Enigma (Oxyd) for Lua Player?

Discuss using and improving Lua and the Lua Player specific to the PSP.

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yudonomi
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Joined: Tue Dec 06, 2005 12:53 pm

Enigma (Oxyd) for Lua Player?

Post by yudonomi »

Hi all, I've been investigating what it would take to port Lua-based Enigma to Lua Player for PSP, and found that it's a little beyond my coding skills at the moment.

I'm going to keep trying, but maybe other folks around here could take a look at the source code (and download the app and play with it), and tell me how feasible it would be to adapt for Lua Player?[/url]
Shine
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Joined: Fri Dec 03, 2004 12:10 pm
Location: Germany

Re: Enigma (Oxyd) for Lua Player?

Post by Shine »

This looks like a lot of work. I don't know why, but the author has used Lua only for some minor tasks, like level initialization, but has implemented many things with C++, e.g. roboter moving, so you have to reimplement this to Lua.

But it uses SDL, so it would be less work to port the whole program to the PSP, because SDL is already available for the PSP.
KawaGeo
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Location: Calif Mountains

Post by KawaGeo »

Shine wrote:SDL is already available for the PSP.
Are you referring to sceGu* or Gu.* that are available in Lua Player? If so, would you give us direction where to find info regarding parameters needed for each Gu.* function? Wiki didn't tell us exactly where.
Geo Massar
Retired Engineer
Shine
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Post by Shine »

KawaGeo wrote: Are you referring to sceGu* or Gu.* that are available in Lua Player? If so, would you give us direction where to find info regarding parameters needed for each Gu.* function? Wiki didn't tell us exactly where.
No, with SDL I mean the SDL package in PSPSDK. My idea was to take the original source of the game (it is GPL and free available at the website) and compile it with psp-gcc, not with Lua Player.

The documentation for the Gu.* and Gum.* functions in Lua Player are referenced in the wiki (but the links were outdated, I've corrected it)

pspgu.h
samples

I don't know, if there are more documentation. But you are right, it is not very easy to use, perhaps someone should write some Lua code for easier usage, e.g. a higher level API like Java 3D, which uses a scene graph and some easy to use classes for meshes and transformations.
KawaGeo
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Joined: Sat Aug 27, 2005 6:52 am
Location: Calif Mountains

Post by KawaGeo »

Thanks, Shine, for the corrected links.

It is a little bit out of topic but you mentioned a higher level "API" library for Lua Player coders. I was thinking of the same way you did. I'd rather to implement GLScene concept that is widely used for Delphi developers. I don't know about Java 3D scene since I am not a Java guy. Right now, I am refreshing myself with OpenGL per se. NeHe's tutorials, indeed, help.

Just a note: Atomic puzzle for Lua Player was ported from WAtomic program written in Delphi with GLScene.
Geo Massar
Retired Engineer
SiGi
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Location: Phoenix, AZ

Post by SiGi »

Just a note: Atomic puzzle for Lua Player was ported from WAtomic program written in Delphi with GLScene.
Well, I didn't even look at the sourcecode for WAtomic at all (since I've never used Delphi before). All I used was the graphics and levels. The game itself was coded in LUA from scratch. The controls and layout are wastly different as well.

Similalry, I've ported the Windows XP Minesweeper just by taking graphics from screenshots, everything else was coded from scratch of course (the source code for the Win Minesweeper is not even available, since MS is not a great fan of open source:)
KawaGeo
Posts: 191
Joined: Sat Aug 27, 2005 6:52 am
Location: Calif Mountains

Post by KawaGeo »

Sorry, SiGi. My pressumation was wrong. It is good for you to start coding from a scratch. That is the best education, indeed.

I was trying to make a point that GLScene is popular among Delphi developers who want 3D graphics.
Geo Massar
Retired Engineer
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