Search found 123 matches

by the underminer
Wed Oct 25, 2006 5:53 am
Forum: PSP Lua Player Development
Topic: [REALEASE] Special Operations v0.1 beta
Replies: 8
Views: 6071

what's the icon size for games? Seems I guessed wrongly.
by the underminer
Wed Oct 25, 2006 5:31 am
Forum: PSP Lua Player Development
Topic: [REALEASE] Special Operations v0.1 beta
Replies: 8
Views: 6071

[REALEASE] Special Operations v0.1 beta

Well, there it is, finally. After 7 months of work the Underminer brings you Special Operations, a splinter cell clone. Please tell me what you think and I 'm always curious for what you've made with it. Make sure you read the readme for buttons and limitations. I want to thank Romero126 and all of ...
by the underminer
Mon Oct 23, 2006 5:23 pm
Forum: PSP Lua Player Development
Topic: memory issue
Replies: 18
Views: 8695

Thanks for your reply Shine, but the big downside to this good news is that 020 has a whooping 10mb less memory. Still I tried, but when loading my first level I got this can't create image error (Because it ran outta memory) I'll just think about what to do next. Maybe I can alter my code so that i...
by the underminer
Sun Oct 22, 2006 4:47 pm
Forum: PSP Lua Player Development
Topic: memory issue
Replies: 18
Views: 8695

that command exists in lua, but I had no results again...
by the underminer
Sat Oct 21, 2006 7:06 pm
Forum: PSP Lua Player Development
Topic: memory issue
Replies: 18
Views: 8695

Thanks for your quick reply. when I'm having a problem that I can't solve after 2 days, I like to make some test scripts to clear my mind. Look at this: print(System.getFreeMemory() / 1024) animations={Image.load("./animation/running_right.png&qu...
by the underminer
Sat Oct 21, 2006 1:59 am
Forum: PSP Lua Player Development
Topic: memory issue
Replies: 18
Views: 8695

can't get it done

Yes Romero, that's my plan, but I can't get it to work. look at this: --some other stuff elseif item == 3 then animations={Image.load("./animation/running_right.png"),5,Image.load("./animation/running_left.png"),5,Image.load("...
by the underminer
Fri Oct 20, 2006 5:11 am
Forum: PSP Lua Player Development
Topic: memory issue
Replies: 18
Views: 8695

memory issue

I've been working secretly on a 2D scrolling platform game inspired by splinter cell, of wich I will release a testing version soon. This may well be one of the largest luaplayer projects I know of. But, I've got a problem: memory. It runs out. I try to load as much as I can at the program's startup...
by the underminer
Tue Oct 17, 2006 5:32 pm
Forum: PSP Lua Player Development
Topic: My LUALibrary v 1.00 beta WIP
Replies: 3
Views: 3187

looking good, romero! What I'd like to see is calling this keyboard with a default text. When I have levels 1 to 5 in a folder, I could call your keyboard as a function with "level 6" as argument or else as DefImput = "level6" dofile("SCEKeyboard.lua")
by the underminer
Mon Oct 16, 2006 5:22 pm
Forum: PSP Lua Player Development
Topic: quick question
Replies: 0
Views: 1631

quick question

what's the earliest version to support System.rename?
by the underminer
Mon Oct 16, 2006 5:04 pm
Forum: PSP Lua Player Development
Topic: sorting
Replies: 2
Views: 2452

sorting

When I'm trying to sort a filelist that contains level1.lua,level2.lua and level 10.lua, level10.lua comes after level1.lua.

How can I sort the list so that level10.lua comes after level2.lua?
by the underminer
Sun Sep 24, 2006 7:51 pm
Forum: PSP Lua Player Development
Topic: TEXT INPUT LIKE IN PSP FIRMWARE xDDDDD
Replies: 5
Views: 3980

romero126 wrote:Hey pretty soon ill be posting my version of TXT input based on the PSP firmware txt input system. You might like it a little bit better.
I'll be waiting for that, suspected that someone would make this so I never started on it myself
by the underminer
Sat Sep 23, 2006 6:22 pm
Forum: PSP Lua Player Development
Topic: storing loaded images in tables
Replies: 1
Views: 2028

storing loaded images in tables

Can someone tell me... Why this doesn't work: DoorAnimation = Image.load("./animation/door.png") EnemyAnimation = {DoorAnimation} -- and then blitting using EnemyAnimation[1] as image source ... while this does work: DoorAnimation = Image.l...
by the underminer
Thu Sep 07, 2006 5:13 pm
Forum: PSP Lua Player Development
Topic: args in funcs in tables
Replies: 1
Views: 1972

args in funcs in tables

I'm using this construction a lot: function test() --code end funcs = {test} funcs[1]() to call a function from a table. But how can I send arguments along? The args should be between the () but because there are no () in {test}, I do...
by the underminer
Sat Aug 26, 2006 5:42 pm
Forum: PSP Lua Player Development
Topic: System Extension (v0.5,cpu,elf loading,mp3,zip)
Replies: 49
Views: 28684

file corrupted

I tried to follow the link in your first post be2003, with the right click thing. Once downloaded the zipfile seemed corrupt. Can you re-share the latest mp3-supporting build for me (would be 0.5 I guess) for I might need it in the future.
thnx
by the underminer
Sat Aug 26, 2006 1:11 am
Forum: PSP Lua Player Development
Topic: font problem
Replies: 5
Views: 3467

font problem

I use 0.16. I spent a full 2 hours without result. what's wrong with my code? System.usbDiskModeActivate() AlphaBlack = Color.new(0,0,0,125) Green = Color.new(21,165,69) ActFont = Font.createMonoSpaced() ActFont:setPixelSizes&am...
by the underminer
Fri Aug 18, 2006 6:29 pm
Forum: PSP Lua Player Development
Topic: table instances
Replies: 10
Views: 5415

works like a dream. thnx
by the underminer
Wed Jul 26, 2006 4:06 pm
Forum: PSP Lua Player Development
Topic: table instances
Replies: 10
Views: 5415

ok i'll read some on metatables since i never used any
by the underminer
Tue Jul 25, 2006 6:04 pm
Forum: PSP Lua Player Development
Topic: table instances
Replies: 10
Views: 5415

tostring(block[1]) use that.. I think I don't get your hint romero... I changed my code to: Row = {} block1 = {2,0,1} Row[1] = block1 Row[2] = tostring(block1) Row[1][1] = 15 print&am...
by the underminer
Mon Jul 24, 2006 9:38 pm
Forum: PSP Lua Player Development
Topic: table instances
Replies: 10
Views: 5415

I guess so. I'm sure I didn't make a mistake. It's a real nuisance. Shine, or whoever, can you fix this?
by the underminer
Mon Jul 24, 2006 4:35 am
Forum: PSP Lua Player Development
Topic: table instances
Replies: 10
Views: 5415

table instances

They really piss me off, those instances. When I create the table Row = {} block1 = {2,0,1} Row[1] = block1 Row[2] = block1 Row[1][1] = 15 then, Row[2][1] becomes 15 too. That's really annoying. Anyon...
by the underminer
Wed Jul 12, 2006 8:08 pm
Forum: PSP Lua Player Development
Topic: music
Replies: 2
Views: 2636

music

I'm making this 2d side-scrolling adventure, with MOD background music. As noticed before on this forum, de music crackles when performing difficult operations(in my case redrawing the field). I don't know a thing about C++ , but why not let mikmod have it's own processor thread? (it's been suggeste...
by the underminer
Mon May 22, 2006 1:47 am
Forum: PSP Lua Player Development
Topic: i++ ?
Replies: 3
Views: 4445

i++ ?

how to do this in lua?
I tried i+= and i++ and i=+
none works...
by the underminer
Sat May 20, 2006 4:57 pm
Forum: PSP Lua Player Development
Topic: image sizes
Replies: 8
Views: 4112

Yes!, it works with the 0.14 windows version I found on luaplayer.org
by the underminer
Sat May 20, 2006 4:47 pm
Forum: PSP Lua Player Development
Topic: image sizes
Replies: 8
Views: 4112

I used this really old windows version by lumo. I'll try some newer versions
by the underminer
Fri May 19, 2006 4:13 am
Forum: PSP Lua Player Development
Topic: image sizes
Replies: 8
Views: 4112

image sizes

I want some clarity here, people. In theory, luaplayer should be able to handle 512x512 images. I found out earlier that 512 width is not supported, but it now seems that the height can't be greater than 272 either. I tried the windows version of luaplayer and it gave me an invalid image size error ...
by the underminer
Fri May 05, 2006 6:13 pm
Forum: PSP Lua Player Development
Topic: function in table?
Replies: 8
Views: 4239

KawaGeo wrote:I see you did alright but...

The function 'enemies' should be moved above in order to declare it sooner than using it.
You're absolutely right... And I thought I wasn't a noob anymore. Works fine now, thanks 2 all
by the underminer
Fri May 05, 2006 2:49 am
Forum: PSP Lua Player Development
Topic: function in table?
Replies: 8
Views: 4239

Enemy = {} Enemy[1] = {13,5,0,0,1,0,12,17,1,30,0,enemies} function CalcEnemy() i = 1 print(Enemy[i][11]) -- this works, gives 0 Enemy[i][12](&a...
by the underminer
Fri May 05, 2006 1:30 am
Forum: PSP Lua Player Development
Topic: function in table?
Replies: 8
Views: 4239

That nearly works, but at the same time it doesn't.
Luaplayer doesn't give an error on storing 'enemies' (without quotation) in a table, but when calling special[4]() it gives an error: problem indexing field '?' (a nil value). I checked that i = 1 and enemies was stored on place 4. What to do?
by the underminer
Wed May 03, 2006 5:48 pm
Forum: PSP Lua Player Development
Topic: function in table?
Replies: 8
Views: 4239

function in table?

I want to be able to store functions in tables like

Code: Select all

special = {1,2,3,enemies()}

if X == 2 then
      special[4]
end
It doesn't work like described above, though. Anyone knows how to do this?
by the underminer
Wed Apr 19, 2006 6:22 pm
Forum: PSP Lua Player Development
Topic: very weird blitting problem
Replies: 1
Views: 1585

Code: Select all

field:blit(0,0,field,0,0,448,256)
does work, but field:blit(32,0,field,0,0,448,256) doesn't. I guess the first parameter can't be positive? The field is 480x256 so there shouldn't be a problem(32+448=480).
This is very weird indeed.[/code]