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[PS2] Lua Player

Posted: Wed Oct 04, 2006 5:37 am
by evilo
I finally decided to release a first beta of the Player.

It still has bugs for sure but since it's really starting to work nicely, and since I was needing a little break, I thought i was a good idea :)

more information at my blog :
http://psxdev.info/evilo


enjoy,
evilo

Posted: Mon Nov 27, 2006 3:25 am
by evilo
For those interested, a new version of the player is available on my blog.

I also commited source code into the repository.

Shine,
If you are reading this, and interested of merging to something, plz contact me. The PS2 version is now able to run several PSP scripts without modification and I think that a nice talk would be nice to see if something could be done together (for i.e. agree on a system function to determine the machine type : W32, PSP, PS2, PS3?)

evilo

Posted: Mon Nov 27, 2006 3:53 am
by Shine
evilo wrote:For those interested, a new version of the player is available on my blog.
The link doesn't work.
evilo wrote: I also commited source code into the repository.

Shine,
If you are reading this, and interested of merging to something, plz contact me. The PS2 version is now able to run several PSP scripts without modification and I think that a nice talk would be nice to see if something could be done together (for i.e. agree on a system function to determine the machine type : W32, PSP, PS2, PS3?)
Maybe it should be merged to the LuaPlayer repository. There is already a Windows target, but it is still a bit mixed with PSP functions. A good idea would be a better separation of platform independant code and the rest.

A system function for the system type would be good, too. For Windows a functions for querying and setting the refresh rate and resolution and some functions for fullscreen mode and changing the window sizes. If the base of all graphics functions are OpenGl, then the graphics could be scaled to match different resolutions.

For PS2, PS3 and Windows, functions to query mouse and keyboard should be added.

Posted: Tue Nov 28, 2006 10:28 am
by carlosn
I am having problems compiling PS2 LuaPlayer. It's looking for a file "sound.h" that is not in the source. Looking at the Makefile, it also requires "sound.cpp"
Are these files part of a different library or are they missing in SVN?

Thanks,

Carlos

Posted: Tue Nov 28, 2006 5:12 pm
by evilo
Sorry, I added the missing files... everything should be fine now :)

Posted: Wed Nov 29, 2006 12:29 pm
by carlosn
I compiled successfully luaplayer.elf

Whenever I run the elf, I get the power by Lua on the screen and I can't get passed this point.

My output on the console looks like this:

loadelf: fname host:luaplayer.elf secname all
Input ELF format filename = host:luaplayer.elf
0 00100000 001be194 ............................
Loaded, host:luaplayer.elf
start address 0x1000e0
gp address 00000000
Installing SBV Patch...
Installing Pad & MC modules...
loadmodule: fname rom0:XSIO2MAN args 0 arg
loadmodule: id 33, ret 0
loadmodule: fname rom0:XMCMAN args 0 arg
loadmodule: id 34, ret 0
loadmodule: fname rom0:XMCSERV args 0 arg
loadmodule: id 35, ret 1
loadmodule: fname rom0:XPADMAN args 0 arg
Pad driver. for OSD (2000/07/19 23:52) 392, 128
loadmodule: id 36, ret 0
fileXio: fileXio RPC Server v1.00
Copyright (c) 2003 adresd
FreeUsbd v.0.1.2
USB HDD FileSystem Driver v1.0
Initializing Memory Card
MC_Init : failed to initialize memcard server.
boot path : host:./Applications/Lowser/

LuaGraphics: created video surface of (640, 448)
luacontrols: padInit: 0
Init Paddle on port 0

=====================================
I've also tried loading it like this
ps2client execee host:luaplayer.elf
But I get the same results

Any idea what is wrong?

Posted: Wed Nov 29, 2006 5:06 pm
by evilo
First be sure to have both latest version of ps2client and ps2link from SVN.

Then yes, it's currently an issue I have with host loading, after a console reboot the player is hanging on the MC initialization (I honnestly thought that it was due to my environement, but seems that not ...).

Just do a "make reset" then a "make run", and it will then work correctly :)