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Lua Player version 0.13

 
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Shine



Joined: 03 Dec 2004
Posts: 728
Location: Germany

PostPosted: Mon Nov 21, 2005 6:53 am    Post subject: Lua Player version 0.13 Reply with quote

On http://www.luaplayer.org you can get the new version 0.13. Not many new features, but the source is converted to C++ for easier integration with the upcoming PSP 2D library, which will be used for the PSP Python port, too.

The changelog:

- screen:clear bugfix (was always black) [Shine]
- updated Windows version with sound [sweetlilmre]
- JPEG image/screen load and save functionality [Shine]

And I've updated the user mode Lua Player for PSPs with 2.00 firmware, but I didn't tested it.


Last edited by Shine on Sat Nov 26, 2005 11:53 am; edited 2 times in total
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gengal



Joined: 21 Nov 2005
Posts: 2

PostPosted: Mon Nov 21, 2005 11:37 am    Post subject: Reply with quote

Works great but the command prompt shows the following messages

NOT IMPLEMENTED: sceGUClearColor
NOT IMPLEMENTED: sceGUClearDepth

why is that??
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Shine



Joined: 03 Dec 2004
Posts: 728
Location: Germany

PostPosted: Mon Nov 21, 2005 6:26 pm    Post subject: Reply with quote

gengal wrote:
Works great but the command prompt shows the following messages

NOT IMPLEMENTED: sceGUClearColor
NOT IMPLEMENTED: sceGUClearDepth

why is that??


These functions are used from the 3D API and from the 2D API. In the 3D API you can call it from Lua scripts and then they are not supported. In the 2D API there are workarounds in the Windows version and you can ignore it.
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LuMo



Joined: 21 Aug 2005
Posts: 410
Location: Austria

PostPosted: Mon Nov 21, 2005 10:00 pm    Post subject: Reply with quote

request: update the topic name to 0.13 ;)
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KawaGeo



Joined: 27 Aug 2005
Posts: 191
Location: Calif Mountains

PostPosted: Tue Nov 22, 2005 5:47 am    Post subject: Reply with quote

The version 0.13 for Firmware 1.5 can be found at luaplayer.org.
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gengal



Joined: 21 Nov 2005
Posts: 2

PostPosted: Tue Nov 22, 2005 2:22 pm    Post subject: Reply with quote

OK Thanks Shine
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ka



Joined: 23 Nov 2005
Posts: 5

PostPosted: Wed Nov 23, 2005 12:33 pm    Post subject: Reply with quote

Anyone else see any weirdness when dealing with the timer in .13? I have code that was working perfectly in .11 and after updating to .13 tonight the same code is flipping out. It may not be the timer -- it could be some of the surrounding code -- but so far it looks like the timer is acting up.

I would give more details but I'm still trying to figure out exactly *how* is messing up :)

Regards,
-Ka
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MikeHaggar



Joined: 18 Jul 2005
Posts: 116

PostPosted: Thu Nov 24, 2005 12:48 am    Post subject: Reply with quote

maybe it got the 1000 times faster timer bug there. Try dividing by 1000.
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ka



Joined: 23 Nov 2005
Posts: 5

PostPosted: Thu Nov 24, 2005 6:50 am    Post subject: Reply with quote

MikeHaggar wrote:
maybe it got the 1000 times faster timer bug there. Try dividing by 1000.


No it seems to be fine for a while. Then all of the sudden it seems like the timer just stops functioning properly. I'm still testing. Perhaps the 1000 times faster bug kicks in after a while :) I have to end up resetting my PSP when it starts to happen. It's the only I can usually fix it. Then my code works as it should for a while before spazing out again :)

Regards,
-Ka
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dkla



Joined: 17 Oct 2005
Posts: 21

PostPosted: Thu Nov 24, 2005 2:51 pm    Post subject: Reply with quote

ka wrote:
Anyone else see any weirdness when dealing with the timer in .13? I have code that was working perfectly in .11 and after updating to .13 tonight the same code is flipping out. It may not be the timer -- it could be some of the surrounding code -- but so far it looks like the timer is acting up.

I would give more details but I'm still trying to figure out exactly *how* is messing up :)

Regards,
-Ka


Yes, I have the same problem. Trying to blit a countdown/count-up timer used to work fine on .11 and .12 but upgrading to .13 caused the numbers to twitch between the correct number and something else (possibly milliseconds?). At first I thought it was my code (never!!! :) ) but re-installing .12 seems to solve the problem...

The strange part is that 10%-15% of the time it works correctly, and then the rest of the time it is wacky. Without changing any code. Quite possibly a problem with the Luaplayer build itself??
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ka



Joined: 23 Nov 2005
Posts: 5

PostPosted: Fri Nov 25, 2005 1:39 pm    Post subject: Reply with quote

dkla wrote:

Yes, I have the same problem. Trying to blit a countdown/count-up timer used to work fine on .11 and .12 but upgrading to .13 caused the numbers to twitch between the correct number and something else (possibly milliseconds?). At first I thought it was my code (never!!! :) ) but re-installing .12 seems to solve the problem...

The strange part is that 10%-15% of the time it works correctly, and then the rest of the time it is wacky. Without changing any code. Quite possibly a problem with the Luaplayer build itself??


Same thing here. I dropped down to .12 and the problem stopped. There is definitely something odd in the new c++ converted code that is only intermittent. But until I downgraded to .12 I couldn't nail down anything that triggered it.

I'd be happy to go to .13 for a bit here and there to help try to find the issue if someone has some ideas of things to try in my code that I haven't thought of yet :)

Regards,
-Ka
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Shine



Joined: 03 Dec 2004
Posts: 728
Location: Germany

PostPosted: Fri Nov 25, 2005 3:17 pm    Post subject: Reply with quote

ka wrote:

I'd be happy to go to .13 for a bit here and there to help try to find the issue if someone has some ideas of things to try in my code that I haven't thought of yet :)


would be nice if someone could write a test case for my regression tests, which works on 0.12 and fails on 0.13. I think by comparing clock and timer (with some maximum error delta) should do it.
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Shine



Joined: 03 Dec 2004
Posts: 728
Location: Germany

PostPosted: Sat Nov 26, 2005 11:55 am    Post subject: Reply with quote

Shine wrote:

would be nice if someone could write a test case for my regression tests, which works on 0.12 and fails on 0.13. I think by comparing clock and timer (with some maximum error delta) should do it.


This would not help, looks like it depends on the system clock and how long the PSP runs. Looks like the PSPSDK clock() function, which is used by the Timer functions, doesn't work.
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