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Offline DJ Omnimaga

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Re: Features Wishlist
« Reply #165 on: February 28, 2010, 11:47:43 pm »
I am a bit confused, basically does it means it will quickly swaps back and forth between both buffers? I believe this is how TI-86 grayscale works, except on these one of the buffer is displayed for a shorter amount of time since they have 4 levels of gray. I think 3 levels should be enough for Axe (like in Pyoro, F-Zero and Reuben Quest)

Offline calc84maniac

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Re: Features Wishlist
« Reply #166 on: February 28, 2010, 11:56:55 pm »
I think a nice feature would be something like the Switch statement in C, for when you have a lot of different values to check against (like colliding with a tilemap or handling various different types of objects). It should generate a jump table, and probably be forced to values from 0 to N (if you want A to A+N, just subtract A from the value you are switching).
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Offline Eeems

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Re: Features Wishlist
« Reply #167 on: March 01, 2010, 09:42:56 am »
Yeah a switch statement would be nice. Also it probably shouldn't be that hard to make.
/e

Offline Galandros

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Re: Features Wishlist
« Reply #168 on: March 01, 2010, 09:46:29 am »
I think a nice feature would be something like the Switch statement in C, for when you have a lot of different values to check against (like colliding with a tilemap or handling various different types of objects). It should generate a jump table, and probably be forced to values from 0 to N (if you want A to A+N, just subtract A from the value you are switching).
A vector table would save bytes if it is large enough. Speed is not substantially different.
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Offline ztrumpet

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Re: Features Wishlist
« Reply #169 on: March 01, 2010, 05:39:17 pm »
I like your plans for greyscale!  It sounds really cool! :D

Yeah a switch statement would be nice. Also it probably shouldn't be that hard to make.
I think Switch would be very nice indeed! ;D

Offline Eeems

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Re: Features Wishlist
« Reply #170 on: March 01, 2010, 10:35:45 pm »
Adding in compoliler commands like .IF .ELSE .END etc that will allow for compiling based on which calc you are on and such.
/e

Offline Builderboy

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Re: Features Wishlist
« Reply #171 on: March 01, 2010, 11:29:27 pm »
I'd reeealy like to see signed comparisons and operations.  It would make a lot of things a whole lot easier.  Also, would it be hard to add the 'step' optional argument to the For loop?  Its killing me that i cant go backwards XD

Offline trevmeister66

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Re: Features Wishlist
« Reply #172 on: March 01, 2010, 11:32:04 pm »
I don't know if it's been talked about, but 16x16 sprites possibly?
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Offline Builderboy

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Re: Features Wishlist
« Reply #173 on: March 01, 2010, 11:35:44 pm »
I think its been mentioned, and its been said that you can just write your own routines to display 16x16 fairly easily in Axe.  And that if he ever does support it, it will be late in development.  For now you will have to settle for 4 8x8's :P

Offline calc84maniac

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Re: Features Wishlist
« Reply #174 on: March 01, 2010, 11:42:59 pm »
I think NES and Gameboy display hardware had this limit too. Think retro! :D
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Offline Builderboy

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Re: Features Wishlist
« Reply #175 on: March 01, 2010, 11:49:55 pm »
:P I know what there are no negative numbers in the calc, and I know of ways to do the correct math.  Its just weird that -(-D*2) is NOT equal to D*2, and it would be nice if it did ;)


Offline trevmeister66

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Re: Features Wishlist
« Reply #176 on: March 01, 2010, 11:58:32 pm »
I think its been mentioned, and its been said that you can just write your own routines to display 16x16 fairly easily in Axe.  And that if he ever does support it, it will be late in development.  For now you will have to settle for 4 8x8's :P
Gotcha. I figured that is what was going to be.
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Offline DJ Omnimaga

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Re: Features Wishlist
« Reply #177 on: March 01, 2010, 11:58:57 pm »
Given how incredibly fast many alien ships moves around in the space invader Axe screenshot, I think having to use 4 8x8 sprites will not drain speed too much

Offline Quigibo

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Re: Features Wishlist
« Reply #178 on: March 02, 2010, 01:04:13 pm »
By the way, I added a 15MHz mode in the next version and its incredible!  Why didn't I know about this when making pyoro?  I could've had 8 level grayscale or something!  But the downside is that if you use this mode, your games will run 3 times slower with an 83+ than with the other calculators so compatibility becomes an issue.

Maybe I should just make all math signed... it would only cut the maximum number limit in half from 65535 to 32767 which is still probably big enough for most applications.  I think it will get confusing to have 2 sets of operators, especially for those not familiar with signed/unsigned math.  It would only affect multiplication, division, modulus, and inequalities I think.
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Offline DJ Omnimaga

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Re: Features Wishlist
« Reply #179 on: March 02, 2010, 02:10:11 pm »
15 MHz would be cool, altough yeah it might cause incompatiblities issues. I think for simpler games I would probably stick to 6 MHz. Plus 8 level grayscale must take a lot of memory x.x

As for signed, would it be better to have unsigned integers? 32767 might be a bit small. For high scores, though, the person can simply add more zeros at the end, but if someone decided to make some small RPG, it might become an issue for gold pieces, especially if he's porting an older BASIC RPG to Axe.