Author Topic: Axe Parser  (Read 494516 times)

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Offline calcdude84se

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Re: Axe Parser
« Reply #990 on: July 16, 2010, 04:32:22 pm »
You need to display the screen with DispGraph. Commands such as Pt-On don't draw directly to the LCD, but rather to L6, the buffer.
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Offline qazz42

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Re: Axe Parser
« Reply #991 on: July 16, 2010, 06:16:24 pm »
Ah, ok, now it worked, thanks

Offline Quigibo

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Re: Axe Parser
« Reply #992 on: July 17, 2010, 04:21:36 am »
Update:

I have reading and writing to ALL external variables working right now, I just need to find a clever way to create and delete them.  I might be getting rid of the delvar command used in labels and make that the delete os var useage like how it works in BASIC.

Also I got direct link port I/O working and I was experimenting with the possibility of a "WaveToAxe" converter.  Right now, at 6MHz, I can just barely make out the "It's a-me Maaario!" clip that came with realsound which is what I'm using as a reference goal.  I will update on my progress later and possibly release it if I can get some decent quality, and it seems very possible.  This is NOT an assembly routine, this is in pure Axe code with the direct port commands in 0.4.0.  Unlike realsound however, the clip is much more compressed.  The realsound clip generates a 2 page app whereas the appvar created with my converter is less than 2KB.  Hopefully I can keep it that low as I start finding ways to increase the quality.
___Axe_Parser___
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Offline Magic Banana

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Re: Axe Parser
« Reply #993 on: July 17, 2010, 05:31:07 am »
That's great to hear you are getting everything working out! :D
I didn't really understand what to use that DelVar for, seeing as how we could already make more Lbls than we need anyway :P

Wow, going from 32kb to just 2? Talk about compression. Looking forward to all the amazing things that are going to be showing up in 0.4.0.
I do sprites and stuff, so yeah.

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Offline qazz42

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Re: Axe Parser
« Reply #994 on: July 17, 2010, 12:48:04 pm »
But, here is a little problem I pose, realsound has terrrible quaity on the nspire 84 keypad, so if you are planning to base your off of realsound, then the nspire willl be an obstical

Offline calcdude84se

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Re: Axe Parser
« Reply #995 on: July 17, 2010, 05:32:11 pm »
Cool! :D Nice to hear. I was never really sure how to use DelVar for labels anyway, and it seems natural to use it for variables.
Nice to hear you implemented direct link port I/O too. Now onto reading directly from archive (and being able to create RAM copies of things too, I hope)
Qazz: It's the Nspire, so it might not be possible to get high-quality sound, or a slightly different routine might have to be used for the Nspire 84+SE. With luck we'll be able to do it though. :)
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Offline squidgetx

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Re: Axe Parser
« Reply #996 on: July 17, 2010, 08:28:30 pm »
zomg 32k->2k???

still, since the appvar can't be read from flash....

well good for BE users without the massive archive space
Looking good so far

Offline qazz42

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Re: Axe Parser
« Reply #997 on: July 17, 2010, 08:49:20 pm »
Yeah, problem is that EVEN with a different routine, alot of sound programs have a tendency to cause a reset (MT3, calc-mod, etc) Ti-jukebox was the best, but didnt have much dev on it

Offline DJ Omnimaga

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Re: Axe Parser
« Reply #998 on: July 18, 2010, 10:36:20 pm »
From now on, I'm going to greet people with "Hellol" :P

I'm changing a token name.  You know how programs have the "prgm" token in front of them?  Well, I'm doing the same thing with appvars.  The problem is that its impossible to distinguish between the lowercase "v" and the recursive "v" because they share an identical ascii character.  It has led to confusion in the past, and I think it will do so in the future so I've decided to change it to "apvr" to mimic the way "prgm" is formatted so that it is both distinguishable and recognizable as to how to use it since its interchangeable with prgm.  Thoughts?
I think that's a good idea. Maybe "appv" would work, too. I get confused a lot too and always end up almost hitting 2nd+ALPHA+ALPHA+6 by mistake x.x

Update:

I have reading and writing to ALL external variables working right now, I just need to find a clever way to create and delete them.  I might be getting rid of the delvar command used in labels and make that the delete os var useage like how it works in BASIC.

Also I got direct link port I/O working and I was experimenting with the possibility of a "WaveToAxe" converter.  Right now, at 6MHz, I can just barely make out the "It's a-me Maaario!" clip that came with realsound which is what I'm using as a reference goal.  I will update on my progress later and possibly release it if I can get some decent quality, and it seems very possible.  This is NOT an assembly routine, this is in pure Axe code with the direct port commands in 0.4.0.  Unlike realsound however, the clip is much more compressed.  The realsound clip generates a 2 page app whereas the appvar created with my converter is less than 2KB.  Hopefully I can keep it that low as I start finding ways to increase the quality.
Nice features!

As for the sound quality for the WaveToAxe thing, it seemed fine to me in the other topic. Low quality but it seemed like Atari 2600 or something. We have to remember it's a calc after all ;)
« Last Edit: July 18, 2010, 10:41:34 pm by DJ Omnimaga »
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Offline Runer112

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Re: Axe Parser
« Reply #999 on: July 18, 2010, 11:45:55 pm »
I don't quite remember, can you not use DispGraph/DispGraphrr in interrupts? I was just wondering because I thought I remembered seeing something like this, although it seems like it would be a good way to ensure smooth grayscale.

Offline Quigibo

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Re: Axe Parser
« Reply #1000 on: July 19, 2010, 12:42:40 am »
When I finish the Doc, I will mention which commands are safe to use with interrupts.  I think only the 4 level grayscale is unsafe, but you NEVER want to have drawing as part of an interrupt because it can interfere with a lot of other things and is very uncontrollable.  You can't really have the LCD routines interrupt driven otherwise you have to disable interrupts when drawing sprites so that the screen isn't drawn with incomplete sprites.  But that's what usually takes up most of the processing and will completely ruin the timing aspect.

Instead, you want to make your interrupt just be a timer and that's it.  That way you can have your main routine wait until its time to draw before actually drawing and only when its ready to draw.
___Axe_Parser___
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Offline Builderboy

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Re: Axe Parser
« Reply #1001 on: July 19, 2010, 01:06:33 am »
Was the problem with interrupts being turned off by certain commands fixed? 

Offline Quigibo

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Re: Axe Parser
« Reply #1002 on: July 19, 2010, 01:12:31 am »
Nope, I still can't figure it out :(
___Axe_Parser___
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Offline Builderboy

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Re: Axe Parser
« Reply #1003 on: July 19, 2010, 01:15:17 am »
Oh thats too bad :( Do we know which commands create the problem?

Offline Quigibo

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Re: Axe Parser
« Reply #1004 on: July 19, 2010, 01:23:30 am »
I'm pretty sure its just the DispGraph commands at the moment but please report if you find any more that do that!
___Axe_Parser___
Today the calculator, tomorrow the world!