[REALEASE] Special Operations v0.1 beta

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the underminer
Posts: 123
Joined: Mon Oct 03, 2005 4:25 am
Location: Netherlands

[REALEASE] Special Operations v0.1 beta

Post by the underminer »

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 luaplayer forum for their advice.
Enjoy!

Download for 1.50 (temporary download location):
http://home.wanadoo.nl/~d.vanhooff/Spec ... 201.50.rar
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the underminer
Posts: 123
Joined: Mon Oct 03, 2005 4:25 am
Location: Netherlands

Post by the underminer »

what's the icon size for games? Seems I guessed wrongly.
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romero126
Posts: 200
Joined: Sat Dec 24, 2005 2:42 pm

Post by romero126 »

It's always a great day to hear your name mentioned specifically in the special thanks catagory! Thanks! Im downloading it right now.
Wraggster
Posts: 121
Joined: Fri Aug 26, 2005 7:40 am
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Post by Wraggster »

Thanks for a new release, ill spread the word :)
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cools
Posts: 46
Joined: Sat Mar 04, 2006 12:57 pm

Post by cools »

Similar thing happened with monopoly after a while, but i got around to fixing it. After you set your images/sounds/arrays/etc. to nil do a collectgarbage(). It will probably help you out a lot, ended up giving me around 7 meg. Maybe at the end of each level, set all images un-needed to nil and then call collectgarbage().

Hope it helps!
the underminer
Posts: 123
Joined: Mon Oct 03, 2005 4:25 am
Location: Netherlands

Post by the underminer »

cools wrote:Similar thing happened with monopoly after a while, but i got around to fixing it. After you set your images/sounds/arrays/etc. to nil do a collectgarbage(). It will probably help you out a lot, ended up giving me around 7 meg. Maybe at the end of each level, set all images un-needed to nil and then call collectgarbage().

Hope it helps!
Alas!, no. It doesnt help. I started the topic "memory issue" for this problem
Maybe that works on 0.20, but not on 0.15 (in my case)
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the underminer
Posts: 123
Joined: Mon Oct 03, 2005 4:25 am
Location: Netherlands

Post by the underminer »

THIS IS NOT MEANT FOR DISTRIBUTION! IT'S NOT READY YET
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romero126
Posts: 200
Joined: Sat Dec 24, 2005 2:42 pm

Post by romero126 »

cools wrote:Similar thing happened with monopoly after a while, but i got around to fixing it. After you set your images/sounds/arrays/etc. to nil do a collectgarbage(). It will probably help you out a lot, ended up giving me around 7 meg. Maybe at the end of each level, set all images un-needed to nil and then call collectgarbage().

Hope it helps!
Shine wrote:
the underminer wrote:that command exists in lua, but I had no results again...
There was a problem in earlier version of Lua Player. With 0.20 and this code, saved as script.lua:

Code: Select all

white = Color.new(255, 255, 255)
screen:print(0, 0, System.getFreeMemory() / 1024, white)
test1 = Image.load("Applications/Snake/desert.png") 
test2 = Image.load("Applications/Snake/desert.png") 
test3 = Image.load("Applications/Snake/desert.png") 
screen:print(0, 8, System.getFreeMemory() / 1024, white)
test1 = nil 
test2 = nil 
test3 = nil 
collectgarbage() 
screen:print(0, 16, System.getFreeMemory() / 1024, white)
while not Controls.read():start() do
	screen.waitVblankStart()
	screen.flip()
end
I get the result 9216, 6144, 9216.

So the right solution would be first to fix the memory problem with loading modules (maybe Oobles has any ideas about it) and then the modules loader for firmware > 1.5.
Rehash on cools quote.
the underminer
Posts: 123
Joined: Mon Oct 03, 2005 4:25 am
Location: Netherlands

Post by the underminer »

Version 0.2 is now available and the gameplay is much improved
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