Author Topic: How do I use calcnet for Axe?  (Read 13527 times)

0 Members and 1 Guest are viewing this topic.

Offline Compynerd255

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 336
  • Rating: +53/-4
  • Betafreak Games
    • View Profile
    • Betafreak Games
Re: How do I use calcnet for Axe?
« Reply #15 on: January 26, 2011, 10:31:05 am »
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:
Code: [Select]
ClrHome
Disp "F1-F5=P1-P5"
0->K
Repeat K>=49 and (K<54)
getKey->K
ReturnIf K=15
End
ClrHome
K-49->D
0->{L3
Fill(L3,40
Disp "LINKING...",i
.START CALCNET
Asm(CD4209)
.CLEAR SEND BUFFER
Asm(CD420C)
.CLEAR RECIEVE BUFFER
Asm(CD420F)
0->T
Repeat getKey(15)
!If T^16
.SEND FRAME
Asm(CD420C)
.SENDER INDEX (0 for all)
0->{L1+270}
Fill(L1+270,5
.FRAME CONTENT
D->{L1+277}
.FRAME SIZE
1->{L1+276}
.READY SIGNAL
128->{L1+275
End
T+1->T
.CHECK RECIEVE
If {L1+12}>128
.COPY PLAYER ADDRESS TO SPACE DICTATED BY PLAYER INDEX
Copy(L1+7,{L1+14}*8+L3,5
.PRINT PLAYER ADDRESS IN RIGHT SPOT
Output(1,{L1+14}+1,{L1+14}+L3
.CLEAR RECIEVE BUFFER
Asm(CD420F
End
End
.STOP CALCNET (Remember to use!)
Asm(CD4212)
Return
« Last Edit: January 26, 2011, 10:31:42 am by Compynerd255 »
The Slime: On Hold, preparing to add dynamic tiles

Axe Eitrix: DONE

Betafreak Games: Fun filled games for XBox and PC. Check it out at http://www.betafreak.com



Offline JustCause

  • CoT Emeritus
  • LV8 Addict (Next: 1000)
  • *
  • Posts: 810
  • Rating: +115/-5
    • View Profile
Re: How do I use calcnet for Axe?
« Reply #16 on: January 28, 2011, 09:48:14 am »
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>

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.
« Last Edit: January 28, 2011, 09:48:29 am by JustCause »
See you, space cowboy...

Offline JosJuice

  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1344
  • Rating: +66/-14
    • View Profile
Re: How do I use calcnet for Axe?
« Reply #17 on: January 28, 2011, 12:02:50 pm »
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>

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.

Offline KermMartian

  • Editor
  • LV7 Elite (Next: 700)
  • *******
  • Posts: 500
  • Rating: +233/-20
    • View Profile
    • Cemetech
Re: How do I use calcnet for Axe?
« Reply #18 on: January 28, 2011, 12:10:29 pm »
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.



Offline JustCause

  • CoT Emeritus
  • LV8 Addict (Next: 1000)
  • *
  • Posts: 810
  • Rating: +115/-5
    • View Profile
Re: How do I use calcnet for Axe?
« Reply #19 on: January 28, 2011, 03:12:30 pm »
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>

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.
See you, space cowboy...

Offline FinaleTI

  • Believe in the pony that believes in you!
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1830
  • Rating: +121/-2
  • Believe in the pony that believes in you!
    • View Profile
    • dmuckerman.tumblr.com
Re: How do I use calcnet for Axe?
« Reply #20 on: January 28, 2011, 03:21:58 pm »
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>

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.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline JustCause

  • CoT Emeritus
  • LV8 Addict (Next: 1000)
  • *
  • Posts: 810
  • Rating: +115/-5
    • View Profile
Re: How do I use calcnet for Axe?
« Reply #21 on: January 28, 2011, 04:04:46 pm »
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>

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.
See you, space cowboy...

Offline JosJuice

  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1344
  • Rating: +66/-14
    • View Profile
Re: How do I use calcnet for Axe?
« Reply #22 on: January 28, 2011, 04:10:41 pm »
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>

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.
Any version of 7.1 (including the 7.1 betas) should work. However, if you're going to connect to other calcs, it's strongly recommended that you use 7.1.1.

Offline FinaleTI

  • Believe in the pony that believes in you!
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1830
  • Rating: +121/-2
  • Believe in the pony that believes in you!
    • View Profile
    • dmuckerman.tumblr.com
Re: How do I use calcnet for Axe?
« Reply #23 on: January 28, 2011, 04:20:21 pm »
I guess I was wrong. Aside from that, I'm unsure of the problem.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline Eeems

  • Mr. Dictator
  • Administrator
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6267
  • Rating: +318/-36
  • little oof
    • View Profile
    • Eeems
Re: How do I use calcnet for Axe?
« Reply #24 on: January 28, 2011, 04:29:01 pm »
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.
You could always click the notify option to get emails whenever this topic is replied to.
/e

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: How do I use calcnet for Axe?
« Reply #25 on: January 30, 2011, 04:13:53 am »
JustCause if I was you I would upgrade to DCS7 latest version. It hasn't been in beta anymore for months. O.O

Offline Quigibo

  • The Executioner
  • CoT Emeritus
  • LV11 Super Veteran (Next: 3000)
  • *
  • Posts: 2031
  • Rating: +1075/-24
  • I wish real life had a "Save" and "Load" button...
    • View Profile
Re: How do I use calcnet for Axe?
« Reply #26 on: January 30, 2011, 01:25:51 pm »
I'm pretty sure those calls are not in little-endian.  Switch the last hex pair with the middle hex pair for all the calls.
___Axe_Parser___
Today the calculator, tomorrow the world!

Offline Compynerd255

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 336
  • Rating: +53/-4
  • Betafreak Games
    • View Profile
    • Betafreak Games
Re: How do I use calcnet for Axe?
« Reply #27 on: February 01, 2011, 10:36:16 am »
Thanks, Quigibo. I tried changing all of the CDs to CFs (Call to b_Call) but I'll try this suggestion and see how it works.

On another note, when I try to do linking in WabbitEmu, I can't get it to work. I use this exact command sequence:
F12 (to switch the calc on)
File -> New
F12
Calculator -> Connect To...

And nothing happens. Before and after I use this command, link apps that do work on real hardware (Bomberkids, Bubble Bobble, the TI link system itself) do not work in WabbitEmu. I've tried both the 32 bit and 64 bit versions in Windows 7 Ultimate, 64 bit. Do you know what is going on?
The Slime: On Hold, preparing to add dynamic tiles

Axe Eitrix: DONE

Betafreak Games: Fun filled games for XBox and PC. Check it out at http://www.betafreak.com



souvik1997

  • Guest
Re: How do I use calcnet for Axe?
« Reply #28 on: February 01, 2011, 12:14:30 pm »
Use PindurTI for linking.

Offline Fast Crash

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 192
  • Rating: +45/-7
  • Virus of tomorrow
    • View Profile
Re: How do I use calcnet for Axe?
« Reply #29 on: February 01, 2011, 12:29:49 pm »
i tried with pindur TI, how do i link the two calcs ?