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forums.ps2dev.org Homebrew PS2, PSP & PS3 Development Discussions
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spyk
Joined: 22 Mar 2006 Posts: 14
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Posted: Wed Mar 22, 2006 10:02 pm Post subject: 2 Question : Hidding code , and help for another things... |
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Hi all :
1°/ How can we Hide Lua source code?
Because it's note cool, when you're programming a little network game, and user can easy cheat with source code...
2°/ In this tutorial : http://wiki.ps2dev.org/psp:lua_player:tutorial
I have'nt understant this :
| Code: | function drawTile(tile, x, y)
local tileX = math.mod(tile, 4)
local tileY = math.floor(tile / 4)
screen:blit(16 * x, 16 * y, tiles, 17 * tileX + 1, 17 * tileY + 1, 16, 16, false)
end |
Pecisely this :
| Code: |
screen:blit(16 * x, 16 * y, tiles, 17 * tileX + 1, 17 * tileY + 1, 16, 16, false)
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16*x and 16*y, OK that's the coordinates where the tile while be draw.
17*TileX +1, 17*TileY, What's this? The coordinates where the tile while be taken in the picture? Why 17*? why +1?
and this : 16, 16, false ?
Sorry, I havent found help for this function.
and why local tileX = math.mod(tile, 4)
local tileY = math.floor(tile / 4)
? Can you tell me about this?
I've found help for math function hier http://lua-users.org/wiki/MathLibraryTutorial but...
Thank you!! |
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ShUr1k3n
Joined: 16 Oct 2005 Posts: 42
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Posted: Thu Mar 23, 2006 12:27 am Post subject: |
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1º - How to Hide source Code in Lua ? -> Use the Search in this forum
2º - Look at this:
| Code: | | nil image:blit(x, y, Image source, [sourcex, sourcey, width, height], [alpha = true]) |
"Paints the image, which is specified as “source” to the image on which this function is called on (or to the double buffered screen, when using the “screen:blit(...)” variable, which is a special image). “sourcex” and “sourcey” is the position in the source image, from where a rectangle of the size width/height is copied." <- http://wiki.ps2dev.org/psp:lua_player:functions#graphics
Take a look at http://wiki.ps2dev.org/psp:lua_player#psp_lua_player and u will understand the "local", "math.floor", etc...
Regards,
ShUr1k3n |
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spyk
Joined: 22 Mar 2006 Posts: 14
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Posted: Thu Mar 23, 2006 1:44 am Post subject: |
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| OK, thank for all! |
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glynnder
Joined: 04 Sep 2005 Posts: 35
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Posted: Mon Apr 03, 2006 10:29 pm Post subject: |
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| yea, dont forget to use search, in fact i may search tha\t just now |
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glynnder
Joined: 04 Sep 2005 Posts: 35
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Posted: Thu Apr 20, 2006 2:09 am Post subject: |
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| i couldnt find anything in search - can anyone shed some light? |
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Slopey
Joined: 31 Jul 2005 Posts: 24
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Posted: Thu Apr 20, 2006 2:16 am Post subject: |
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I asked the same question a while back (and the search you need to do isn't particularly obvious). However, if you want to hide your code, your only option as I understand it is to compile it into a version of the player manually. Seemingly there are hints on how to accomplish this in the docs with the player source.
It might be possible to do something more cunning now that v19 supports modules, but you'd have to write those portions in C afaik.
Cheers,
S. |
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glynnder
Joined: 04 Sep 2005 Posts: 35
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Posted: Thu Apr 20, 2006 2:20 am Post subject: |
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how would i build it into my eBOOT?
I can't have v0.19 - im on 2.6 |
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Slopey
Joined: 31 Jul 2005 Posts: 24
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Posted: Mon Apr 24, 2006 7:55 pm Post subject: |
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| You can do it with any version of LuaPlayer - you recompile the player itself to load your application when it starts. Seeminly it's in this documentation for the LuaPlayer source. |
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