Search found 728 matches

by Shine
Wed May 03, 2006 8:18 pm
Forum: PSP Lua Player Development
Topic: LuaPlayer Bug
Replies: 6
Views: 3867

Teggles wrote:I can't get it right. How can I fix this?
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 :-)
by Shine
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...
by Shine
Wed May 03, 2006 7:21 am
Forum: PSP Lua Player Development
Topic: Help (Image Collision in an Array)
Replies: 5
Views: 3243

J = 1 I = 2 How would you do it? A first hack could look like this: function isInRectangle&#40;x, y, x0, y0, x1, y1&#41; return x >= x0 and x < x1 and y >= y0 and y < y1 end function overlaps&#40;object1, object2&#41; local o1_x0 = object1.x0 local o1_y0 = object1.y0 local o1_x1 = o...
by Shine
Thu Apr 27, 2006 4:46 am
Forum: PS2 Development
Topic: ps2 and lua
Replies: 23
Views: 5401

Compiling the Lua sources gives you the scripting language Lua. For the graphics, sounds and system functions of Lua Player you need to port the Lua Player source to the PS2, which maybe is a lot of work.
by Shine
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 ...
by Shine
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...
by Shine
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...
by Shine
Sun Apr 16, 2006 5:30 am
Forum: PSP Lua Player Development
Topic: Lowser in luaplayerwindows?
Replies: 5
Views: 2900

I've never managed to start Lowser in the Windows Lua Player :-) there are some problems with the file system mapping functions in Windows.
by Shine
Sat Apr 15, 2006 3:47 pm
Forum: PSP Lua Player Development
Topic: UFA's here! (User-Free Applications)
Replies: 11
Views: 7434

RanDom_ErrOr wrote:luckily i cleaned it up alot, and reduced the size to nothing, i intend to add functionality to dynamically change the number of "organisms" with up/down arrow functionality... we'll see...
nice, like an impressionistic oil painting :-)
by Shine
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...
by Shine
Thu Apr 13, 2006 10:13 pm
Forum: PSP Lua Player Development
Topic: Blitting Speed
Replies: 43
Views: 17219

Giuliano wrote:1) Leave drawing in the vBLANK loop but base movement on time (so it's always the same speed even if FPS drops)
Yes, this is it.
by Shine
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...
by Shine
Wed Apr 12, 2006 3:15 pm
Forum: PSP Lua Player Development
Topic: Blitting Speed
Replies: 43
Views: 17219

sadly the more blits you do.. the slower the game becomes.. So i suggest.. no blitting Blitting is fast enough for full 60 fps in Lua Player. ----------------------------------------------------------- -- Proof of concept for real animation on the LUA PLAYER -- time = os.clock&#40;&#41; CYC...
by Shine
Tue Apr 11, 2006 8:59 pm
Forum: General Discussion
Topic: Lua Player version 0.19
Replies: 4
Views: 3653

LuMo wrote:hehe quick solution:
change

Code: Select all

sceUsbDeactivate&#40; 0 &#41;;  // what value here?
to

Code: Select all

sceUsbDeactivate&#40;&#41;;  // no value here
Better solution: update your PSPSDK toolchain :-)
by Shine
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
by Shine
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 ...
by Shine
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 ...
by Shine
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...
by Shine
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...
by Shine
Mon Apr 03, 2006 11:06 pm
Forum: PSP Lua Player Development
Topic: Quick question of dofile.
Replies: 10
Views: 4044

When you write "x = 10" think of it as you put the number 10 to a global hashmap with the key "x". The number 10 is not an object, so "b=x" creates a new entry in this global hashmap. "x=nil" just overwrites the memory in the hashmap with the nil value, so &qu...
by Shine
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

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));
Thanks, I've fixed this, will be in the next version.
by Shine
Mon Apr 03, 2006 5:56 am
Forum: PSP Lua Player Development
Topic: Loading and saving scores from a file
Replies: 5
Views: 3072

[lots of complicated code] Looks like you have written too much C or Java code :-) function loadScore&#40;&#41; dofile&#40;"score.txt"&#41; end function saveScore&#40;&#41; file = io.open&#40;"score.txt", "w"&#41; if file then file&#...
by Shine
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...
by Shine
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...
by Shine
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 :-)
by Shine
Fri Mar 31, 2006 4:51 pm
Forum: PSP Lua Player Development
Topic: UFA's here! (User-Free Applications)
Replies: 11
Views: 7434

After going through some specifications, I have finally made a good Langton's Ant program! :) Langton's Ant Nice. What about more than one ant? http://www.frank-buss.de/tmp/ants.gif function even&#40;num&#41; return num - math.mod&#40;num, 2&#41; end math.randomseed&#40;os.time&...
by Shine
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...
by Shine
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
by Shine
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

exzantia wrote: Do I need to do something to t he wav file to make it compatible?
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.
by Shine
Thu Mar 16, 2006 3:28 pm
Forum: PSP Lua Player Development
Topic: Core Project: External libraries
Replies: 30
Views: 23327

Oobles wrote:Can anyone tell me what parts of luaplayer requrie kernel mode?
The USB support, SIO and stdout/stderr handler requires kernel mode functions, but Lua Player itself works without these functions.