copying them into the program?  I'd estimate this would save about a kilobyte in an 8kb program, ~12% decrease in size, while having the speed remain the same.  In fact, I could optimize some routines more for speed instead of size since the size wouldn't matter, so some routines like multiplication and division could be significantly faster.  Yes, this would mean you need the Axe application to run the program if you compile for that option, but for people struggling with the 8kb limit or 3D math speed, it could be a life saver.

But then I realized this would basically involve me writing an entire shell or else you wouldn't have a way to actually run the programs.  Either that, or I'd have to have a home screen parser hook like DCS has.  This is possible, but difficult I think since so many other programs use it and I don't want to cause too many conflicts with the hook chaining.

So that gave me another idea.  Since I 'd like to avoid making a shell from scratch, what if I could get these features built into an already existing popular shell?  So I'm thinking of talking to Kerm about it, I'm not sure how much space is left in DCS so I can't say for sure if this is possible, I think all the axe subroutines combined are under 3KB together.  But anyway, is this something you guys thing I should invest time in, regardless of if it ends up in a new Axe Shell or DCS?  It could makes shells more useful than just the extra header.
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Offline TIfanx1999

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Re: Axe Parser
« Reply #1811 on: June 01, 2011, 09:55:08 am »
I think the Axe Shell is a wonderful idea! =) A standalone Axe shell would be pretty nice IMHO.

Offline JosJuice

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Re: Axe Parser
« Reply #1812 on: June 01, 2011, 10:43:54 am »
So I'm thinking of talking to Kerm about it, I'm not sure how much space is left in DCS so I can't say for sure if this is possible, I think all the axe subroutines combined are under 3KB together.
There isn't much space. I think he has a few hundred bytes on every page, or less.
But anyway, is this something you guys thing I should invest time in, regardless of if it ends up in a new Axe Shell or DCS?  It could makes shells more useful than just the extra header.
Definitely. It sounds like a great idea. :)

Offline Freyaday

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Re: Axe Parser
« Reply #1813 on: June 01, 2011, 04:48:43 pm »
Yeah, that would be awesome, especially for when we need the speed instead of size.
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Offline ztrumpet

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Re: Axe Parser
« Reply #1814 on: June 01, 2011, 04:54:07 pm »
That would be awesome!  If you end up doing it, you could talk some to ThePenguin, who has experience with (ab)using Doors's routines without even running the program from Doors itself. :D