Author Topic: How do I use calcnet for Axe?  (Read 13539 times)

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Offline Compynerd255

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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 »
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Offline JustCause

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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 »
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Offline JosJuice

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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

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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

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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

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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.

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Offline JustCause

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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

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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

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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

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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

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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

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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.
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Offline Compynerd255

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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



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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

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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 ?