Omnimaga

Calculator Community => Major Community Projects => The Axe Parser Project => Topic started by: Munchor on December 20, 2010, 01:12:23 pm

Title: Off-Calc Axe Parser
Post by: Munchor on December 20, 2010, 01:12:23 pm
Hello everyone,

I am interested in an off-calc Axe Parser to compile .8xp files to Assembly (just like the application Axe).

Yes, I know. I can use WabbitEmu to do so.

However, I'm afraid that there isn't one yet. Is making one possible?

It's a project I'd like to take actually :)
Title: Re: Off-Calc Axe Parser
Post by: jnesselr on December 20, 2010, 01:18:39 pm
You mean on a computer? Sure, it's possible. All it would do, is replicate the axe compiler, and create the asm file.
Also, asm files are .8xp, too.
Title: Re: Off-Calc Axe Parser
Post by: Munchor on December 20, 2010, 01:19:29 pm
You mean on a computer? Sure, it's possible. All it would do, is replicate the axe compiler, and create the asm file.
Also, asm files are .8xp, too.

Yes, that's what I mean, just a PC Compiler.
Title: Re: Off-Calc Axe Parser
Post by: jnesselr on December 20, 2010, 01:21:06 pm
You mean on a computer? Sure, it's possible. All it would do, is replicate the axe compiler, and create the asm file.
Also, asm files are .8xp, too.

Yes, that's what I mean, just a PC Compiler.
Okay. The easiest way to do it without Quigibo is to figure out what code turns into what and how the parser treats code. Note that asm programs start at $9D95, and I wouldn't do this without knowing a LOT about asm. That's the reason I'm not doing this. I don't know enough to effectively do this.
Title: Re: Off-Calc Axe Parser
Post by: Munchor on December 20, 2010, 01:22:08 pm
You mean on a computer? Sure, it's possible. All it would do, is replicate the axe compiler, and create the asm file.
Also, asm files are .8xp, too.

Yes, that's what I mean, just a PC Compiler.
Okay. The easiest way to do it without Quigibo is to figure out what code turns into what and how the parser treats code. Note that asm programs start at $9D95, and I wouldn't do this without knowing a LOT about asm. That's the reason I'm not doing this. I don't know enough to effectively do this.

Neither do I :( I know just a bit.

However, it would be interesting if someone took this up :)
Title: Re: Off-Calc Axe Parser
Post by: jnesselr on December 20, 2010, 01:23:31 pm
When quigibo was doing the axe parser in the beginning, I offered to help with that, but it got complicated, so I didn't ever do it.
Title: Re: Off-Calc Axe Parser
Post by: AngelFish on December 20, 2010, 01:33:51 pm
Wasn't Quigibo talking about doing this for multi-page apps anyway?
Title: Re: Off-Calc Axe Parser
Post by: Munchor on December 20, 2010, 03:51:26 pm
Wasn't Quigibo talking about doing this for multi-page apps anyway?

Making a PC Compiler for Axe Applications?
Title: Re: Off-Calc Axe Parser
Post by: jnesselr on December 20, 2010, 04:46:39 pm
Wasn't Quigibo talking about doing this for multi-page apps anyway?

Making a PC Compiler for Axe Applications?
yes. In the multi-page app thread: http://ourl.ca/8382/154481
Read the last paragraph.
Title: Re: Off-Calc Axe Parser
Post by: Munchor on December 20, 2010, 05:09:31 pm
Wasn't Quigibo talking about doing this for multi-page apps anyway?

Making a PC Compiler for Axe Applications?
yes. In the multi-page app thread: http://ourl.ca/8382/154481
Read the last paragraph.

I see, it's a good idea from my point of view. Faster. Simpler. More functionalities.
Title: Re: Off-Calc Axe Parser
Post by: Quigibo on December 20, 2010, 06:33:40 pm
I actually have been working on an on-computer compiler for a while, but progress on that will remain secret until the calculator version 1.0.0 finally comes out because I don't want to delay that for a side project.
Title: Re: Off-Calc Axe Parser
Post by: Munchor on December 20, 2010, 06:34:34 pm
I actually have been working on an on-computer compiler for a while, but progress on that will remain secret until the calculator version 1.0.0 finally comes out because I don't want to delay that for a side project.

Great! It sounds like a good secret project! I look forward to it.
Title: Re: Off-Calc Axe Parser
Post by: feerik on December 20, 2010, 07:42:15 pm
good luck with it:)
Title: Re: Off-Calc Axe Parser
Post by: DJ Omnimaga on December 21, 2010, 03:03:06 pm
Yeah I suggest waiting until 1.0.0 comes out, else you'll twice twice as much things to update everytime a beta comes out.
Title: Re: Off-Calc Axe Parser
Post by: Munchor on December 22, 2010, 04:31:38 pm
Yeah I suggest waiting until 1.0.0 comes out, else you'll twice twice as much things to update everytime a beta comes out.

Yes. I also hope 1.0.0 is not the final release :)
Title: Re: Off-Calc Axe Parser
Post by: Quigibo on December 22, 2010, 09:45:05 pm
It will be final as far as features go, the only updates after that will be bug fixes and optimizations.  At that point, I am hoping the Axiom system will be enough to expand the capabilities of the parser without me needing to code anymore of it.  I've got a mode7 Axiom coming along as well to show off the expandability.
Title: Re: Off-Calc Axe Parser
Post by: DJ Omnimaga on December 23, 2010, 12:21:42 am
Ah I see. I am curious if RUner112 will also do an Axiom of his raycaster or Calc84maniac's. That would really rule. By the way are you still planning an Axe 2.0 afterward? Would it still be kinda similar to the first one but coded on the computer? Some people liked the current syntax as it was easy to learn and use, especially that a lot of Axe coders are former BASIC programmers who never did any computer programming before.
Title: Re: Off-Calc Axe Parser
Post by: willrandship on December 23, 2010, 12:36:13 am
When finished, will you still update the code if people find bugs while making axioms, or in basic usage? I don't know if this forum has had enough time to find all of the bugs yet :P

Or, you could release the source so other people could fix it, if you get tired of supporting it.

BTW Mode7 sounds awesome. Add that to one of the (increasingly many :P) Axe Raycasters. :P
Title: Re: Off-Calc Axe Parser
Post by: DJ Omnimaga on December 23, 2010, 01:26:24 am
Would the Mode 7 engine be the one you posted a while back or would it be one like F-Zero 83+ by Calc84maniac?
Title: Re: Off-Calc Axe Parser
Post by: Quigibo on December 23, 2010, 02:09:03 am
I did look at his F-Zero engine, but it used a lot of unrolled loops, self-modifying code, and look-up tables.  I prefer something simpler, smaller, and app compatible so I'm making my own routine based off of JimE's.  I'm going through it and making a lot of optimizations so that its nearly as fast as Calc84maniac's.
Title: Re: Off-Calc Axe Parser
Post by: DJ Omnimaga on December 23, 2010, 04:01:43 am
I see, well hopefully you can make it fast enough to be usable in games. :D
Title: Re: Off-Calc Axe Parser
Post by: jnesselr on December 23, 2010, 11:31:00 am
Mode 7 actually looks pretty nice (wikipedia and google) but I don't know how well you could use it in calc games.
Title: Re: Off-Calc Axe Parser
Post by: DJ Omnimaga on December 23, 2010, 10:01:05 pm
If it's fast enough, it could be. See Calc84maniac's F-Zero project, for example. However, if it's as slow as the old routine, then it wouldn't be practical.
Title: Re: Off-Calc Axe Parser
Post by: Compynerd255 on December 24, 2010, 12:06:44 am
Yeah, I think it would be nice to have some sort of 3D engine on calc, especially Mode 7. I tried writing one in Axe, but I took the totally wrong approach (using a backbuffer image and translating the coordinates) and no matter how I tried to optimize it, it always took a solid four seconds. I eventually deleted the source and stopped trying, although it did look pretty cool. I hope that the new engine is faster than 4 seconds!

Title: Re: Off-Calc Axe Parser
Post by: shmibs on December 24, 2010, 05:29:23 am
/\:P i did the same thing
don't worry though; quigibo can definitely manage better with well-optimised asm.
Title: Re: Off-Calc Axe Parser
Post by: Builderboy on December 25, 2010, 02:07:56 am
He actually wrote a Mode7 engine in Axe before :D It could only display grey texture, but it ran at a pretty good framerate :D
Title: Re: Off-Calc Axe Parser
Post by: DJ Omnimaga on December 27, 2010, 12:35:00 am
Yeah, although unfortunately it wasn't fast enough to be used in a complex game :(

Plus it was gray instead of black, as black apparently slowed it down by half. X.x It also didn't support rotation.
Title: Re: Off-Calc Axe Parser
Post by: Compynerd255 on January 27, 2011, 10:40:41 am
Not to change the subject dramatically, but who remembers TI Power GOLD? It was that on-computer calc language that programmed for 83, 83 Plus, and 86, using alternate syntax and converting to ASM later. I could never get it to work because the compiler wouldn't recognize the built-in symbols in the example programs. I think it would be nice to have Axe off calc for serious programmers (and maybe even a step-by-step Axe debugger).
Title: Re: Off-Calc Axe Parser
Post by: DJ Omnimaga on January 27, 2011, 05:10:56 pm
I like how you complain about a 1 month necropost after you bumped 4 (5?) threads that were over 2 years old... <_<

But yeah I remember TI Power Gold, it seemed cool but it seemed more like a macro language, so you still needed ASM knowledge to code it.
Title: Re: Off-Calc Axe Parser
Post by: ztrumpet on January 27, 2011, 05:51:21 pm
I like how you complain about a 1 month necropost after you bumped 4 (5?) threads that were over 2 years old... <_<
Actually it was before.  Hmmm, I think aeTIos posted that and then forgot to logout.  Then someone came on as him and started necro-ing. :(
Title: Re: Off-Calc Axe Parser
Post by: DJ Omnimaga on January 27, 2011, 06:06:47 pm
Not sure, it seemed like him, although we never know.
Title: Re: Off-Calc Axe Parser
Post by: SirCmpwn on January 29, 2011, 01:49:11 pm
I don't know how best to implement this, but here's my method for tiDE (which supports Axe):
Open an instance of the emulator behind the scenes (invisible) and turn off the speed limit.
Load Axe into the emulator, and load the source code into the emulator
Force some keypresses to open Axe and compile the source
Extract the resulting program, save to hard disk.
Title: Re: Off-Calc Axe Parser
Post by: Deep Toaster on January 29, 2011, 02:00:12 pm
Hey, that would work. Are you really planning to include that? It'd be awesome.
Title: Re: Off-Calc Axe Parser
Post by: SirCmpwn on January 29, 2011, 02:02:56 pm
Yeah, it will be included as part of the TI-Basic suite.
Title: Re: Off-Calc Axe Parser
Post by: AngelFish on January 29, 2011, 02:06:25 pm
I like how you complain about a 1 month necropost after you bumped 4 (5?) threads that were over 2 years old... <_<
Actually it was before.  Hmmm, I think aeTIos posted that and then forgot to logout.  Then someone came on as him and started necro-ing. :(

I don't think so. I was talking to him on IRC beforehand.