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KermMartian


Site Admin


Joined: 14 Mar 2005
Posts: 55760
Location: Earth, Sol, Milky Way

Posted: 28 Dec 2011 12:20:42 am    Post subject:

Let me add a note that SourceCoder will churn out hex for sprites for you given images of the sprites that you want converted:

http://sc.cemetech.net

Another option is Merthsoft's excellent Tokens program.
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Enigma


Newbie


Joined: 26 Dec 2011
Posts: 12

Posted: 28 Dec 2011 10:35:02 pm    Post subject:

Can you edit 16x16 sprites with Tokens? And where can I download it from?
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Enigma


Newbie


Joined: 26 Dec 2011
Posts: 12

Posted: 31 Dec 2011 06:49:50 pm    Post subject:

Ok I have another question. Does Axe have support for CalcNet or even gCn and vice versa?
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souvik1997


Guru-in-Training


Joined: 19 Apr 2010
Posts: 2870

Posted: 31 Dec 2011 06:55:35 pm    Post subject:

Axe doesn't have support for CALCnet. Some people have tried to make CALCnet axioms for Axe, but none have been completed yet. Also, any program that uses CALCnet will work over gCn as well, since it's completely transparent to the calculators. However, programs like Gossamer and Chat! which use services provided by computer programs won't be able to use those services over CALCnet.
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j-man-calc-proger


Newbie


Joined: 04 Jun 2012
Posts: 10

Posted: 05 Jun 2012 12:51:57 am    Post subject:

Idea i have a TI-84+ SE and using axe v1.1.2 and would like to write a ray casting engine similar to that of the FAT Engine for the TI-89 calculatorss

at this stage it is just a concept (i haven't written any cod yet) but i'm having some trouble understanding some of the concepts of the ray casting engine

mainly the trig is the issue but any Idea 's would be appreciated

really any help anyone could provide would be amazing
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KermMartian


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Joined: 14 Mar 2005
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Posted: 06 Jun 2012 11:25:52 am    Post subject:

Welcome to Cemetech, j-man. Would you care to Introduce Yourself when you have a chance? I don't think that Axe would be the proper language to use for this personally; I think ASM would be better. For trigonometry, some sort of LUT method would be by far the fastest option. I have some LUT-based code for sin/cos in z80 ASM from my work on Obliterate 1.0, which I'd be happy to share if you need.
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j-man-calc-proger


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Joined: 04 Jun 2012
Posts: 10

Posted: 11 Jun 2012 05:51:24 pm    Post subject:

i have never been to proficient with even learning ASM
and i know much of the AXE language simply because it is much easyer to learn
if you have some idea to help me learn ASM i am open to any and all suggestions
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aeTIos


Power User


Joined: 02 Nov 2010
Posts: 491

Posted: 12 Jun 2012 06:47:19 am    Post subject:

KermMartian wrote:
Welcome to Cemetech, j-man. Would you care to Introduce Yourself when you have a chance? I don't think that Axe would be the proper language to use for this personally; I think ASM would be better. For trigonometry, some sort of LUT method would be by far the fastest option. I have some LUT-based code for sin/cos in z80 ASM from my work on Obliterate 1.0, which I'd be happy to share if you need.

Hmm I beg to differ. There are quite some raycasting engines written in Axe. However it'd be cool if someone wrote a good Axiom for raycasting Very Happy
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KermMartian


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Joined: 14 Mar 2005
Posts: 55760
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Posted: 12 Jun 2012 09:43:04 am    Post subject:

And as far as I know, those raycasting engine(s) use inline ASM for some of the core math. J-man: I recommend using the Doors CS SDK for your assembling needs. For an emulator, try PindurTI, WabbitEmu, or the online TI-83+ emulator jsTIfied. As far as tutorials go, I think that ASM in 28 Days is the best we have at the moment. I don't think you should psyche yourself out and think that ASM is that hard, because it's really not. It's only hard if you make it hard for yourself. Wink
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aeTIos


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Joined: 02 Nov 2010
Posts: 491

Posted: 12 Jun 2012 09:45:29 am    Post subject:

Kerm, this definitely is not true. I think you underestimate Axe, it is capable to do all core math itself. However, of course the raycaster gets a lot faster with inline ASM.
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KermMartian


Site Admin


Joined: 14 Mar 2005
Posts: 55760
Location: Earth, Sol, Milky Way

Posted: 12 Jun 2012 09:46:31 am    Post subject:

aeTIos wrote:
Kerm, this definitely is not true. I think you underestimate Axe, it is capable to do all core math itself. However, of course the raycaster gets a lot faster with inline ASM.
Of course it is capable, it is just translating down to ASM after all. But there's a difference between capable and "correct tool for the job". You can write a 3D multiplayer sandbox game (cough Minecraft) in Java, but that doesn't mean it is the correct language for that sort of application.
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aeTIos


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Joined: 02 Nov 2010
Posts: 491

Posted: 12 Jun 2012 09:49:41 am    Post subject:

Ok, that's a point you have. Axe is much more "correct tool for the job" when it's about 2d games.



but let us not discuss whether or not Axe is capable to do things and keep this thread for Axe questions ^^
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DJ_O


Retired TI-83+ coder


Joined: 18 Mar 2005
Posts: 1487
Location: Quebec (Canada)

Posted: 12 Jun 2012 02:15:37 pm    Post subject:

There used to be a Raycaster Axiom in the works by Runer112 that ran much faster than the raycaster he made in Axe (that one ran at about 6 FPS and was not even full screen, if I remember correctly), but I don't remember what happened to it.
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aeTIos


Power User


Joined: 02 Nov 2010
Posts: 491

Posted: 12 Jun 2012 02:49:22 pm    Post subject:

Yeah true, should bug him about it sometimes.
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blue_bear_94


Member


Joined: 20 Apr 2012
Posts: 162

Posted: 13 Jun 2012 11:43:15 am    Post subject:

Is dynamic memory allocation implemented in Axe (either built-in or in an Axiom)?
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Ashbad


... I think redheaded girls are kind of cool


Joined: 01 Dec 2010
Posts: 2418
Location: Stomp Stomp Stomp, The Idiot Convention

Posted: 13 Jun 2012 12:11:31 pm    Post subject:

blue_bear_94 wrote:
Is dynamic memory allocation implemented in Axe (either built-in or in an Axiom)?


Well, creating temporary appvars counts as that in most senses, so yes.
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KermMartian


Site Admin


Joined: 14 Mar 2005
Posts: 55760
Location: Earth, Sol, Milky Way

Posted: 13 Jun 2012 12:42:33 pm    Post subject:

DJ_O wrote:
There used to be a Raycaster Axiom in the works by Runer112 that ran much faster than the raycaster he made in Axe (that one ran at about 6 FPS and was not even full screen, if I remember correctly), but I don't remember what happened to it.
I poked Runer112 with your post on #cemetech on IRC, and he had the following to say about it (although he doesn't love posting on his own):

Quote:
[19:06:52] <Runer112> that never happened
[19:07:02] <Runer112> the Axiom, that is
[19:07:07] <Runer112> I did however make a raycaster in Axe
[19:07:10] <Runer112> it was meh
[19:07:16] <Runer112> ran at like 12FPS at 15MHz

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blue_bear_94


Member


Joined: 20 Apr 2012
Posts: 162

Posted: 13 Jun 2012 01:22:57 pm    Post subject:

Ashbad wrote:


Well, creating temporary appvars counts as that in most senses, so yes.


Then what would be the equivalent of realloc()? Does #Realloc do the same thing?
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Ashbad


... I think redheaded girls are kind of cool


Joined: 01 Dec 2010
Posts: 2418
Location: Stomp Stomp Stomp, The Idiot Convention

Posted: 13 Jun 2012 03:21:31 pm    Post subject:

blue_bear_94 wrote:
Ashbad wrote:


Well, creating temporary appvars counts as that in most senses, so yes.


Then what would be the equivalent of realloc()? Does #Realloc do the same thing?


Well, I haven't used Axe for quite the long time, but if I remember correctly, #Realloc just moves the address of the variables A, B, etc. to correspond to a new location, so no. Something like realloc() would entail manually creating a new appvar, and using Copy( to copy the contents of one appvar into another. Again, haven't used Axe for a while, so there might've been some sort of memory tools axiom or commands added since then. Like with any language, I would suggest you read the documentation, which has a list of commands and their uses.
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