Search found 135 matches

by chaos
Tue Sep 20, 2005 1:08 pm
Forum: PSP Lua Player Development
Topic: Protected Code
Replies: 13
Views: 7504

you could write a lua obfuscator...
by chaos
Tue Sep 20, 2005 3:39 am
Forum: PSP Lua Player Development
Topic: Player Motion Test
Replies: 5
Views: 3861

"just add a little checkboxes here and there, so i can controll all those things"

ouch..
by chaos
Sun Sep 18, 2005 1:28 am
Forum: PSP Lua Player Development
Topic: semi-transparent images?
Replies: 8
Views: 4371

there's no way to do real transparency yet, unless you write your own blending routine, which would be very slow... Shine posted a demo how to access pspGL from Lua some time ago, maybe you want to take a look... that demo was for an experimental build of luaplayer. you can't do that with regular l...
by chaos
Sat Sep 17, 2005 3:03 pm
Forum: PSP Lua Player Development
Topic: semi-transparent images?
Replies: 8
Views: 4371

sounds like you're going about things in the wrong way..

just make a loop that only checks for the buttons you want.
by chaos
Fri Sep 16, 2005 1:47 am
Forum: PSP Lua Player Development
Topic: need help to show images dynamicly from array
Replies: 2
Views: 4048

you can't concatenate variable names. something like this should work: cardImage = {} cardImage["2d"] = Image.load("cardspng/2d.png") cardImage["3d"] = Image.load("cardspng/3d.png") cardImage["4d"] = Image.load("cardspng/4d.png") cardImage[...
by chaos
Fri Sep 16, 2005 1:27 am
Forum: PSP Lua Player Development
Topic: semi-transparent images?
Replies: 8
Views: 4371

there's no way to do real transparency yet, unless you write your own blending routine, which would be very slow...
by chaos
Wed Sep 14, 2005 10:03 am
Forum: PSP Lua Player Development
Topic: IO File Handling ?
Replies: 17
Views: 7782

maximum texture/image size is 512x512, afaik.
by chaos
Wed Sep 14, 2005 1:04 am
Forum: PSP Lua Player Development
Topic: IO File Handling ?
Replies: 17
Views: 7782

60fps most of the time.. i've done a lot of optimizing.. things start to drop below that if i'm drawing more than about 80 16x16 tiles per refresh. You can blit the tiles to an offscreen image first, which is created on level start and then blit this to screen on every vsync (or multiple offscreen ...
by chaos
Tue Sep 13, 2005 12:57 pm
Forum: PSP Lua Player Development
Topic: IO File Handling ?
Replies: 17
Views: 7782

60fps most of the time.. i've done a lot of optimizing..

things start to drop below that if i'm drawing more than about 80 16x16 tiles per refresh.
by chaos
Tue Sep 13, 2005 11:58 am
Forum: PSP Lua Player Development
Topic: IO File Handling ?
Replies: 17
Views: 7782

both are possible. currently i use the dofile method to load my levels.. i also have a level editor that uses the io library to create .lua files on the fly.. unfortunately, the documentation kind of sucks. http://www.lua.org/manual/5.0/manual.html#5.6 i suggest checking out the source code for one ...
by chaos
Tue Sep 13, 2005 1:20 am
Forum: PSP Lua Player Development
Topic: manipulating pixel Color
Replies: 2
Views: 2465

thanks, that works.. but you're right, it's very slow :\
by chaos
Mon Sep 12, 2005 5:23 pm
Forum: PSP Lua Player Development
Topic: manipulating pixel Color
Replies: 2
Views: 2465

manipulating pixel Color

"Color image:pixel(x, y) --get" how can i manipulate the data from this object? for example, if i want to know what is the red value of the pixel at 3,9 on a image.. how do i find out? basically, i'm trying to create a fade function to fade parts of the screen, but i don't know any way to ...
by chaos
Mon Sep 12, 2005 5:17 pm
Forum: PSP Lua Player Development
Topic: WiFi, Infared, threads, and a bug?
Replies: 8
Views: 4801

a clever hacker would just modify the game to send a fake checksum ;) The checksum could be calculated by Lua Player and if it is MD5, the clever hacker has no chance to fake it. all you need to know is the correct checksum to send, no matter what hashing algorithm you use. capture the correct chec...
by chaos
Mon Sep 12, 2005 1:34 pm
Forum: PSP Lua Player Development
Topic: Function help plz
Replies: 3
Views: 2786

glad i could help.
by chaos
Mon Sep 12, 2005 1:09 pm
Forum: PSP Lua Player Development
Topic: WiFi, Infared, threads, and a bug?
Replies: 8
Views: 4801

You don't need encrypted luas, you only need a clever network protocol. (like checksumming the script file and refusing to start a multiplayer game if the checksum for the two games don't match) a clever hacker would just modify the game to send a fake checksum ;) ps: yes, i can not wait for intern...
by chaos
Mon Sep 12, 2005 1:04 pm
Forum: PSP Lua Player Development
Topic: os.date
Replies: 10
Views: 5044

if i had to make a guess, i'd say it was timezone related..
by chaos
Mon Sep 12, 2005 1:02 pm
Forum: PSP Lua Player Development
Topic: LightsOut Clone
Replies: 6
Views: 6399

nice one. i made a lightsout clone in visual basic 1.0 (yes, this really existed) back in the windows 3.1 days... :)
by chaos
Mon Sep 12, 2005 12:58 pm
Forum: PSP Lua Player Development
Topic: Function help plz
Replies: 3
Views: 2786

-- a function to toggle usb mode function toggleUSB() if usb==0 then System.usbDiskModeActivate() screen:blit(1, 3, usba) usb = 1 else System.usbDiskModeDeactivate() usb = 0 end end -- the rest of this should be in your main lo...
by chaos
Fri Sep 09, 2005 6:38 pm
Forum: PSP Lua Player Development
Topic: Transpose Matrix (Source Sample)
Replies: 4
Views: 3182

Shine wrote:
chaos wrote:i'm not sure .tt is a valid tld..
It is a valid tld: http://nic.tt/ Trinidad and Tobago are some islands in the southern Caribbean Sea.
it seems you're right. i still can't access his site, though. :\
by chaos
Fri Sep 09, 2005 6:32 pm
Forum: PSP Lua Player Development
Topic: free'ing memory
Replies: 9
Views: 5593

could you give us a list of what's going to change? i've currently got a couple thousand lines of code invested in a game i'm making, so i'm very interested in what's going to happen with the new version.
by chaos
Fri Sep 09, 2005 4:23 pm
Forum: PSP Lua Player Development
Topic: Transpose Matrix (Source Sample)
Replies: 4
Views: 3182

i'm not sure .tt is a valid tld..
by chaos
Thu Sep 08, 2005 5:04 am
Forum: PSP Lua Player Development
Topic: lua player on future psp diskmag?
Replies: 3
Views: 2882

well, maybe in a year from now, when luaplayer has taken advantage of all the nice things the psp has to offer.. sending it out as-is would be a wasted opportunity, imho.
by chaos
Wed Sep 07, 2005 12:14 pm
Forum: PSP Development
Topic: wrong CLOCKS_PER_SEC?
Replies: 9
Views: 3301

Agoln wrote:LUA problems should be in the LUA forum...

Moved.
gotta love the moderation around here ;)
by chaos
Mon Sep 05, 2005 12:21 pm
Forum: PSP Lua Player Development
Topic: Ellipse Test
Replies: 1
Views: 2057

looks good
by chaos
Sat Sep 03, 2005 1:14 am
Forum: PSP Development
Topic: Yahtzee PSP v1.0
Replies: 2
Views: 1594

greetings fellow paint shop pro user ;)
by chaos
Wed Aug 31, 2005 10:46 pm
Forum: PSP Development
Topic: dosbox
Replies: 698
Views: 561900

wow, too bad qbasic doesn't run.. it could be the most powerful programming tool ever unleashed for psp ;)
by chaos
Wed Aug 31, 2005 4:56 am
Forum: PSP Lua Player Development
Topic: Included Libraries???
Replies: 2
Views: 2641

so far i've used math and table without any problems.
by chaos
Tue Aug 30, 2005 11:35 am
Forum: PSP Lua Player Development
Topic: onscreen configurable lua keyboard (test version)
Replies: 9
Views: 5265

very nice idea..
by chaos
Mon Aug 29, 2005 1:04 pm
Forum: PSP Lua Player Development
Topic: input troubles
Replies: 7
Views: 4375

ok, the results are in. i rewrote my code, and the bug is gone. here's the code. i use it to move a 16x16 cursor around the screen in 16 pixel steps. i've left out the code for button presses, because it's handled the same way as movement, and the extra code would be redundant. the code has support ...
by chaos
Mon Aug 29, 2005 4:40 am
Forum: PSP Lua Player Development
Topic: input troubles
Replies: 7
Views: 4375

nevyn wrote:Chaos: Sounds to me like a bug in your code. Working /around/ the bug by disabling its sideeffects is a bad way of solving it :P
it does sound like a bug.. i'm rewritting all my control routines to make sure. i'll post the results when i'm done.