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Offline indubitably

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Re: Axe Parser
« Reply #375 on: April 07, 2010, 07:15:59 pm »
what does it mean when you get a bad symbol error message?

Offline DJ Omnimaga

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Re: Axe Parser
« Reply #376 on: April 07, 2010, 07:38:19 pm »
In most cases, bad symbol means that you used an invalid character or token  in your program.

I'm going to post a new suggestion in the other thread.
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Offline Quigibo

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Re: Axe Parser
« Reply #377 on: April 07, 2010, 08:46:33 pm »
That's the most common error.  It usually means that you either used an unsupported command/symbol or you used the wrong type of data like using a number when a variable is expected or having a closed parenthesis without an open one.
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Offline indubitably

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Re: Axe Parser
« Reply #378 on: April 07, 2010, 11:20:26 pm »
I am a little bit confused about modifying existing code to work with axe. I read the included documentation and I didn't see anything about why the values that are stored to the variables are very, well... different.

Offline Quigibo

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Re: Axe Parser
« Reply #379 on: April 08, 2010, 01:39:02 am »
I know, I haven't actually made a real tutorial for it yet.  I don't think I will either until its finished.  I might make a mini one when the beta comes out, but other than that, these threads are the only resource for those types of general information.

Speaking of which, whats with all the sudden influx of posts?  Just a few days ago there were only a handful of posts per day in this subforum, and now entire threads get filled up in a matter of hours.  There's got to have been over 100 new posts here just from today alone...
« Last Edit: April 08, 2010, 01:47:17 am by Quigibo »
___Axe_Parser___
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Offline meishe91

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Re: Axe Parser
« Reply #380 on: April 08, 2010, 01:44:00 am »
It's just because we are so awesome like that, that we just can keep discussions going all day :P Nah, really its more from people like you and the creators of Ndless and the like that are attracting people over here. :) (Axe Parser was one of the main reasons I joined at first ;D)
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Offline DJ Omnimaga

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Re: Axe Parser
« Reply #381 on: April 08, 2010, 02:22:18 am »
I know, I haven't actually made a real tutorial for it yet.  I don't think I will either until its finished.  I might make a mini one when the beta comes out, but other than that, these threads are the only resource for those types of general information.

Speaking of which, whats with all the sudden influx of posts?  Just a few days ago there were only a handful of posts per day in this subforum, and now entire threads get filled up in a matter of hours.  There's got to have been over 100 new posts here just from today alone...
Lol yeah, I noticed a suddent increase in activity there. However the entire Omnimaga forum has been going this way for over a month now. We have hit records in March. I think the IRC post notifier bot helps a lot now, though, because IRC chat users now frequent the board more often.

Yesterday alone was 300+ posts. Sometimes I checked a topic where a new member asked a question, then an hour later it was alerady on page 2 x.x
« Last Edit: April 08, 2010, 02:24:10 am by DJ Omnimaga »
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Offline meishe91

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Re: Axe Parser
« Reply #382 on: April 08, 2010, 03:03:24 am »
Ya, just from when I joined I have seen huge increases in activity (and that was about a month ago that I joined, I believe). It's pretty insane.
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Re: Axe Parser
« Reply #383 on: April 08, 2010, 03:05:44 am »
Activity really skyrocketed starting in November. October was kinda dead, even UTI had more activity than us, but near the end of that month, I kinda noticed activity wanted to rise, so I had some hope, and then it kept increasing every month. Now let's keep Omni strong ^^
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Offline Quigibo

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Re: Axe Parser
« Reply #384 on: April 08, 2010, 04:56:56 pm »
Just wanted to give a heads up:

There is a 100% chance that the file management commands will be changing big time.  The main reason is that I've found a way to better generalize the commands (you can now save and edit programs as well as appvars) and also, the current commands use a lot of extra memory for something that really can be done by the programmer instead.  I don't think the difficulty of using the commands will change by much, but I have a feeling it will make more sense.

So moral of the story is; wait until next version to use these.  I'll probably release it tonight or tomorrow because I did a lot of bug fixes recently.
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Re: Axe Parser
« Reply #385 on: April 08, 2010, 05:07:45 pm »
nice to hear ^^

I will probably wait a bit more since there was still a bug reported by Cooliojazz or Buildeboy a short while ago IIRC and I am still thinking about ideas on what to make at the moment, as well as debatting if I should use compressed tilemaps or not.
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Re: Axe Parser
« Reply #386 on: April 08, 2010, 05:07:57 pm »
Thanks for the update! :)
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Offline Quigibo

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Re: Axe Parser
« Reply #387 on: April 11, 2010, 05:09:03 am »
New update.

I explain the new file system a bit in the general help file.  But anyway, you have to prefix your names when saving to files from now on.  So if you want to save to an appvar with the name "MONKEY" you have to store the string as "vMONKEY"->Str1.  That 'v' is the prefix for appvars and is not the lowercase 'v', its the one on the [2nd][8] button.  To access programs, you prefix with prgm.  So "prgmMONKEY" will read and write to the program called monkey.  However, you can not create new programs currently.

Another new thing that might need explanation is the new grayscale command.  I haven't added any grayscale drawing commands yet, but I think it can still be useful.  Basically, whatever is drawn on the back buffer will appear gray wherever the front buffer is white.  So it effectively gives you a background layer.  Keep in mind you have to update the display an odd number of times each frame (3 is fine spread out around the code) and you have to make sure sprites update their positions an even number of of draw cycles apart (every other cycle is perfect).  Otherwise they leave a checkered blur.
« Last Edit: April 11, 2010, 05:10:50 am by Quigibo »
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Offline Silver Shadow

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Re: Axe Parser
« Reply #388 on: April 11, 2010, 09:54:36 am »
Another new thing that might need explanation is the new grayscale command.  I haven't added any grayscale drawing commands yet, but I think it can still be useful.  Basically, whatever is drawn on the back buffer will appear gray wherever the front buffer is white.  So it effectively gives you a background layer.  Keep in mind you have to update the display an odd number of times each frame (3 is fine spread out around the code) and you have to make sure sprites update their positions an even number of of draw cycles apart (every other cycle is perfect).  Otherwise they leave a checkered blur.
What do you mean exactly by "draw cycles"?
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Re: Axe Parser
« Reply #389 on: April 11, 2010, 10:54:07 am »
I think he means how many times you call the command in the program.
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