Search found 200 matches

by romero126
Fri Sep 08, 2006 11:37 am
Forum: PSP Lua Player Development
Topic: args in funcs in tables
Replies: 1
Views: 1971

umm here this might help.

varlist = {
funct()
do stuff here... etc

end,

funct()

more stuff here

end,

etc..

}

varlist[1]() 2 3 etc.. can be called using this

You can also define functions as variables.

functionX = funct(foo)
do stuff here

end
by romero126
Thu Sep 07, 2006 7:35 am
Forum: PSP Lua Player Development
Topic: tostring problems
Replies: 1
Views: 2044

How about I say no.
by romero126
Fri Aug 11, 2006 4:53 am
Forum: PSP Lua Player Development
Topic: System Extension (v0.5,cpu,elf loading,mp3,zip)
Replies: 49
Views: 28614

maybe just have a faster blitting system.
by romero126
Thu Aug 10, 2006 4:56 pm
Forum: PSP Lua Player Development
Topic: Dynamic Function Calls
Replies: 5
Views: 4100

why wouldn't you? try: (code works) function SubMain() screen:print(0,0,"test",Color.new(255,0,0)) end function Main(func) while true do screen:clear(Color.new(255,255,255)) fun...
by romero126
Wed Aug 09, 2006 4:58 pm
Forum: PSP Lua Player Development
Topic: Dynamic Function Calls
Replies: 5
Views: 4100

Yes Variables are handled as functions. So any variable can be passed off as a function If it doesnt error out that is. function Main(pName, pStuff) if (type(pName) == "function") then result = pName() -- result is whatever pN...
by romero126
Wed Jul 26, 2006 5:47 am
Forum: PSP Lua Player Development
Topic: table instances
Replies: 10
Views: 5409

I used it as a refrence.. not as actual code. the reason why it has this problem is because its relational variables. Not direct data based variables. Tables, functions, threads, and (full) userdata values are objects: variables do not actually contain these values, only references to them. Assignme...
by romero126
Tue Jul 25, 2006 5:08 pm
Forum: PSP Lua Player Development
Topic: table instances
Replies: 10
Views: 5409

tostring(block[1])

use that..
by romero126
Thu Jul 13, 2006 6:57 am
Forum: PSP Lua Player Development
Topic: LuaPlayer "bug".
Replies: 8
Views: 5003

SSphear you are absolutly right '\0' is used by c programmers as a char[] terminator to avoid any errors during output. The length still remains the same. Even the string behind char[] remains the same. While the data is not lost. char[] simply overwrites the data up to a certain level. What that me...
by romero126
Thu Jul 13, 2006 6:05 am
Forum: PSP Lua Player Development
Topic: music
Replies: 2
Views: 2636

agreed
by romero126
Thu Jul 13, 2006 6:00 am
Forum: PSP Lua Player Development
Topic: LuaPlayer "bug".
Replies: 8
Views: 5003

in c the \0 is to signify the end of the entire string. LUA is useing the same format.
by romero126
Sat Jul 01, 2006 5:22 am
Forum: PSP Lua Player Development
Topic: [Controls help] Push the Up-button and the X button to...
Replies: 4
Views: 3581

pad = controls.read()

Code: Select all



if pad:cross() and 
   pad:up() then 
screen:print(100, 250, "Blablabliboe", blue) 
screen.flip() 
end 
by romero126
Sat Jun 24, 2006 7:19 am
Forum: PSP Lua Player Development
Topic: Problems compiling LUAPLAYER
Replies: 7
Views: 7172

Actually its a quite intuitive answer. sio.cpp:175: error: invalid conversion from 'int (*)(PspIoDrvFileArg*, u32, long long int, int)' to 'SceOff (*)(PspIoDrvFileArg*, SceOff, int)' SIO.CPP is not in the LUAplayer Source files. Which means they have to be the SDK especially if it is useing the SCE ...
by romero126
Fri Jun 23, 2006 5:21 am
Forum: PSP Lua Player Development
Topic: fighter
Replies: 15
Views: 6945

When you program. think if i were a computer how would i code myself. It kinda helps.. actually
by romero126
Wed Jun 21, 2006 6:45 am
Forum: PSP Lua Player Development
Topic: Problems compiling LUAPLAYER
Replies: 7
Views: 7172

install the PSPSDK
by romero126
Wed Jun 21, 2006 6:36 am
Forum: PSP Lua Player Development
Topic: Music plays choppy
Replies: 6
Views: 3276

I dont really have a tutorial. But I do have an example useing a Corutine SDK I made. Process_LIB = { ["ThreadList"] = { }, Exit = nil } function Process_LIB:init () while true do if (self.Exit) the...
by romero126
Tue Jun 20, 2006 5:15 pm
Forum: PSP Lua Player Development
Topic: Music plays choppy
Replies: 6
Views: 3276

Eliminate blitting, and use less code. Less is more!The more functions you use the slower it becomes. The less functions you use.. can also slow it down. Find the right combination. Also use the blit buffer! Only reblit changes in the picture. Never do more than that. Complex code makes it harder fo...
by romero126
Tue Jun 20, 2006 5:06 am
Forum: PSP Lua Player Development
Topic: Music plays choppy
Replies: 6
Views: 3276

The biggest problem with LUAPlayer is that it uses a single thread for almost everything. When you blit/print too many images during each frame the entire system gets choppy and slows down. In order to decrease the time between. Just remember kids Simpler is better! I do believe you should totally r...
by romero126
Mon Jun 19, 2006 12:25 pm
Forum: PSP Lua Player Development
Topic: LUA Version/ Platform Information
Replies: 5
Views: 3196

perhaps since LUA checks for commands first

Check if they exist! as variables

if (System.powerGetBatteryLifePercent) then
do it here!

end
by romero126
Thu Jun 15, 2006 4:46 pm
Forum: PSP Lua Player Development
Topic: System.listDirectory()
Replies: 3
Views: 2583

that was totally uncalled for be2003. But heres the answer you are waiting for. file_list = System.listDirectory() for key, file in file_list do print("File Name".. file.name.." : ".. file.size) if (file.directory()&...
by romero126
Sun Jun 11, 2006 6:59 am
Forum: PSP Lua Player Development
Topic: File Functions
Replies: 13
Views: 6073

I actually think 5.1 has increased luaplayers speed substancially, I also have noticed that parsing files (reading) takes absolutly no time to do. Its fantastic! However saving it dead weight.
by romero126
Fri Jun 09, 2006 4:51 am
Forum: PSP Lua Player Development
Topic: v0.20 Bugs
Replies: 4
Views: 2781

Actually i tried the other screen as well by using screen.flip() before the copying even starts and it still doesnt copy.
by romero126
Thu Jun 08, 2006 4:01 pm
Forum: PSP Lua Player Development
Topic: Problem with Print()
Replies: 11
Views: 5927

Furthermore here is a workarround for developers to use. (It works just like in dos) IO_LIB = { x = 0, buffer = Image.createEmpty(480, 272), prebuffer = Image.createEmpty(480, 272) } function IO_LIB:PrintF(text) for i = 1, str...
by romero126
Thu Jun 08, 2006 3:59 pm
Forum: PSP Lua Player Development
Topic: Problem with Print()
Replies: 11
Views: 5927

get a serial cable to debug... - or just print to the screen... print() is the function i am talking about for such matters. Instead of, screen:print(0, 0, "text", color.new(0,0,0)) screen.waitVblankStart() screen.flip() For each variable output is perposterous just for the sake of a 30 s...
by romero126
Thu Jun 08, 2006 7:54 am
Forum: PSP Lua Player Development
Topic: v0.20 Bugs
Replies: 4
Views: 2781

v0.20 Bugs

Printing screen to an image -- Pre Image screen:clear(Color.new(0, 0, 0)) screen:print(0, 264, "I have text here", Color.new(255,255,255)) screen.waitVblankStart() screen.flip() ...
by romero126
Thu Jun 08, 2006 6:38 am
Forum: PSP Lua Player Development
Topic: Problem with Print()
Replies: 11
Views: 5927

I cant use an old version to debug im useing 5.1 syntax for some file manipulation. And if memory serves me file manipulation has a big problem in the windows client.

Also screen.flip() does not allow me to show an output either. I did a work arround but its a nasty hack I would rather not use.
by romero126
Thu Jun 08, 2006 5:20 am
Forum: PSP Lua Player Development
Topic: Problem with Print()
Replies: 11
Views: 5927

no just the command print() which used to work for debugging purposes.
by romero126
Wed Jun 07, 2006 6:41 am
Forum: PSP Lua Player Development
Topic: Problem with Print()
Replies: 11
Views: 5927

neither work
by romero126
Tue Jun 06, 2006 5:43 am
Forum: PSP Lua Player Development
Topic: Problem with Print()
Replies: 11
Views: 5927

Problem with Print()

print("string") does not work anymore?! any reasons why?

Im using v0.20 I noticed it does not work in 0.18+
by romero126
Tue Jun 06, 2006 4:44 am
Forum: PSP Lua Player Development
Topic: Lua Player v0.20 Image.load issues
Replies: 2
Views: 2267

You can also free up memory by deleting the LRX files since they seem to load up into memory at the time LUAPlayer loads up, this can decrease the active memory usage. However some of your demo games may not work. Choose wisely!