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Offline Geekboy1011

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Re: Calcnet Axiom
« Reply #15 on: March 04, 2012, 03:42:41 pm »
Hmm, so why didn't he just put it all in one place? D: Is it so that it can work around DCS? :/
Only 547 bytes in "L1" is actually for CALCnet.  The other 100-odd you only have to worry about if you're also using the Doors CS GUI API with CALCnet. Believe it or not, I actually use my brain when I design things. ;)

Edit: Oh yes, and the L3 stuff for interrupts, of course, but that's nothing extraordinary.

good to know that and i will make a note of that in the readme  :D and i labeled that right in the readme @547bytes :P

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Re: Calcnet Axiom
« Reply #16 on: March 04, 2012, 06:32:11 pm »
Isnt L3 appBackupScreen?
I thought L2 was for interrupts...

Offline Geekboy1011

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Re: Calcnet Axiom
« Reply #17 on: March 04, 2012, 07:16:14 pm »
Isnt L3 appBackupScreen?
I thought L2 was for interrupts...

in axe this may be true. Calcnet sets its interrupt in a different area then axe so thats why it is there instead of in L2

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Re: Calcnet Axiom
« Reply #18 on: March 04, 2012, 07:23:14 pm »
Gotcha.

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Re: Calcnet Axiom
« Reply #19 on: March 06, 2012, 03:43:42 am »
I'm glad this is progressing nicely. Hopefully some people use it in the future. I guess it might have a small audience due to the very small amount of Axe programmers who makes multiplayer stuff, but with the potential to play online vs people from the forums might convince them to venture into multiplayer again.

Btw since L3 is used for intterupts, this means that in CALCnet games written in Axe cannot be in grayscale, right? (Since grayscale uses all of L3) Or can we simply not make our game full screen and just use the rest of L3 for grayscale?

Offline aeTIos

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Re: Calcnet Axiom
« Reply #20 on: March 06, 2012, 09:56:09 am »
Oo i did not notice this thread. Would be cool to use :D
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Offline Geekboy1011

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Re: Calcnet Axiom
« Reply #21 on: March 06, 2012, 08:37:25 pm »
Btw since L3 is used for intterupts, this means that in CALCnet games written in Axe cannot be in grayscale, right? (Since grayscale uses all of L3) Or can we simply not make our game full screen and just use the rest of L3 for grayscale?

actually you can still do greyscale as you can define arbitrary buffers with axe ^^

Oo i did not notice this thread. Would be cool to use :D

then help me test it!

Offline aeTIos

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Re: Calcnet Axiom
« Reply #22 on: March 06, 2012, 08:59:33 pm »
alright :)
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Offline Geekboy1011

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Re: Calcnet Axiom
« Reply #23 on: March 06, 2012, 09:00:49 pm »
woo imma working on a calcnet tutorial but those flow charts tell you pretty much what you need to do lol

Offline aeTIos

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Re: Calcnet Axiom
« Reply #24 on: March 06, 2012, 09:04:56 pm »
WAAH YOUR LEET POST:LEET:
AND IN A LEET TOPIC
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Offline Geekboy1011

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Re: Calcnet Axiom
« Reply #25 on: March 06, 2012, 11:47:46 pm »
and past that cause stuff needs doing.

hows pindurti working. and any questoins on calcnet?

Offline aeTIos

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Re: Calcnet Axiom
« Reply #26 on: March 06, 2012, 11:51:40 pm »
its all pretty good, testing teh axiom 2morow, super tired now.
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Offline Geekboy1011

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Re: Calcnet Axiom
« Reply #27 on: March 06, 2012, 11:52:54 pm »
sounds good, post if you have issues with calcnet. and tell me what you think of the tut

Offline Geekboy1011

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Re: Calcnet Axiom
« Reply #28 on: March 07, 2012, 11:49:52 pm »
uhm made a few major fails in teh last one ... use the new attaached zip...only changes are in the source and binary files everything else is the same >.> <.<
* Geekboy1011 grumbles about little endian

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Re: Calcnet Axiom
« Reply #29 on: March 23, 2012, 08:59:18 am »
Erm I am sorry that you have to wait so long for my promised naval battlezorz game to test CN, I am very busy either with school and ti-concours.
Maybe I can free some time to test it though...
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