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Lua Player version 0.11

 
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Shine



Joined: 03 Dec 2004
Posts: 728
Location: Germany

PostPosted: Mon Oct 03, 2005 3:41 am    Post subject: Lua Player version 0.11 Reply with quote

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


Last edited by Shine on Thu Oct 27, 2005 9:43 am; edited 1 time in total
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Sprak



Joined: 27 Sep 2005
Posts: 7
Location: Stockholm, Sweden

PostPosted: Mon Oct 03, 2005 5:32 am    Post subject: Reply with quote

Oooh, can't wait to start fooling around with the serial port! Great update, guys!
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Gary13579



Joined: 15 Aug 2005
Posts: 93

PostPosted: Mon Oct 03, 2005 5:39 am    Post subject: Reply with quote

Awesome new release :)

Any chance of releasing a simple how-to for using the PSP remote that came with it?

I think this may be cool for some tetris like games :)
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Wraggster



Joined: 26 Aug 2005
Posts: 121

PostPosted: Mon Oct 03, 2005 5:56 am    Post subject: Reply with quote

without a shadow of a doubt this has to be the killer release of the year.

you must be extremely proud Shine :)

/me hopes for a Dreamcast port one day
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booger



Joined: 03 Jul 2005
Posts: 16
Location: El Segundo CA

PostPosted: Mon Oct 03, 2005 10:23 pm    Post subject: Reply with quote

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?
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Zenurb



Joined: 30 Sep 2005
Posts: 106
Location: United Kingdom

PostPosted: Mon Oct 03, 2005 10:27 pm    Post subject: Reply with quote

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?


Why not load the map up as tiles?

Even if none of your map could be reproduced as smaller tiles (e.g. 32x32) you could split your map into several 512x512 files.
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LuMo



Joined: 21 Aug 2005
Posts: 410
Location: Austria

PostPosted: Mon Oct 03, 2005 10:30 pm    Post subject: Reply with quote

i have code on my page which uses 3 500x272px images which are scrolling (you may easily expand the code to add images above/below)
so my width is 1500px, more than you need ;)
loading the images takes some time (gary tested it on psp, i didn't)

greets
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booger



Joined: 03 Jul 2005
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Location: El Segundo CA

PostPosted: Mon Oct 03, 2005 10:31 pm    Post subject: Reply with quote

Zenurb wrote:
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?


Why not load the map up as tiles?

Even if none of your map could be reproduced as smaller tiles (e.g. 32x32) you could split your map into several 512x512 files.


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.
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LuMo



Joined: 21 Aug 2005
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Location: Austria

PostPosted: Mon Oct 03, 2005 10:34 pm    Post subject: Reply with quote

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
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booger



Joined: 03 Jul 2005
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Location: El Segundo CA

PostPosted: Mon Oct 03, 2005 10:36 pm    Post subject: Reply with quote

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


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.
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haust



Joined: 01 Oct 2005
Posts: 25
Location: France

PostPosted: Thu Oct 06, 2005 2:11 am    Post subject: Reply with quote

Where can I find a binary version of Lua Player please ??
I don't have the pspsdk installed and don't intend to so I think it would be cool to have a ready-to-use Lua Player.
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LuMo



Joined: 21 Aug 2005
Posts: 410
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PostPosted: Thu Oct 06, 2005 2:13 am    Post subject: Reply with quote

haust wrote:
Where can I find a binary version of Lua Player please ??
I don't have the pspsdk installed and don't intend to so I think it would be cool to have a ready-to-use Lua Player.

its already compiled, when you do not load the source ;)
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haust



Joined: 01 Oct 2005
Posts: 25
Location: France

PostPosted: Thu Oct 06, 2005 3:17 am    Post subject: Reply with quote

LuMo wrote:
its already compiled, when you do not load the source ;)

Err.... I don't understand. What do you mean by "its already compiled" ?? If so, where is the compiled version of Lua Player ??
I thought that a binary version of Lua Player would be something like an EBOOT.PBP file.
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KawaGeo



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

PostPosted: Thu Oct 06, 2005 3:35 am    Post subject: Reply with quote

Read the first post in this thread. There you'll be able to locate the binaries.
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haust



Joined: 01 Oct 2005
Posts: 25
Location: France

PostPosted: Thu Oct 06, 2005 4:04 am    Post subject: Reply with quote

Ok found it.
Thanks to LuMo and KawaGeo.
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