Search found 12 matches

by liquidjin
Wed Aug 23, 2006 2:16 pm
Forum: PSP Development
Topic: Preparing Mac OS X for PSPSDK
Replies: 29
Views: 22814

Re: make -r fix builds

My earlier problem fixed itself. Something must have been down on the mirror's ends because I was able to grab it fine a day later. Now I am encountering a problem building the toolchain.sh. I got the error building binutils and added the "-r" to get past this section. It didn't work for a...
by liquidjin
Mon Aug 21, 2006 2:01 pm
Forum: PSP Development
Topic: Preparing Mac OS X for PSPSDK
Replies: 29
Views: 22814

Re: Preparing Mac OS X for PSPSDK

There are many ways to do this. I do it using the command line, ie: Terminal.app. The steps are something like this: 1. Install Mac OS X Developer tools. It's a free download, or just find Developer.pkg on the installation media (in a hidden directory). Ok I did this. I assume you are talking about...
by liquidjin
Tue Mar 21, 2006 12:31 pm
Forum: PSP Lua Player Development
Topic: mp3?
Replies: 14
Views: 7053

Point is: MP3 is copyrighted, and shine said that the copyright holder could sue the person who adds MP3 into their program without a 15,000$ permission. I just read the FAQ at the site Mike Haggar posted and it says the following: However, no license is needed for private, non-commercial activitie...
by liquidjin
Mon Mar 13, 2006 11:25 am
Forum: PSP Lua Player Development
Topic: Eight way pad
Replies: 1
Views: 1431

I did it in LITEspeed. However because of how stiff the analog is, it still is quite hard to hit the diagonals consistently. Just cut pie slices into the circular range that the analog is capable of hitting (-255 - 255) like you did in your drawing. And if the the analog falls within one of those 8 ...
by liquidjin
Thu Mar 09, 2006 3:14 am
Forum: PSP Lua Player Development
Topic: I need help
Replies: 6
Views: 3029

Re: I need help

hyperj wrote:can some one help me i keep getting a no script file found when i boot it up.
Sounds like you are using the photo app exploit and don't have lowser
by liquidjin
Wed Mar 08, 2006 5:46 am
Forum: PSP Lua Player Development
Topic: LITEspeed v1.0 OSK Plugin for TTLDE
Replies: 2
Views: 2830

matriculated wrote:Hey, that's a really nice keyboard layout you got there. Ingenious!
Thank you. It felt the most natural for displaying and using the face buttons along with the analog.
by liquidjin
Tue Mar 07, 2006 5:21 pm
Forum: PSP Lua Player Development
Topic: LITEspeed v1.0 OSK Plugin for TTLDE
Replies: 2
Views: 2830

LITEspeed v1.0 OSK Plugin for TTLDE

I'm proud to announce my first LUA project is in it's final stages. I've created an OSK for TTLDE that makes good use of the analog, providing everyone with a very intuitive, fast, and safe virtual keyboard interface. I hope that you like it. Any feedback is welcome. http://mtg.enterthefam.com/Site/...
by liquidjin
Fri Mar 03, 2006 4:00 pm
Forum: PSP Lua Player Development
Topic: TTLDE V2.1 - Text editor written by LUA
Replies: 43
Views: 21552

One last thing. I was inspired by liquid8e, newyn, and Arwin's discussion in this thread http://forums.ps2dev.org/viewtopic.php?t=3195&sid=e9b29024924cfc0d520b48419b0e95b8 , so I wrote my own keyboard interface that makes use of the analog and some of their ideas. How would I go about making th...
by liquidjin
Thu Mar 02, 2006 1:53 am
Forum: PSP Lua Player Development
Topic: TTLDE V2.1 - Text editor written by LUA
Replies: 43
Views: 21552

this is the one of the best lua software done, a bit tricky to get use to where I get the x o are set Jap way so I always press the wrong one, would it be easy to do a plug-in that sitch the x and o a bit like the color them chooser. Great one ema I agree with my psprecious. The Circle/X thing conf...
by liquidjin
Tue Feb 21, 2006 4:10 am
Forum: PSP Lua Player Development
Topic: lack of control in how often to redraw screen...?
Replies: 13
Views: 4472

You're on the right track. Speed is just a measure of distance/time. So if you want to make something move faster than another object, you would increase the distance it moves in the same time period. However, when you are dealing with arcs I would advise you to use parametric equations to find your...
by liquidjin
Mon Feb 20, 2006 1:18 pm
Forum: PSP Lua Player Development
Topic: lack of control in how often to redraw screen...?
Replies: 13
Views: 4472

thank you! is there a way to tell at what frame rate my program is running at? I can't give you exact code, because I'm not too familiar with working on the PSP yet. However in the beginning of your main loop you would want to do the following { - if FPS counter >= 10 (to minimize spiking only chec...
by liquidjin
Sun Feb 19, 2006 6:03 pm
Forum: PSP Lua Player Development
Topic: lack of control in how often to redraw screen...?
Replies: 13
Views: 4472

doesn't it automatically draw to the back buffer (with screen:blit()) until you say screen:flip()? The answer to your question is yes. However, check out the last section of the tutorial on the Wiki. You want to blit smaller images onto a larger offscreen image and then blit that larger image to th...