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]
Enigma (Oxyd) for Lua Player?
Moderators: Shine, Insert_witty_name
Re: Enigma (Oxyd) for Lua Player?
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.
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.
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.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.
The documentation for the Gu.* and Gum.* functions in Lua Player are referenced in the wiki (but the links were outdated, I've corrected it)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.
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.
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
Retired Engineer
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.Just a note: Atomic puzzle for Lua Player was ported from WAtomic program written in Delphi with GLScene.
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:)