Search found 135 matches
- Tue Sep 20, 2005 1:08 pm
- Forum: PSP Lua Player Development
- Topic: Protected Code
- Replies: 13
- Views: 7504
- Tue Sep 20, 2005 3:39 am
- Forum: PSP Lua Player Development
- Topic: Player Motion Test
- Replies: 5
- Views: 3861
- 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...
- Sat Sep 17, 2005 3:03 pm
- Forum: PSP Lua Player Development
- Topic: semi-transparent images?
- Replies: 8
- Views: 4371
- 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
- Fri Sep 16, 2005 1:27 am
- Forum: PSP Lua Player Development
- Topic: semi-transparent images?
- Replies: 8
- Views: 4371
- Wed Sep 14, 2005 10:03 am
- Forum: PSP Lua Player Development
- Topic: IO File Handling ?
- Replies: 17
- Views: 7782
- 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 ...
- Tue Sep 13, 2005 12:57 pm
- Forum: PSP Lua Player Development
- Topic: IO File Handling ?
- Replies: 17
- Views: 7782
- 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 ...
- Tue Sep 13, 2005 1:20 am
- Forum: PSP Lua Player Development
- Topic: manipulating pixel Color
- Replies: 2
- Views: 2465
- 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 ...
- 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...
- Mon Sep 12, 2005 1:34 pm
- Forum: PSP Lua Player Development
- Topic: Function help plz
- Replies: 3
- Views: 2786
- 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...
- Mon Sep 12, 2005 1:04 pm
- Forum: PSP Lua Player Development
- Topic: os.date
- Replies: 10
- Views: 5044
- Mon Sep 12, 2005 1:02 pm
- Forum: PSP Lua Player Development
- Topic: LightsOut Clone
- Replies: 6
- Views: 6399
- Mon Sep 12, 2005 12:58 pm
- Forum: PSP Lua Player Development
- Topic: Function help plz
- Replies: 3
- Views: 2786
- Fri Sep 09, 2005 6:38 pm
- Forum: PSP Lua Player Development
- Topic: Transpose Matrix (Source Sample)
- Replies: 4
- Views: 3182
it seems you're right. i still can't access his site, though. :\Shine wrote:It is a valid tld: http://nic.tt/ Trinidad and Tobago are some islands in the southern Caribbean Sea.chaos wrote:i'm not sure .tt is a valid tld..
- Fri Sep 09, 2005 6:32 pm
- Forum: PSP Lua Player Development
- Topic: free'ing memory
- Replies: 9
- Views: 5593
- Fri Sep 09, 2005 4:23 pm
- Forum: PSP Lua Player Development
- Topic: Transpose Matrix (Source Sample)
- Replies: 4
- Views: 3182
- Thu Sep 08, 2005 5:04 am
- Forum: PSP Lua Player Development
- Topic: lua player on future psp diskmag?
- Replies: 3
- Views: 2882
- Wed Sep 07, 2005 12:14 pm
- Forum: PSP Development
- Topic: wrong CLOCKS_PER_SEC?
- Replies: 9
- Views: 3301
- Mon Sep 05, 2005 12:21 pm
- Forum: PSP Lua Player Development
- Topic: Ellipse Test
- Replies: 1
- Views: 2057
- Sat Sep 03, 2005 1:14 am
- Forum: PSP Development
- Topic: Yahtzee PSP v1.0
- Replies: 2
- Views: 1594
- Wed Aug 31, 2005 10:46 pm
- Forum: PSP Development
- Topic: dosbox
- Replies: 698
- Views: 561900
- Wed Aug 31, 2005 4:56 am
- Forum: PSP Lua Player Development
- Topic: Included Libraries???
- Replies: 2
- Views: 2641
- Tue Aug 30, 2005 11:35 am
- Forum: PSP Lua Player Development
- Topic: onscreen configurable lua keyboard (test version)
- Replies: 9
- Views: 5265
- 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 ...
- Mon Aug 29, 2005 4:40 am
- Forum: PSP Lua Player Development
- Topic: input troubles
- Replies: 7
- Views: 4375