Search found 191 matches

by KawaGeo
Fri Aug 25, 2006 8:32 am
Forum: PSP Lua Player Development
Topic: NOOB Info
Replies: 5
Views: 4338

The PC version of Lua Player is not up to date yet. You'll need to modify some in your code before attempting to run it on your PSP.

I am hoping someone would be able to update the PC version soon.
by KawaGeo
Wed Aug 09, 2006 7:06 am
Forum: PSP Lua Player Development
Topic: [Ann] OpenGL bindings to Lua is now available for PC
Replies: 2
Views: 3151

Hi, folks! New release of LuaTut v0.3 is now available at LuaForge. It covers the first 5 chapters of OpenGL Programming Guide, 2nd Ed (known as Redbook). Download the book at www.gamedev.net/download/redbook.pdf if you don't have one. Next release will cover the next 5 chapters of the book. Enjoy. ...
by KawaGeo
Thu Jul 27, 2006 2:23 am
Forum: PSP Lua Player Development
Topic: table instances
Replies: 10
Views: 6163

table.foreach() function is now deprecated. Use for i,v in ipairs(t) do ..., instead. See Lua 5.1 ref manual. function CopyTable(old) local new = {} -- for i, item in ipairs(old) do table.insert(new, item) end for i, item in ipairs&am...
by KawaGeo
Sun Jul 02, 2006 8:59 am
Forum: PSP Lua Player Development
Topic: [Ann] OpenGL bindings to Lua is now available for PC
Replies: 2
Views: 3151

[Ann] OpenGL bindings to Lua is now available for PC

From the other thread, If you experiment with 3D, you could first start with coding OpenGL on PC, then move from there to PSPGL on PSP, and then move from there to sceGu (native gu calls) on PSP. I have developed OpenGL bindings to Lua for PC. The project is called LuaScene and now available at LuaF...
by KawaGeo
Thu Jun 08, 2006 7:39 am
Forum: PSP Lua Player Development
Topic: Problem with Print()
Replies: 11
Views: 7113

Sorry, dude. I tried to help. Perhaps, you could implement Windows version for Lua 5.1 with some additional features as needed in order to debug your thingy. You could get the source at lua.org. I know it is a nasty job to do. I do mine for Windows version but it is not for PSP. It is all written in...
by KawaGeo
Thu Jun 08, 2006 6:19 am
Forum: PSP Lua Player Development
Topic: Problem with Print()
Replies: 11
Views: 7113

Perhaps print() command writes somehting on the back buffer of the screen. If so, flip the screen to read the output. If no help, the screen should be turned off somehow in order to view the output on PSP. Of course, you can use Windows version to debug but the version is pretty old.
by KawaGeo
Wed Jun 07, 2006 12:01 am
Forum: PSP Lua Player Development
Topic: Problem with Print()
Replies: 11
Views: 7113

I don't know where print() should print but have you tried io.write("string\n")?
by KawaGeo
Tue May 23, 2006 5:31 am
Forum: PSP Lua Player Development
Topic: Controls help
Replies: 3
Views: 3391

Some users might press either button first. Check each button if it is pressed or not. If so, check the other button as well.

I am sure somebody already did the coding somewhere. You might look up those codes.
by KawaGeo
Mon May 22, 2006 1:50 pm
Forum: PSP Lua Player Development
Topic: Image rendering
Replies: 20
Views: 14469

youresam wrote:... a 480x272 image takes up exactly 1mb RAM.
Are you referring to the double buffer which occupies exactly 1 MB in the memory space, 4 bytes for the front and 4 for the back buffer?

That explains why the funny number of 272 for the height.
by KawaGeo
Mon May 22, 2006 4:29 am
Forum: PSP Lua Player Development
Topic: i++ ?
Replies: 3
Views: 5397

You need to do each in traditional expressions like BASIC or Pascal, that's, for instance:

a += b -> a = a + b
.
by KawaGeo
Mon May 22, 2006 4:21 am
Forum: PSP Lua Player Development
Topic: Image rendering
Replies: 20
Views: 14469

Aren't they all compressed before loading?

When loaded unto the memory, each image is uncompressed, that's, pixel by pixel, correct?
by KawaGeo
Sun May 21, 2006 12:50 pm
Forum: PSP Lua Player Development
Topic: Image rendering
Replies: 20
Views: 14469

A single 1000x1000 image loaded would eat up about 4MB of VRAM, would it?

The VRAM is only 32MB in PSP, I believe.

PS Is it VRAM or just RAM?
by KawaGeo
Sat May 20, 2006 3:34 am
Forum: PSP Lua Player Development
Topic: Image rendering
Replies: 20
Views: 14469

All global non-nil variables can be left untouched in the namespace. It has been advised to declare all variables as locals if possible since they can be garbage-collected sooner or later automatically.

All parameters in every Lua function are locals.
by KawaGeo
Wed May 17, 2006 6:28 am
Forum: PSP Lua Player Development
Topic: Help with screen:blit...
Replies: 6
Views: 5183

Sorry, dude!

BTW, nice looking, indeed. :)
by KawaGeo
Tue May 16, 2006 11:29 pm
Forum: PSP Lua Player Development
Topic: Help with screen:blit...
Replies: 6
Views: 5183

daurnimator wrote:Ack, you beat me too it. I had my post done with color coding and everything :(
Why don't you just post your colorful reply, anyway? We all are curious to see yours.
by KawaGeo
Tue May 16, 2006 1:27 pm
Forum: PSP Lua Player Development
Topic: Help with screen:blit...
Replies: 6
Views: 5183

arrow = Image.load("arrow.png") grass = Image.load("grass.png") screenwidth = 480 - arrow:width() screenheight = 272 - arrow:width() arrow = {} arrow[1] = {...
by KawaGeo
Fri May 05, 2006 10:23 am
Forum: PSP Lua Player Development
Topic: function in table?
Replies: 8
Views: 4900

Both function syntax work the same but the latter makes more sense if it is used as a variable.
by KawaGeo
Fri May 05, 2006 3:55 am
Forum: PSP Lua Player Development
Topic: function in table?
Replies: 8
Views: 4900

I see you did alright but...

The function 'enemies' should be moved above in order to declare it sooner than using it.
by KawaGeo
Fri May 05, 2006 2:16 am
Forum: PSP Lua Player Development
Topic: function in table?
Replies: 8
Views: 4900

For the two dimensional array, you need to create a table within a table. Did you do that?
by KawaGeo
Thu May 04, 2006 12:06 am
Forum: PSP Lua Player Development
Topic: function in table?
Replies: 8
Views: 4900

Try this:

Code: Select all

special = {1,2,3,enemies}

if X == 2 then
      special[4]()
end
by KawaGeo
Fri Apr 28, 2006 1:35 am
Forum: PSP Lua Player Development
Topic: Image rendering
Replies: 20
Views: 14469

No need to unassign anything in Lua. Use the same variable name for a new value of *any* type. Lua has a built-in garbage collector to take care of cleaning up inside.
by KawaGeo
Mon Apr 24, 2006 1:30 am
Forum: PSP Lua Player Development
Topic: Time based movement
Replies: 3
Views: 4837

Take a look at my code in LED Timer which comes with Lua Player distribution. This should give you some ideas how to use a timer.

Have fun!
by KawaGeo
Wed Apr 19, 2006 11:13 am
Forum: PSP Lua Player Development
Topic: function that pause a loop for x amount of time
Replies: 11
Views: 6123

What is wrong with System.sleep(ms)? It should do the job.
by KawaGeo
Wed Apr 19, 2006 8:13 am
Forum: PSP Lua Player Development
Topic: Loading a large image?
Replies: 5
Views: 4206

Use your scissors. ;)

Can't resist.

PS Sorry...
by KawaGeo
Sat Apr 15, 2006 2:59 am
Forum: PSP Lua Player Development
Topic: Blitting Speed
Replies: 43
Views: 30553

More at http://en.wikipedia.org/wiki/Frame_rate

I am still learning in spite of my age. Sigh...
by KawaGeo
Sat Apr 15, 2006 1:57 am
Forum: PSP Lua Player Development
Topic: Blitting Speed
Replies: 43
Views: 30553

Movie theaters run at 60 fps if I am not mistaken. It was because of the very large screen for audience who sit closer. Smaller screen or deeper perspective would not make any difference with a lower fps rate. Does it make sense?
by KawaGeo
Thu Apr 13, 2006 12:13 am
Forum: PSP Lua Player Development
Topic: scale images
Replies: 9
Views: 5228

Yeah, but PSPgl or PSPgu is much faster, even with fractional arguments.
by KawaGeo
Wed Apr 12, 2006 1:18 am
Forum: PSP Lua Player Development
Topic: scale images
Replies: 9
Views: 5228

We have a function for OpenGL. It is called glScale(size). It works in both 2D and 3D scenes. Size can be any number like 1.23 or 0.73. If we have implementation for Lua Player, it would be gl.Scale(size). Too bad, we don't have the implementation yet. Anyone dare to implement? PS: I am switching ol...
by KawaGeo
Tue Apr 11, 2006 1:19 pm
Forum: PSP Lua Player Development
Topic: Game of Life speed help
Replies: 15
Views: 8453

Try http://en.wikipedia.org/wiki/Cellular_automaton It has a good stuff to read. Warning: lot of discussions involved. Since Lua is an interpreting language, all interpreters are intented to preform in slow motion, pixel by pixel. Best bet is to code some of them in C/C++ where the bottleneck occurs...
by KawaGeo
Wed Apr 05, 2006 7:24 am
Forum: PSP Lua Player Development
Topic: Quick question of dofile.
Replies: 10
Views: 5212

yes and no yes -- a table can act like an array as long as indices are used. Eg, x[1] = 1234, etc. no -- a table can act like a dictionary, that's, it contains pairs of key and value. It would be more helpful if you read/study a book called "Programming in Lua". It can be found at www.lua....