Search found 65 matches

by Durante
Sun Nov 12, 2006 9:01 am
Forum: PS3 Development
Topic: PS3 Hardware Report
Replies: 2
Views: 4307

For those asking themselves where the GDDR3 went, take a look under the RSX heatspreader:
Image
by Durante
Wed Oct 25, 2006 12:43 am
Forum: PS3 Development
Topic: PS3 to use Yellow Dog Linux v4.1?
Replies: 12
Views: 9853

That would be the worst-case scenario. It actually would make the E17 choice more reasonable, but I really don't see it happening. Total lack of a 3D DRI interface wouldn't help them portray PS3 in a positive light. At all.
by Durante
Mon Oct 23, 2006 7:52 am
Forum: PS3 Development
Topic: Official: Yellow Dog Linux 5.0 with Enlightenment DR17
Replies: 8
Views: 8652

Note that they stealth-edited the press release - it's now GCC4!

I wondered why they'd go with 3 - with 4 there's a chance that they won't have to do a major GCC version switch during most of the PS3's lifetime.
by Durante
Mon Oct 23, 2006 7:50 am
Forum: PS3 Development
Topic: PS3 to use Yellow Dog Linux v4.1?
Replies: 12
Views: 9853

Whoa never expected to get quoted here (I'm PeterT@Beyond3D, and I'm registered here for PSP stuff). I just visited for the first time in a while to see wether people here were as excited as I am because of the recent YDL announcements. Anyway, my only remaining doubt is whether we'll get a good Ope...
by Durante
Sat Nov 26, 2005 9:58 am
Forum: PSP Lua Player Development
Topic: [Lua Tutorial] So you wanna different font..
Replies: 25
Views: 12713

However, the class you wrote uses a screen.setTint() method that (according to your comments in another thread) do not exist in this version of Luaplayer. Ah yes, I overlooked that. Sorry. I commented out the two lines containing setTint() in your fonts.lua file and all works well. Looking forward ...
by Durante
Thu Nov 24, 2005 8:10 am
Forum: PSP Lua Player Development
Topic: [Lua Tutorial] So you wanna different font..
Replies: 25
Views: 12713

I do use two different fonts (you can easily use n different ones, at least as long as psp memory permits ;)) with a slightly updated version of this code in Crystalise , so you can just look there. The characters are split on 3 lines to make bigger fonts possible inside the 512 pixel width limit. v...
by Durante
Sun Nov 20, 2005 2:42 pm
Forum: PSP Lua Player Development
Topic: Timer or Frame based. which is better?
Replies: 4
Views: 3033

Your code sucks. (sorry, I'm intoxicated.)

Anyway, frame based is better IMHO on a fixed hardware target like psp.
by Durante
Sun Nov 20, 2005 2:40 pm
Forum: PSP Lua Player Development
Topic: Alpha Blit
Replies: 3
Views: 2424

That's another question entirely. My version of Luaplayer (used in Crystalise) does this by providing a screen.setTint(color) method. In normal luaplayer this is not currently possible, except if you use the 3D API.
by Durante
Thu Nov 17, 2005 6:23 am
Forum: PSP Lua Player Development
Topic: Alpha Blit
Replies: 3
Views: 2424

by Durante
Tue Nov 15, 2005 2:13 am
Forum: PSP Lua Player Development
Topic: ok...simple NOOB problem...
Replies: 14
Views: 5917

RE finding the normal of a vector in 2D:
That's actually very simple, given v = (a, b) the normal vectors are (-b, a) and (b, -a).

For 3D look here
by Durante
Sat Nov 12, 2005 11:29 am
Forum: PSP Lua Player Development
Topic: ok...simple NOOB problem...
Replies: 14
Views: 5917

if you only have horizontal and vertical walls do it like KawaGeo suggested, or, alternatively, if you want to use polar coordinates for the ball direction use my method from Crystalise (hor == horizontal wall, use 180 instead of math.pi if you use degrees): if hor then self.dir[1] =...
by Durante
Fri Nov 11, 2005 3:04 pm
Forum: The Incredible Hall Of Shame
Topic: Need lua coders
Replies: 2
Views: 5644

Sure! I can imagine nothing greater than joining a "team" that manages to use capitalization in such a unique and artistic way! But, I fear my skillz are not l33t enough...

</sarcasm>
by Durante
Fri Nov 11, 2005 3:01 pm
Forum: PSP Lua Player Development
Topic: Another String Question
Replies: 3
Views: 2366

No need to apologize if you did try to find the answer yourself, sorry if I was a bit brusque. It's just that I pointed to the book about one gazillion times on this forum already, in answer to all sorts of Lua related questions ;)
by Durante
Fri Nov 11, 2005 11:12 am
Forum: PSP Lua Player Development
Topic: Resizing images
Replies: 3
Views: 2137

Sure, use screen.blitScaled() in my version :P

But seriously, there's no scaling in standard LuaPlayer as of now that I know of. It would also be really slow if you do it in software.
by Durante
Fri Nov 11, 2005 11:04 am
Forum: PSP Lua Player Development
Topic: Reading a text file
Replies: 8
Views: 3656

There is a function in the crystalise library that serializes an arbitrary table without circular references to a stream, which makes saving of tabular data completely trivial. (loading is already trivial, as you can just dofile() the save) The function name is serialize and it's near the bottom of ...
by Durante
Fri Nov 11, 2005 11:00 am
Forum: PSP Lua Player Development
Topic: Another String Question
Replies: 3
Views: 2366

loadstring

Unsurprisingly, it's in the book.
by Durante
Fri Nov 11, 2005 8:59 am
Forum: PSP Lua Player Development
Topic: Reading a text file
Replies: 8
Views: 3656

if you want to store a table the best way is to just make a file bla.txt (or .data or anything)

mytable = { 2, 5, 9, "bla" }

and load with

dofile("bla.txt")


Look at the highscore saving / loading in Crystalise for an example.
by Durante
Thu Nov 10, 2005 9:49 am
Forum: PSP Lua Player Development
Topic: Detect files?
Replies: 4
Views: 2796

Not very clean or efficient, but short: function System.numFiles&#40;dir&#41; -- - 2 to not count . and .. &#40;remove if you want to count them&#41; return table.getn&#40;System.listDirectory&#40;dir&#41;&#41; - 2 end If you don't want to count subfolders as files yo...
by Durante
Thu Nov 10, 2005 7:56 am
Forum: PSP Lua Player Development
Topic: PSPicross 0.2 Released!
Replies: 3
Views: 2771

Nice. What changes did you have to make to the Luaplayer build process to make the 2.0 standalone?
by Durante
Wed Nov 09, 2005 2:17 am
Forum: PSP Lua Player Development
Topic: [Release] Crystalise
Replies: 7
Views: 3525

The fun thing is that I hear many people talk about "Qix" but I never played that game or even heard of it. The original plan was inspired by a the idea of a combination of some mechanics of a Deus Ex(?) minigame and a more frantic version of jezzball. It then changed a lot after I was fir...
by Durante
Wed Nov 09, 2005 1:54 am
Forum: PSP Lua Player Development
Topic: find "." (dot) in string
Replies: 4
Views: 2593

Easy, by default find does pattern matching, so . matches any character.
Read more: http://www.lua.org/pil/20.1.html

(I don't know how many threads I have answered with links to PIL already... just read it! - I didn't know Lua 3 weeks ago either ;))

Btw, what you want is "%."
by Durante
Wed Nov 09, 2005 1:51 am
Forum: PSP Lua Player Development
Topic: [Release] Crystalise
Replies: 7
Views: 3525

That's what I feared after seeing my beta testers play without prior instruction or watching me before...
It's also why I wrote the lengthy help file, which, at closer inspection, doesn't seem to be very helpful at all ;)

And thanks for your comments Oobles, they mean a lot to me coming from you.
by Durante
Tue Nov 08, 2005 12:30 pm
Forum: PSP Lua Player Development
Topic: [Release] Crystalise
Replies: 7
Views: 3525

[Release] Crystalise

Phew. It's done.

http://psp.metaclassofnil.com/crystalise/

Have fun. Though I guess many of you may find parts of the code more interesting than the game ;)
by Durante
Mon Nov 07, 2005 5:09 am
Forum: PSP Lua Player Development
Topic: F.A.C.T. - Yet another text input method (joystick based)
Replies: 12
Views: 8767

As I said, it will be used in my game. I wanted to release that today, but now my friends drag me off to play billiard or somesuch strange RL activity, so it may not work out.

Anyway, real soon now, without any sarcasm ;)
by Durante
Mon Nov 07, 2005 4:08 am
Forum: PSP Lua Player Development
Topic: F.A.C.T. - Yet another text input method (joystick based)
Replies: 12
Views: 8767

Zenurb wrote:You could probably patent that style of text input
o_O;

See, that idea would never even occur to me. I guess that's why I'm poor and will probably stay poor ;)
by Durante
Mon Nov 07, 2005 3:57 am
Forum: PSP Lua Player Development
Topic: Alpha blending, hardware acceleration
Replies: 32
Views: 15376

Great! I'm very familiar (more so than is healthy, probably) with both pBuffers and the FBO extension (and its 30 author-monster-specification ;)) as I used them in implementing my bachelor's thesis project (GPGPU related). However, I haven't heard of the OES extension as I never did embedded dev be...
by Durante
Mon Nov 07, 2005 1:25 am
Forum: PSP Lua Player Development
Topic: Alpha blending, hardware acceleration
Replies: 32
Views: 15376

Hey jsgf, any idea when/if/how you'll add render to texture? It's the one thing I need to make my pspGL-based LuaPlayer clearly superior in all ways to the default ;) I hope you aren't thinking about implementing pBuffers to enable RTT, as I believe that they're far too complex for something that sh...
by Durante
Sun Nov 06, 2005 3:01 pm
Forum: PSP Lua Player Development
Topic: F.A.C.T. - Yet another text input method (joystick based)
Replies: 12
Views: 8767

Here's a screenshot of the final(?) version:
Image
by Durante
Sun Nov 06, 2005 10:18 am
Forum: PSP Lua Player Development
Topic: F.A.C.T. - Yet another text input method (joystick based)
Replies: 12
Views: 8767

No, and I don't plan to, I only made this so that people can enter their names for the high-score list in my game ;)

Btw, I now have full caret functionality. The source will be released with my game.
by Durante
Sun Nov 06, 2005 3:20 am
Forum: PSP Lua Player Development
Topic: screen:clear() bug in .12?
Replies: 3
Views: 2712

That's not really surprising, as the clear method in svn doesn't even use the color ;) void clearScreen&#40;Color color&#41; &#123; if &#40;!initialized&#41; return; guStart&#40;&#41;; sceGuClearDepth&#40;0&#41;; sceGuClear&#40;GU_COLOR_BUFFER_BIT|GU_DEPTH_BUF...