Search found 15 matches

by Kinsman
Mon Aug 08, 2005 8:16 am
Forum: PSP Lua Player Development
Topic: Lua Player for PSP
Replies: 351
Views: 308997

Looks like posts picked up again after a rest of a day or so :) Here's a screenshot of what I'm working on: a 'digital novel' engine, and an engine that could be used for any console-style text game - or a text game mixed with inline graphics. Ignore the mediocre script and art :) I just made up som...
by Kinsman
Mon Aug 08, 2005 8:14 am
Forum: PSP Lua Player Development
Topic: Lua Player for PSP
Replies: 351
Views: 308997

Is anyone seeing an odd image bug when moving an image off the left hand side of the screen? I haven't tested any other scenarios but what I have is my BG being blitted to screen then blitting and alpha image (16 * 16) on top. When the character moves off the left hand side of the screen the image ...
by Kinsman
Fri Aug 05, 2005 6:42 am
Forum: PSP Lua Player Development
Topic: Lua Player for PSP
Replies: 351
Views: 308997

Sorry about getting that 'setGlobalVolume' wrong, I mistyped.

The problem was actually with 'setMusicVolume', but it's probably because you forgot to release an updated EBOOT.PBP with the code or something.
by Kinsman
Thu Aug 04, 2005 9:04 pm
Forum: PSP Lua Player Development
Topic: Lua Player for PSP
Replies: 351
Views: 308997

Re: LuaPlayer with Mikmod done!

Tried it out - got an error; 'tried to reference setGlobalVolume (a nil value)'.

Not sure what it could be, and don't have time at the moment to check..
by Kinsman
Thu Aug 04, 2005 11:27 am
Forum: PSP Lua Player Development
Topic: Lua Player for PSP
Replies: 351
Views: 308997

Re: LuaPlayer with Mikmod done!

I'm about to head for bed, but I hunted through the mikmod source code and found something in mdriver.c, lines 26-28: UBYTE md_volume = 96; /* Global sound volume (0-128) */ UBYTE md_musicvolume = 128; /* volume of song */ UBYTE md_sndfxvolume = 128; /* volume of sound effects */ May...
by Kinsman
Thu Aug 04, 2005 10:37 am
Forum: PSP Lua Player Development
Topic: Lua Player for PSP
Replies: 351
Views: 308997

Re: LuaPlayer with Mikmod done!

Hooray! It works! Music, sounds, panning, frequencies, everything :) So far, so good. I added Mario jumping noises to the Pyramid Panic demo :) The sound is playing awfully quietly. I don't think it's a library problem, since you're using a sample-playing function, and the background music is drown...
by Kinsman
Thu Aug 04, 2005 8:06 am
Forum: PSP Lua Player Development
Topic: Lua Player for PSP
Replies: 351
Views: 308997

VgSlag wrote: Shine:

Will kins port of milkmod get put into the offical player?
nevyn's :)
by Kinsman
Thu Aug 04, 2005 7:13 am
Forum: PSP Lua Player Development
Topic: Lua Player for PSP
Replies: 351
Views: 308997

Re: Sound and music

I've ported Jim Shaw's port of mikmod for use with LuaPlayer. With this, any mod file (xm, s3m, mod, mad, ...) can be played as background music, and any wav file can be played as a sound effect (with stereo panning, changeable frequency and volume). There's a major bug in it now though, that disab...
by Kinsman
Tue Aug 02, 2005 2:56 am
Forum: PSP Lua Player Development
Topic: Lua Player for PSP
Replies: 351
Views: 308997

32-bit colour?

I've been working on a way to tint images being displayed to the screen, and I've got a nice blitAlphaImageEx() routine in my personal copy of Lua, but before I release anything, I wanted to ask.. Shine, have you considered converting the Lua Player to handle 32-bit colour? It'd make a few things ea...
by Kinsman
Tue Aug 02, 2005 2:01 am
Forum: PSP Lua Player Development
Topic: Lua Player for PSP
Replies: 351
Views: 308997

Lua Player routines

I did some thinking about the freeing and reusing of images, and what would be a good way for both the developers and end-users to make memory management easy. I settled on this. reloadImage(int imageHandle, string fileName) Frees the memory of the image previously using the given handle, and loads ...
by Kinsman
Mon Aug 01, 2005 1:30 am
Forum: PSP Lua Player Development
Topic: Lua Player for PSP
Replies: 351
Views: 308997

Hi, Slopey. Actually, I was fiddling around with something like that just last night. I used a copy of Bitmap Font Builder to make a font and wrote some Lua code to make a 'fontOut' routine. http://www.kinsmangames.com/files/LuaText.zip It does word wrapping :) Cool - that's a more elgant example o...
by Kinsman
Sun Jul 31, 2005 10:37 pm
Forum: PSP Lua Player Development
Topic: Lua Player for PSP
Replies: 351
Views: 308997

Here's a potential LuaPlayer routine.. static int lua_getColorNumber(lua_State *L) { int argc = lua_gettop(L); if (argc != 3) return luaL_error(L, "wrong number of arguments"); int r = luaL_checkint(L, 1&#...
by Kinsman
Sun Jul 31, 2005 9:50 pm
Forum: PSP Lua Player Development
Topic: Lua Player for PSP
Replies: 351
Views: 308997

First up - many thanks to Shine for the Lua stuff - i can finally code something on my PSP!! :) Anyway, could somone tell me if it's possible to use Lua to print text to a specific location? I'm looking for a text equivalent of void printDecimal(int x, int y, int value, int color) Cheers, S. Hi, Sl...
by Kinsman
Sun Jul 24, 2005 2:23 am
Forum: PSP Development
Topic: Rotating a 2D sprite in libGU?
Replies: 8
Views: 4195

Rotating a 2D sprite in libGU?

I've been looking through the libGU samples, and while rotating a billboard sprite in a 3D world seems easy enough, I'm not sure how you could rotate a sprite using the GU_TRANSFORM_2D setup. Does anyone know how it's done?

-Sean Givan
by Kinsman
Mon Jul 18, 2005 2:04 am
Forum: PSP Lua Player Development
Topic: Lua Player for PSP
Replies: 351
Views: 308997

Re: Lua for PSP, or: writing games the easy way without comp

Very cool. I was thinking about porting Javascript to the PSP myself, but this is just as good. :) You probably have a lot of ideas about what you want to put in your library (sound, graphics, etc.), so I'll just suggest some less obvious things.. * Analog stick reading. I've seen some code in the f...