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Offline Quigibo

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Re: Axe Parser
« Reply #45 on: February 05, 2010, 03:22:16 am »
The new update 0.0.3 is here.  Finally got around to parenthesis, those things were Tricky!
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Offline AaroneusTheGreat

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Re: Axe Parser
« Reply #46 on: February 05, 2010, 03:28:33 am »
I'm coming in pretty late in the news of this but really amazing work Quigibo. I'd love to take this for a test drive as soon as I can, I used to love to program in basic but when I learned C and ASM, I slowly phased it out of my repertoire due to speed issues (I know people have made amazing ways around this recently, this wasn't available back then to severely date myself here) and the fact that I needed to focus on other things in RL as well. I'd really love to see this thing reach a complete and optimized state so that we can see what amazing things I'm sure will be made with it. Good luck and keep it up! 

Offline DJ Omnimaga

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Re: Axe Parser
« Reply #47 on: February 05, 2010, 03:31:29 am »
Glad to see update :)

I am really gettin curious about the speed. One thing, though, is that people won't see the full speed potential until sprites functions and the like are implemented, because the TI-OS text routines, especially on home screen, are very slow by themselves. It can be seen when you try ASM games that are mostly text
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Offline AaroneusTheGreat

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Re: Axe Parser
« Reply #48 on: February 05, 2010, 03:47:38 am »
I agree with Kev, if you find a way to implement access to the built in math functions too it will greatly improve the effectiveness and functionality of this project. just a helpful hint

EDIT:

if I'm not mistaken there's a plethora of info on the hex codes for the functions and such if you search ticalc.org.
« Last Edit: February 05, 2010, 03:49:13 am by AaroneusTheGreat »

Offline DJ Omnimaga

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Re: Axe Parser
« Reply #49 on: February 05, 2010, 05:23:50 am »
I think the only way to speed up anything related to text display is to have a custom font routine, though. I am not sure how easy it would be to implement such thing for Axe parser, especially for home screen stuff, where it might be impossible.
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Offline calc84maniac

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Re: Axe Parser
« Reply #50 on: February 05, 2010, 08:01:00 am »
I think the only way to speed up anything related to text display is to have a custom font routine, though. I am not sure how easy it would be to implement such thing for Axe parser, especially for home screen stuff, where it might be impossible.
I think the problem here is that the output ASM program has to work on its own, so all the font data and routines would be unnecessary overhead
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Offline TIfanx1999

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Re: Axe Parser
« Reply #51 on: February 05, 2010, 08:32:43 am »
Oh ,that's right! It would bloat your program by the size of the font display routine(s) and the sprites needed for font(s).
« Last Edit: February 05, 2010, 08:33:23 am by Art_of_camelot »

Offline DJ Omnimaga

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Re: Axe Parser
« Reply #52 on: February 05, 2010, 11:52:48 am »
Yeah that too, which is why it's best to not implement such thing.
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Offline ztrumpet

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Re: Axe Parser
« Reply #53 on: February 05, 2010, 04:35:48 pm »
Version 0.0.3!!  Yay! ;D

I'm glad this is progressing nicely. It's going to be something that I code little games in, like the two (or three) I've released this week. :D

Offline Quigibo

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Re: Axe Parser
« Reply #54 on: February 15, 2010, 03:03:53 pm »
New version out.  I bet you can't do THIS in basic:

Its a game of life simulator.  It is horribly unoptimized since I haven't added pointers yet, but its fast enough to really see the speed difference with BASIC.

By the way, please do not post in the updates thread.  Whatever you would post there, post here instead, this is the discussion thread.
« Last Edit: February 15, 2010, 03:06:32 pm by Quigibo »
___Axe_Parser___
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Offline Eeems

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Re: Axe Parser
« Reply #55 on: February 15, 2010, 03:07:43 pm »
sweet! cant wait to try it!, also, I love the example :P
Conway's Game of Life FTW!

EDIT: oops sorry, I forgot x.x
/e

Offline ztrumpet

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Re: Axe Parser
« Reply #56 on: February 15, 2010, 03:54:13 pm »
Awesome!  I can't wait to try it.  Is it stabile enough to put on my calc?

I'm confused over this:
Quote
""           Creates a non-terminating string in memory.
""→NAME Creates a terminating string in memory and names it.
What makes one terminating, and the other non terminating?

Edit: Wow!  I love the way it compiles. ;D It's excellent.
The example program is very well done.  Great job on it too. ;D
________________________

Quote
Quote
While is still PreTest, and Repeat is still PostTest, right?
Its pretest right now... was it post test in basic?  I've never used it before, but that would be very easy to change and also save 3 bytes.
Yes, it is post test in basic.  :)
I noticed this hasn't been fixed, and I was wondering if you'd forgotten about it. :D
Thanks!
« Last Edit: February 15, 2010, 04:14:09 pm by ztrumpet »

Offline Quigibo

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Re: Axe Parser
« Reply #57 on: February 15, 2010, 04:21:30 pm »
Terminating means that the string will end.  Literally, it means a null character is added to the end so that it knows when it gets to the end of the string. If you type:

"HELLO"[20]"WORLD"->Str1
Disp Str1

It will print "HELLO WORLD" since 20 is Hex for space.  The hello part of the string will not terminate so it will continue to the rest of the data.

"HELLO"[]->Str1
" WORLD"[00]
Disp Str1

This also will print out "HELLO WORLD" since hello is NOT terminated in that first line so it continues to print the data until it reaches the null character.

EDIT: Oh about the pretest/posttest.  Turns out it would be actually more code if I did that so I don't know if I will change that in the future.
« Last Edit: February 15, 2010, 04:25:46 pm by Quigibo »
___Axe_Parser___
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Offline ztrumpet

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Re: Axe Parser
« Reply #58 on: February 15, 2010, 05:41:22 pm »
Oh, okay.  Thanks for the clarification. :)

Offline DJ Omnimaga

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Re: Axe Parser
« Reply #59 on: February 16, 2010, 12:03:20 am »
WOW awesome, glad to see new updates :)

That said, could this be the first time a TI programmer respects a deadline in history? :O
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