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Offline Runer112

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Re: Axe Parser
« Reply #2190 on: June 18, 2015, 02:42:04 pm »
Updated with lots of new stuff on July 1!



Axe 1.3.0 may be coming soon. It doesn't change the language at all, but It adds some new commands, improves some old ones, and improves the Axe application a lot because I rewrote a lot of internals. Primarily, compiling should be significantly (~4x) faster:

Axe 1.2.2
Axe 1.3.0

Because of all the rewriting I did, I fear that I may have introduced bugs. I've squashed all the bugs I found so it shouldn't just be bug city, but I'd still like it to be tested a bit more before an official release. So if you're feeling a bit brave, try the potential Axe 1.3.0.

Changelog:
  • Compiling may be up to 4x as fast due to extensive internal optimization.
  • New, deterministic rand routine. Seedable from external randomness with randr (suggested) or with EXP→rand.
  • Generate a random integer from a range with randInt(EXP) or randInt(EXP1,EXP2).
  • Sprite rotation and flipping commands accept an optional destination pointer for the result.
  • Back buffer and arbitrary buffer variants for StoreLCD (StoreGDB).
  • Custom constants/variables and labels can start with a lowercase letter and be up to 30 tokens long.
  • The compile menu remembers the last selected entry.
  • The compile menu shows up/down arrows for more items like OS menus.
  • The compile menu allows deletion of source programs.
  • The options menu allows toggling the token hook.
  • Progress calculation is more accurate.
  • Freq() suspends interrupts while executing.
  • Send() and Get suspend interrupts and set the CPU to normal speed (~6MHz) while executing.
  • USB interrupts should no longer be able to trigger and freeze the calculator when a custom interrupt is enabled.
  • Improved/expanded the documentation of a number of commands in the command list.
  • Optimized bitwise and/or with constants that only afffect one bit in a byte.
  • Optimized nib()r slightly.
  • DS<(VAR,EXP) now works with all variables.
  • Files can no longer be used in some places they shouldn't have been able to before.
  • Comments are now allowed and parsed correctly in a few places that they should have been before.
  • More robust header parsing.
  • Axe will now only run Axe Fusion programs compiled with the same version of Axe to protect against flaws inherent in the design of Axe Fusion.
  • Greatly increased the number of replacements that the Axiom system can keep track of at once, from 8 to 128.
  • The "APP TOO BIG" error is no longer thrown when compiled code hits 16KB for non-application shell targets.
  • Removed erroneous "www" from help link.

Also, to remind people:

In the process of completely recoding the menus, I added an option that I've heard asked for a couple of times: the ability to disable the token hook. But in doing so, I needed to add a second options page, which is currently barren. Give me suggestions for two new options!
« Last Edit: July 01, 2015, 01:12:12 pm by Runer112 »

Offline Sorunome

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Re: Axe Parser
« Reply #2191 on: June 18, 2015, 02:43:36 pm »
Wow, that is pretty awesome news, glad you got it to a working state! :D

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Offline Haobo

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Re: Axe Parser
« Reply #2192 on: June 18, 2015, 03:34:50 pm »
Here's a problem that I stated in cemetech about compiling as an app. The only part that actually matters happens later, when the gameplay happens. The nights dont work at all, but the only part of the code that I changed was removing fullrene so that app compiling was possible.


PS. The 1.3.0 made that program take from ~40 secs to ~10 secs compile time.
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Offline Aspiring

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Re: Axe Parser
« Reply #2193 on: June 19, 2015, 12:12:41 pm »
That is awesome!   :thumbsup:  Trying right now.  ;D

Offline Hayleia

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Re: Axe Parser
« Reply #2194 on: June 21, 2015, 05:50:39 am »
Great work ! :D
I just tried to compile Smash with that and I didn't seem to meet any problem so you probably got rid of the most important bugs :)

  • Comments are now allowed and parsed correctly in a few places that they should have been before.
  • Fixed a bug that resulted in the "APP TOO BIG" error being thrown when compiled code hit 16KB, regardless of target shell.
Lol, I remember complaining about those ones :P
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Offline Keoni29

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Re: Axe Parser
« Reply #2195 on: June 25, 2015, 05:08:55 pm »
Wow that fast compile time sounds promising! That will save so much time when debugging! Because of the unstable state I will not be using it for development just yet, but I certainly want to try it out.
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Offline Plokki

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Re: Axe Parser
« Reply #2196 on: July 07, 2015, 10:42:10 am »
hello, i tried axe 1.3.0 and the speed is amazing, no bugs, great job ! The only thing is that the auto backup doesn't work (it can be on or off, it doesn't change anything).
I saw that you've done an update on July 1 so I used it to compile my tunnel game but I have something very weird: the programs compiled with axe 1.2.2 or axe 1.3.0 (first version) is 6877 bytes tall but the program compiled with axe 1.3.0 (2nd version) is only 6670 bytes, the source code is the same on each time with 5409 bytes.
And the result is bugged but it doesn't crash.
I don't know at all what happened but I hope you can fix it.

Offline Runer112

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Re: Axe Parser
« Reply #2197 on: July 07, 2015, 11:56:11 am »
hello, i tried axe 1.3.0 and the speed is amazing, no bugs, great job !

Thanks for testing it out! Looks like "no bugs" isn't exactly true, though. :P

The only thing is that the auto backup doesn't work (it can be on or off, it doesn't change anything).

I rewrote how backup stuff is handled, so that's certainly a possibility. I should be able to fix that easily enough.

I saw that you've done an update on July 1 so I used it to compile my tunnel game but I have something very weird: the programs compiled with axe 1.2.2 or axe 1.3.0 (first version) is 6877 bytes tall but the program compiled with axe 1.3.0 (2nd version) is only 6670 bytes, the source code is the same on each time with 5409 bytes.
And the result is bugged but it doesn't crash.
I don't know at all what happened but I hope you can fix it.

I'm not sure what could be causing this. Could you provide the source program so I can debug what goes wrong during compilation? If you're not comfortable posting it publicly, you can send it to me using the site's messaging system, or via email to the address on my profile page. The latter may be easier as it would allow attaching the source program directly.

Offline Plokki

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Re: Axe Parser
« Reply #2198 on: July 07, 2015, 01:06:46 pm »
Thanks for this quick reply :)
I've updated the download link with the last version of my program:http://ti-pla.net/a279466
The source code is theta_BOOST and i'm using an appvar (AXECOS).

Offline Yeong

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Re: Axe Parser
« Reply #2199 on: October 17, 2015, 01:44:05 am »
Axe is still actively developing and is still going strong!

Nice to see that :D
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Offline pimathbrainiac

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Re: Axe Parser
« Reply #2200 on: October 17, 2015, 10:39:07 am »
Holy crap a wild @Yeong appeared!

Anyways, I'll download the beta as soon as I can. Great job as always, Runer!
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Offline TIfanx1999

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Re: Axe Parser
« Reply #2201 on: October 18, 2015, 11:25:49 am »
Hey @Yeong , good to see you? What you been up to?

Offline neuronix

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Re: Axe Parser
« Reply #2202 on: November 24, 2015, 11:03:58 am »
Waouh, it is really fast and it is very easy  to use  ;)
« Last Edit: November 24, 2015, 11:10:28 am by neuronix »

Offline neuronix

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Re: Axe Parser
« Reply #2203 on: November 28, 2015, 09:41:38 am »
It is possible to have the source of Axe 1.2.2 because I don't find on this topic.



Sorry for this triple post but I download the Axe 1.3.0 and it bugs  :banghead:
So, I search an other version on the Google and I find this version.

Edit (Eeems): Merged double post.
« Last Edit: November 28, 2015, 05:58:10 pm by Eeems »

Offline Sorunome

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Re: Axe Parser
« Reply #2204 on: November 28, 2015, 10:34:04 am »
Mind editing yor posts instead of double- or tripple-posting, please?

As for the Axe source, it is included in the normal download zip.

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