Author Topic: Bug Reports  (Read 404779 times)

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Offline DJ Omnimaga

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Re: Bug Reports
« Reply #585 on: July 30, 2010, 03:05:07 am »
Seems fine to me too. I think the size increase will be worth it for games that are rather complex in terms of maths.
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Offline Runer112

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Re: Bug Reports
« Reply #586 on: July 30, 2010, 03:18:50 am »
The reason I was doing stuff with /213 is because I'm working on an animation driven by a timer variable being increased in an interrupt. To get the timing right, one of the parts of the animation involves sine and cosine that need to have periods of 213, so I use C^213*256/213 as a period modifier.

Offline Quigibo

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Re: Bug Reports
« Reply #587 on: July 30, 2010, 09:14:12 pm »
Good news!  I've found the source of that error where the high nibble sometimes gets changed to a 0.  My byte reading routine was supposed to preserve certain registers and I forgot that I changed that routine by adding another subroutine to it that shows the current progress percentage and that subroutine did not preserve those registers when it updated the percentage to the screen (which happens very rarely).
« Last Edit: July 30, 2010, 09:15:02 pm by Quigibo »
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Offline DJ Omnimaga

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Re: Bug Reports
« Reply #588 on: July 31, 2010, 02:11:57 am »
mhmm for which function is it? Glad to see a bug fixed, though :P
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Offline Runer112

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Re: Bug Reports
« Reply #589 on: July 31, 2010, 10:34:46 am »
Good news!  I've found the source of that error where the high nibble sometimes gets changed to a 0.  My byte reading routine was supposed to preserve certain registers and I forgot that I changed that routine by adding another subroutine to it that shows the current progress percentage and that subroutine did not preserve those registers when it updated the percentage to the screen (which happens very rarely).

So this is the source of my hexadecimal parsing error? One thing I did notice is that the percentage counter updates while parsing hexadecimal data in 0.4.0 and above, and that's when the problem appeared. I was even thinking to myself, asking if that could be the cause of the problem, but I figured it probably wasn't and didn't think to mention it lol.

EDIT: Oh, and on the topic of the percent counter, there's another bug, although it has no adverse affects and will hardly ever show up: if the program you're compiling is absolutely massive (like both of the 2 ~48K uncompressed map data source files I have), the percent counter loops back around to 0 percent in the middle of compiling, I believe once ~32768 bytes have been processed.
« Last Edit: July 31, 2010, 10:40:50 am by Runer112 »

Offline DJ Omnimaga

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Re: Bug Reports
« Reply #590 on: July 31, 2010, 05:01:32 pm »
You can compile stuff this large??? O.o

Does Axe supports flash apps larger than 1 page or something, now?
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Offline Runer112

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Re: Bug Reports
« Reply #591 on: August 01, 2010, 12:57:44 am »
Well these are pure hexadecimal source programs, so the size of the "executable" programs are less than half those of the source and fit individually RAM. Every two bytes of source hex become one byte of compiled hex, and the comments, line breaks, and brackets disappear, leaving only 20.5K each. What did you expect though, the entire overworld from Link's Awakening is pretty big. ;D But I've managed to compress the two 20.5K uncompressed tilemap data programs into one 19K appvar thankfully.
« Last Edit: August 01, 2010, 01:02:48 am by Runer112 »

Offline DJ Omnimaga

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Re: Bug Reports
« Reply #592 on: August 01, 2010, 12:28:18 pm »
Ah ok because I always thought Axe Parser only could create 1-page apps including data, which is why I am surprised it is above 16384 bytes compiled total.
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Offline Quigibo

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Re: Bug Reports
« Reply #593 on: August 01, 2010, 02:44:32 pm »
Programs can be larger than 16kb since they can take up all available ram, they just can't be executed.  Runer is using those programs as read only memory so he doesn't have that problem.  But I didn't know myself that programs could be larger that the available RAM!  I guess they would have to be archive only, made on the computer, and then transferred.
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Offline Builderboy

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Re: Bug Reports
« Reply #594 on: August 01, 2010, 05:17:45 pm »
Would compiling to archive be a viable possibility?  It might be interesting for like data and things.

Offline Raylin

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Re: Bug Reports
« Reply #595 on: August 01, 2010, 05:19:23 pm »
THAT WOULD BE INSANE!
Bug me about my book.

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Offline Quigibo

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Re: Bug Reports
« Reply #596 on: August 01, 2010, 05:38:45 pm »
That should probably go in the features wishlist, but to answer your question, its definitely possible, but I don't think I will because I'm already having enough issues with app compiling, it would be even more chaotic with yet another way to risk damaging archive space only this time, it would be more likely to corrupt actual programs and other variables rather than application pages.
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Offline DJ Omnimaga

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Re: Bug Reports
« Reply #597 on: August 03, 2010, 04:27:28 am »
Programs can be larger than 16kb since they can take up all available ram, they just can't be executed.  Runer is using those programs as read only memory so he doesn't have that problem.  But I didn't know myself that programs could be larger that the available RAM!  I guess they would have to be archive only, made on the computer, and then transferred.
Mhmm I am a bit confused by what read-only means. Do you mean the archive memory? I am curious how he actually run them
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Offline Builderboy

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Re: Bug Reports
« Reply #598 on: August 03, 2010, 04:28:57 am »
I think it just means he is using it as Level data, and since its data it doesnt matter if its in archive, ram, or if its less than the 8800 bytes limit.

Offline Hot_Dog

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Re: Bug Reports
« Reply #599 on: August 03, 2010, 10:21:35 am »
I think it just means he is using it as Level data, and since its data it doesnt matter if its in archive, ram, or if its less than the 8800 bytes limit.

Incidentally, I could never understand why ASM programs must be 8 KB or less.  Can anyone explain?