Search found 200 matches

by romero126
Sat Dec 31, 2005 11:29 am
Forum: PSP Lua Player Development
Topic: Project Glass Eye (Beta Release)
Replies: 11
Views: 6926

Project Glass Eye (Beta Release)

This is a test for a LUA based GUI OS based on ideas of Microsoft OS Its verry modular and simple to add new programs to the OS shell. This is an early beta and some of the functionality that I would like to include isnt there. But try it out and see how you like it. And let me know how you like it ...
by romero126
Thu Dec 29, 2005 3:44 pm
Forum: PSP Lua Player Development
Topic: os.time BUG!!!!!!!!!!
Replies: 2
Views: 1424

The reason why is because it uses a GMT based time.

If you change your clock to GMT which is +0 on your PSP it should fix this problem and change your current clock to the actual time.
by romero126
Thu Dec 29, 2005 1:47 pm
Forum: PSP Lua Player Development
Topic: tables with functions
Replies: 2
Views: 1568

Re: tables with functions

Hi I'm here again. I would like to know if it possible to crate a table that has functions associated with the keys. At least I need a way to call different functions like in a switch-case but I'm tring to do this using the tables to search the case. This is a possible example of what I want to do ...
by romero126
Thu Dec 29, 2005 1:45 pm
Forum: PSP Lua Player Development
Topic: LUA OS release
Replies: 11
Views: 3354

its a great program I look forward to future releases on this allowing you to create new files/folder etc :-)

One thing I didnt really like about it is that the text was pretty hard to read.

But great app!
by romero126
Wed Dec 28, 2005 12:31 am
Forum: PSP Lua Player Development
Topic: Image collision checking
Replies: 7
Views: 2664

w/h is to allow for bigger immages to be used as a smaller/colision based system. So transparancys and image:width() etc.. wont make it look bad.

(just thinking ahead for you!)
by romero126
Tue Dec 27, 2005 11:50 pm
Forum: PSP Lua Player Development
Topic: Lua coding sempilfication
Replies: 3
Views: 1807

If there are any errors in the code the file will not load, and will error out.
by romero126
Tue Dec 27, 2005 10:53 pm
Forum: PSP Lua Player Development
Topic: (Code of the day) Key Up/KeyDown Triggered Events.
Replies: 2
Views: 1915

(Code of the day) Key Up/KeyDown Triggered Events.

Are you tired of trying to figure out which key isnt currently being pushed down and keys not being pushed down? To allow for multiple button pressed events? Look no farther! Here is a simple process to add event driven key commands to your LUA code! Taken from input.lua -- Coded by romero126 GlassE...
by romero126
Tue Dec 27, 2005 10:38 pm
Forum: PSP Lua Player Development
Topic: Image collision checking
Replies: 7
Views: 2664

Re: Image collision checking

I'm trying to get collision checking for my working. I tried to do it this way, but it just went REALLY slow, and I'm not sure if it even worked. The way I tried to do it probably isn't the best way either. for y = y1, y1+img1:height() do for x = x1, x1+img1:width&am...
by romero126
Tue Dec 27, 2005 10:30 pm
Forum: PSP Lua Player Development
Topic: Lua coding sempilfication
Replies: 3
Views: 1807

The Lowser file browser has a LTrigger button that you can use to put it into USB Mode. Also refer to http://wiki.ps2dev.org/psp:lua_player for more information about the built in commands through the LUA Player. some of which are System.usbDiskModeActivate() System.usbDiskModeDeactivate() Which mig...
by romero126
Tue Dec 27, 2005 7:21 pm
Forum: PSP Lua Player Development
Topic: Help with blit and screen
Replies: 6
Views: 2464

You are telling it a table, but not which part of it. for example, to blit self.x, lets say: self.x = {0} Now, to blit it, you need to tell it what number out of self.x. screen_save:blit(self.x[1],self.y[1],...) That tells it the first digit in self.x and self.y instead of just telling it to use th...
by romero126
Tue Dec 27, 2005 6:50 pm
Forum: PSP Lua Player Development
Topic: Trouble with Lua Player 0.15 on v2.0 PSP
Replies: 8
Views: 3300

PSP hack .9 has come out for the Eboot loader.
Also you might want to check their forum's for help information since generally that is a configuration problem in the ebootloader config file.
by romero126
Sun Dec 25, 2005 7:57 am
Forum: PSP Lua Player Development
Topic: LuaPlayer Lag with Font?
Replies: 0
Views: 840

LuaPlayer Lag with Font?

Has anyone else noticed that there is considerable ammount of lag between loop refreshes after a font.load() command is called?

Is this normal?
It drops the refresh rate approx in a 1/3.
by romero126
Sun Dec 25, 2005 5:02 am
Forum: PSP Lua Player Development
Topic: Lua source encryption on the fly?
Replies: 17
Views: 5484

Like I said ealier You should compile your own application useing the LUA source provided and add your own commands. Enough bickering on the subject if you want to get things done. (Please note the LUA Libraries are the best place to start with for adding your own custom commands to the scripting la...
by romero126
Sun Dec 25, 2005 4:57 am
Forum: PSP Lua Player Development
Topic: NOOB forum?
Replies: 7
Views: 2719

Re: NOOB forum?

Can anyone help me out? -- sorting test function sorteren&#40;a,b&#41; if a<b then return false else return true end end table = &#123;&#125; table&#91;1&#93; = 3 table&#91;2&#93; = 1 table&#91;3&#93; = 2 table.sort&#40;table,sorteren&#40;table&#9...
by romero126
Sat Dec 24, 2005 7:46 pm
Forum: PSP Lua Player Development
Topic: Lua source encryption on the fly?
Replies: 17
Views: 5484

Remember LUA is an open source enviroment at this point in time.
by romero126
Sat Dec 24, 2005 4:42 pm
Forum: PSP Lua Player Development
Topic: Help with blit and screen
Replies: 6
Views: 2464

I would personally use a custom image and redisplay that every time you want to refresh the table.. It can be done by defining it. preimage = Image.createEmpty&#40;screen&#58;width&#40;&#41;, screen&#58;height&#40;&#41;&#41; That way you use a preimage and draw that e...
by romero126
Sat Dec 24, 2005 4:25 pm
Forum: PSP Lua Player Development
Topic: problem with for statement and tables
Replies: 1
Views: 1120

Your Code for y=1,16 do screen&#58;blit&#40;0, &#40;&#40;key*32&#41;-32&#41;, images&#91;layout&#91;y&#93;.block1&#93;&#41; end Try this its simpler and will never give you any issues. This is to make shure the table Images has what your looking for. for k...
by romero126
Sat Dec 24, 2005 4:18 pm
Forum: PSP Lua Player Development
Topic: Lua source encryption on the fly?
Replies: 17
Views: 5484

Re: open source

I would agree in a lot of cases with open source. In my case, the program I am developing uses proprietary technology which I also own (more on this later after it's released). Exchange of data between the program and servers, etc. must be protected. David Beyer Unfortunatly you have limited option...
by romero126
Sat Dec 24, 2005 3:03 pm
Forum: PSP Lua Player Development
Topic: [Help]drawLine
Replies: 4
Views: 1948

white = Color.new(255,255,255)

Image can be screen so try (that way you are not drawing on a nill value)
screen:drawLine(10, 10, 100, 100, white)

otherwise you have to do
image = Image.createEmpty(width, height)
image:drawLine(10, 10, 100, 100, white)
by romero126
Sat Dec 24, 2005 2:58 pm
Forum: PSP Lua Player Development
Topic: help !! about table of image.load
Replies: 4
Views: 2206

Indexing is not the problem since index variables all the time. try Blocks_Pos = &#123; &#91;"c0"&#93; = &#123;img=Image.load&#40;"x0.png"&#41;, y=0, x=1&#125;, &#91;"c1"&#93; = &#123;img=Image.load&#40;"x1.png"&...