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ClrHomeDisp "F1-F5=P1-P5"0->KRepeat K>=49 and (K<54)getKey->KReturnIf K=15EndClrHomeK-49->D0->{L3Fill(L3,40Disp "LINKING...",i.START CALCNETAsm(CD4209).CLEAR SEND BUFFERAsm(CD420C).CLEAR RECIEVE BUFFERAsm(CD420F)0->TRepeat getKey(15)!If T^16.SEND FRAMEAsm(CD420C).SENDER INDEX (0 for all)0->{L1+270}Fill(L1+270,5.FRAME CONTENTD->{L1+277}.FRAME SIZE1->{L1+276}.READY SIGNAL128->{L1+275EndT+1->T.CHECK RECIEVEIf {L1+12}>128.COPY PLAYER ADDRESS TO SPACE DICTATED BY PLAYER INDEXCopy(L1+7,{L1+14}*8+L3,5.PRINT PLAYER ADDRESS IN RIGHT SPOTOutput(1,{L1+14}+1,{L1+14}+L3.CLEAR RECIEVE BUFFERAsm(CD420FEndEnd.STOP CALCNET (Remember to use!)Asm(CD4212)Return
I wrote a little sample code to show how to use CALCnet2.2 in Axe. The code assigns a player index to your calculator, occassionally broadcasts that index to others, and takes recieved player indices and stores their 5-byte addresses in memory:<codebox omitted>
Quote from: Compynerd255 on January 26, 2011, 10:31:05 amI wrote a little sample code to show how to use CALCnet2.2 in Axe. The code assigns a player index to your calculator, occassionally broadcasts that index to others, and takes recieved player indices and stores their 5-byte addresses in memory:<codebox omitted>This crashes for me. Yes, I remembered to call the "stop CALCnet" opcode. Have you tested this? I'm not sure whether to trust my hardware anymore.
Quote from: JustCause on January 28, 2011, 09:48:14 amQuote from: Compynerd255 on January 26, 2011, 10:31:05 amI wrote a little sample code to show how to use CALCnet2.2 in Axe. The code assigns a player index to your calculator, occassionally broadcasts that index to others, and takes recieved player indices and stores their 5-byte addresses in memory:<codebox omitted>This crashes for me. Yes, I remembered to call the "stop CALCnet" opcode. Have you tested this? I'm not sure whether to trust my hardware anymore.Are you using the newest versions of Axe? The older versions stores variables in the location where CALCnet expects its data to be.
Quote from: JosJuice on January 28, 2011, 12:02:50 pmQuote from: JustCause on January 28, 2011, 09:48:14 amQuote from: Compynerd255 on January 26, 2011, 10:31:05 amI wrote a little sample code to show how to use CALCnet2.2 in Axe. The code assigns a player index to your calculator, occassionally broadcasts that index to others, and takes recieved player indices and stores their 5-byte addresses in memory:<codebox omitted>This crashes for me. Yes, I remembered to call the "stop CALCnet" opcode. Have you tested this? I'm not sure whether to trust my hardware anymore.Are you using the newest versions of Axe? The older versions stores variables in the location where CALCnet expects its data to be.0.4.8. It just up and RAM clears whenever I try to call any of those opcodes.DCS 7 Beta 1.
Quote from: JustCause on January 28, 2011, 03:12:30 pmQuote from: JosJuice on January 28, 2011, 12:02:50 pmQuote from: JustCause on January 28, 2011, 09:48:14 amQuote from: Compynerd255 on January 26, 2011, 10:31:05 amI wrote a little sample code to show how to use CALCnet2.2 in Axe. The code assigns a player index to your calculator, occassionally broadcasts that index to others, and takes recieved player indices and stores their 5-byte addresses in memory:<codebox omitted>This crashes for me. Yes, I remembered to call the "stop CALCnet" opcode. Have you tested this? I'm not sure whether to trust my hardware anymore.Are you using the newest versions of Axe? The older versions stores variables in the location where CALCnet expects its data to be.0.4.8. It just up and RAM clears whenever I try to call any of those opcodes.DCS 7 Beta 1.That might be your problem.DCS 7.1 Beta 2 was the first version to have Calcnet implemented in it if I'm not mistaken.
Quote from: FinaleTI on January 28, 2011, 03:21:58 pmQuote from: JustCause on January 28, 2011, 03:12:30 pmQuote from: JosJuice on January 28, 2011, 12:02:50 pmQuote from: JustCause on January 28, 2011, 09:48:14 amQuote from: Compynerd255 on January 26, 2011, 10:31:05 amI wrote a little sample code to show how to use CALCnet2.2 in Axe. The code assigns a player index to your calculator, occassionally broadcasts that index to others, and takes recieved player indices and stores their 5-byte addresses in memory:<codebox omitted>This crashes for me. Yes, I remembered to call the "stop CALCnet" opcode. Have you tested this? I'm not sure whether to trust my hardware anymore.Are you using the newest versions of Axe? The older versions stores variables in the location where CALCnet expects its data to be.0.4.8. It just up and RAM clears whenever I try to call any of those opcodes.DCS 7 Beta 1.That might be your problem.DCS 7.1 Beta 2 was the first version to have Calcnet implemented in it if I'm not mistaken.NetPong and the speed test work, so I'm guessing that's not true.
Just to remind you, since I hardly ever notice these topics, try to poke me on Cemetech if you have any specific CALCnet2.2 questions. As I said previously, though, I'll try to remember to look for this topic.