Lua Player version 0.11
Moderators: Shine, Insert_witty_name
Lua Player version 0.11
On http://www.luaplayer.org you can get a new version. Changelog:
- Added System.md5sum and filelist.txt debug ouput on startup failure in boot.lua
- changed case sensitivity handling in boot.lua for problems with Windows 98
- now Image.createEmpty accepts 512x512 pixel sizes
- internal image width and height needs not to be the same size
- max image size can be 512x512 now (larger are not allowed with GU blit)
- System.sioInit, sioWrite and sioRead implemented for serial port support
(see http://www.luaplayer.org/sio/readme.html and http://nil.rpc1.org/psp/remote.html
for information about the hardware interface)
- new Timer class and System.sleep function
- fixed timezone bug
- moved Starfield and SIO Echo example to Applications
- Added System.md5sum and filelist.txt debug ouput on startup failure in boot.lua
- changed case sensitivity handling in boot.lua for problems with Windows 98
- now Image.createEmpty accepts 512x512 pixel sizes
- internal image width and height needs not to be the same size
- max image size can be 512x512 now (larger are not allowed with GU blit)
- System.sioInit, sioWrite and sioRead implemented for serial port support
(see http://www.luaplayer.org/sio/readme.html and http://nil.rpc1.org/psp/remote.html
for information about the hardware interface)
- new Timer class and System.sleep function
- fixed timezone bug
- moved Starfield and SIO Echo example to Applications
Last edited by Shine on Thu Oct 27, 2005 9:43 am, edited 1 time in total.
Hope this isn't too off topic or anything, but the max image size is 512x512? Dang. I had just finished drawing up a game idea that requred a 960x544 image, which the player scrolled around on (4x the size of the psp screen).
Do I have to scrap my idea? Or is there a way to create an image of that size, but only blit a 480x272 area of the image to screen?
Do I have to scrap my idea? Or is there a way to create an image of that size, but only blit a 480x272 area of the image to screen?
Why not load the map up as tiles?booger wrote:Hope this isn't too off topic or anything, but the max image size is 512x512? Dang. I had just finished drawing up a game idea that requred a 960x544 image, which the player scrolled around on (4x the size of the psp screen).
Do I have to scrap my idea? Or is there a way to create an image of that size, but only blit a 480x272 area of the image to screen?
Even if none of your map could be reproduced as smaller tiles (e.g. 32x32) you could split your map into several 512x512 files.
Proud Dvorak User
US 1.5 PSP (Original)
US 1.5 PSP (Original)
That's an option. It would just be so much more elegant to have the larger image size;) I'm afraid the game might be complex enough without having to stitch images together. Don't want to have it running at any slower fps than necessary. I know an extra 4 lines of code isn't much, but every little bit counts.Zenurb wrote:Why not load the map up as tiles?booger wrote:Hope this isn't too off topic or anything, but the max image size is 512x512? Dang. I had just finished drawing up a game idea that requred a 960x544 image, which the player scrolled around on (4x the size of the psp screen).
Do I have to scrap my idea? Or is there a way to create an image of that size, but only blit a 480x272 area of the image to screen?
Even if none of your map could be reproduced as smaller tiles (e.g. 32x32) you could split your map into several 512x512 files.
Thanks for the offer. I have my own webspace that I'll be uploading my stuff to. Of course, I'll post links. I'm just in the begining stages of laying down the script though. I did a couple test programs to get the hang of LUA. Nothing worth posting though, just some simple image blits and so forth.LuMo wrote:well my code uses 2 blits, which is the minimum for that job ;)
and its running smooth (and just requires an variable for x-positioning)
(and y if you extend it)
note: you may post the extended version here, then i would upload it (give credits for sure!)
greets