You could iterate through each pixel and change the color to transparent, if black, or you could wait until weekend when I have some time to release a new Lua Player version with the bug fixed :-)Teggles wrote:I can't get it right. How can I fix this?
Search found 728 matches
- Wed May 03, 2006 8:18 pm
- Forum: PSP Lua Player Development
- Topic: LuaPlayer Bug
- Replies: 6
- Views: 3867
- Wed May 03, 2006 5:56 pm
- Forum: PSP Lua Player Development
- Topic: LuaPlayer Bug
- Replies: 6
- Views: 3867
Re: LuaPlayer Bug
Try this: party:clear(Color.new(0, 0, 0, 255)) The bug was, that TTF font plotting to images doesn't set the alpha value to opaque, which was the reason that it is invisible when plotting, if not plotted on an image, where tha alpha value is already set to opaque. I've added this to the TODO list at...
- Wed May 03, 2006 7:21 am
- Forum: PSP Lua Player Development
- Topic: Help (Image Collision in an Array)
- Replies: 5
- Views: 3243
- Thu Apr 27, 2006 4:46 am
- Forum: PS2 Development
- Topic: ps2 and lua
- Replies: 23
- Views: 5401
- Wed Apr 26, 2006 9:28 am
- Forum: PS2 Development
- Topic: ps2 and lua
- Replies: 23
- Views: 5401
Re: ps2 and lua
You can download the source from http://www.lua.org It is standard C, so it should compile with every C compiler. You could take a look how to build the static libraries in the PSP repository (note: the Lua version in the PSP repository is slightly patched for using floats instead of doubles as the ...
- Sun Apr 23, 2006 9:45 pm
- Forum: PSP Lua Player Development
- Topic: 2d side scrolling platformer
- Replies: 4
- Views: 3197
Re: 2d side scrolling platformer
The trouble is, if i create an image in memory, then blit the background to screen, then the image in memory to screen over the background, the image in memory isnt transparent so it just has a black background. Take a look at the Snake game, which does exactly this (and uses the non-alpha paramete...
- Wed Apr 19, 2006 1:07 am
- Forum: General Discussion
- Topic: PlayStation Network to support homebrew
- Replies: 8
- Views: 5439
http://us.playstation.com/beyond/welcome.html ... is however more serious. It does look like this will be a way to share homebrew applications, even if you'll have to let Sony make a few bucks on it probably. This looks interesting. It doesn't say something about the platform, so maybe it is availa...
- Sun Apr 16, 2006 5:30 am
- Forum: PSP Lua Player Development
- Topic: Lowser in luaplayerwindows?
- Replies: 5
- Views: 2900
- Sat Apr 15, 2006 3:47 pm
- Forum: PSP Lua Player Development
- Topic: UFA's here! (User-Free Applications)
- Replies: 11
- Views: 7434
- Sat Apr 15, 2006 2:41 am
- Forum: PSP Lua Player Development
- Topic: Blitting Speed
- Replies: 43
- Views: 17219
Most movie projectors have a frame rate of 24 pictures per seconds: http://en.wikipedia.org/wiki/Movie_projector But the shutter can have a higher frame rate, but this means only, that the same image is displayed 2 or 3 times. This reduces flickering. And this is the same for the PSP: you don't need...
- Thu Apr 13, 2006 10:13 pm
- Forum: PSP Lua Player Development
- Topic: Blitting Speed
- Replies: 43
- Views: 17219
- Thu Apr 13, 2006 4:03 pm
- Forum: PSP Lua Player Development
- Topic: Blitting Speed
- Replies: 43
- Views: 17219
that's what I had planned but I get FPS drop after 20 something blits.. that means that if I blit a few backgrounds + player I can only blit a few animated tiles + enemies.. that will really decrease the fun of the game It is a good idea to use the Timer functions for movements instead hard couplin...
- Wed Apr 12, 2006 3:15 pm
- Forum: PSP Lua Player Development
- Topic: Blitting Speed
- Replies: 43
- Views: 17219
- Tue Apr 11, 2006 8:59 pm
- Forum: General Discussion
- Topic: Lua Player version 0.19
- Replies: 4
- Views: 3653
Better solution: update your PSPSDK toolchain :-)LuMo wrote:hehe quick solution:
changetoCode: Select all
sceUsbDeactivate( 0 ); // what value here?
Code: Select all
sceUsbDeactivate(); // no value here
- Tue Apr 11, 2006 8:11 pm
- Forum: PSP Lua Player Development
- Topic: Game of Life speed help
- Replies: 15
- Views: 6825
In the new version 0.19 the Game Of Life demo is included:
http://forums.ps2dev.org/viewtopic.php?p=38455
http://forums.ps2dev.org/viewtopic.php?p=38455
- Tue Apr 11, 2006 8:06 pm
- Forum: General Discussion
- Topic: Lua Player version 0.19
- Replies: 4
- Views: 3653
Lua Player version 0.19
On http://www.luaplayer.org you can get the new version 0.19. Oobles has changed the module interface a bit, now it is more Lua like with "loadlib" (see http://forums.ps2dev.org/viewtopic.php?t=4259 ). I've implemented a small demo how to manipulate images with a module, which can be used ...
- Tue Apr 11, 2006 4:36 pm
- Forum: PSP Lua Player Development
- Topic: Game of Life speed help
- Replies: 15
- Views: 6825
Best bet is to code some of them in C/C++ where the bottleneck occurs. And then bind it to your Lua script. (Don't ask me how to do this for PSP Lua Player.) Yes, this would be the best. I've done this last night and will be released as a demo module with the next Lua Player release. It calculates ...
- Mon Apr 10, 2006 8:14 am
- Forum: PSP Lua Player Development
- Topic: Add in Unofficial V0.17dk2 features in Official Release?????
- Replies: 5
- Views: 2526
I think it should be included in the main eboot at start up asking what speed you want LUAPlayer to run at, you could include a liability warning and such. That way people just can't sneak in 333 mhz into their code and the owner of the PSP not know about it. Maybe you are right. I think it could b...
- Mon Apr 10, 2006 1:32 am
- Forum: PSP Lua Player Development
- Topic: Add in Unofficial V0.17dk2 features in Official Release?????
- Replies: 5
- Views: 2526
Re: Add in Unofficial V0.17dk2 features in Official Release?
I don't add functions which may damage the PSP to Lua Player, but with the new module concept it should be easy to compile a module, which then can be loaded and which provides the missing functions. It should be possible to use such modules with subsequent Lua Player releases, too, without recompil...
- Mon Apr 03, 2006 11:06 pm
- Forum: PSP Lua Player Development
- Topic: Quick question of dofile.
- Replies: 10
- Views: 4044
- Mon Apr 03, 2006 10:52 pm
- Forum: PSP Lua Player Development
- Topic: BUG: incorrect way of detecting if a file is a directory
- Replies: 4
- Views: 4229
Re: BUG: incorrect way of detecting if a file is a directory
Thanks, I've fixed this, will be in the next version.moonlight wrote:The correct way to check if a file is adirectory is:
lua_pushboolean(L, FIO_S_ISDIR(g_dir.d_stat.st_mode));
- Mon Apr 03, 2006 5:56 am
- Forum: PSP Lua Player Development
- Topic: Loading and saving scores from a file
- Replies: 5
- Views: 3072
- Sun Apr 02, 2006 4:52 pm
- Forum: General Discussion
- Topic: Lua Player version 0.18 alpha
- Replies: 3
- Views: 2650
When will you update the Windows version? The following steps are needed for [insert your request here]: 1. read http://forums.ps2dev.org/viewtopic.php?t=5133 2. discuss if [your request] is useful 3. add a task to the TODO list 4. learn C++ 5. add your name to the task on the TODO list 6. implemen...
- Sun Apr 02, 2006 3:45 pm
- Forum: General Discussion
- Topic: Lua Player version 0.18 alpha
- Replies: 3
- Views: 2650
Lua Player version 0.18 alpha
On http://www.luaplayer.org you can get the new version 0.18 alpha. This is the first version with the new Lua Player module load support by Oobles. Currently I don't have much time for adding more features and fixing bugs, so if you are a good C++ programmer, you can contribute to Lua Player, see h...
- Sat Apr 01, 2006 5:20 pm
- Forum: General Discussion
- Topic: PlayStation Network to support homebrew
- Replies: 8
- Views: 5439
PlayStation Network to support homebrew
See ps2dev.org
@oobles: you shouldn't post something like this on this special date :-)
@oobles: you shouldn't post something like this on this special date :-)
- Fri Mar 31, 2006 4:51 pm
- Forum: PSP Lua Player Development
- Topic: UFA's here! (User-Free Applications)
- Replies: 11
- Views: 7434
- Fri Mar 31, 2006 4:45 am
- Forum: PSP Lua Player Development
- Topic: mp3?
- Replies: 14
- Views: 6828
So has anyone thought about liquidjin's post? Is it possible to put support for mp3's into Lua legally and without any costs? I'm not sure, there are some patents for MP3. But I would be glad if someone wants to write some code for adding Ogg/Vorbis. The format is better and there are free MP3 to O...
- Fri Mar 31, 2006 4:39 am
- Forum: PSP Lua Player Development
- Topic: UFA's here! (User-Free Applications)
- Replies: 11
- Views: 7434
Re: UFA's here! (User-Free Applications)
You might be interested in my cellular automata: http://www.frank-buss.de/automaton/ especially Arabasek, Game Of Life and the tetracaidecahedron idea. Should be really easy to convert it to Lua.
Another fascinating concept is Langtons Ant: http://www.frank-buss.de/tmp/ameise.html
Another fascinating concept is Langtons Ant: http://www.frank-buss.de/tmp/ameise.html
- Sat Mar 18, 2006 5:02 am
- Forum: PSP Lua Player Development
- Topic: Problems loading sound files
- Replies: 7
- Views: 3710
Re: Problems loading sound files
Yes, save it as normal PCM (you can convert it e.g. with the Windows sound recorder). Any special Microsoft codecs or other formats are not supported.exzantia wrote: Do I need to do something to t he wav file to make it compatible?
- Thu Mar 16, 2006 3:28 pm
- Forum: PSP Lua Player Development
- Topic: Core Project: External libraries
- Replies: 30
- Views: 23327