RetroEmu: [Release] LuaPlayer Euphoria V7 - Vfpu Math, Media Engine, Osk + More! - RetroEmu

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[Release] LuaPlayer Euphoria V7 - Vfpu Math, Media Engine, Osk + More!

#1 User is offline   Zack Icon

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Posted 25 October 2009 - 10:49 AM

Hello everyone.

So I've finally finished the long delayed update to LuaPlayer Euphoria V7.
There are huge improvements across the board, and a host of new features.

Here is the change log :

Quote

[+] Ported project from C++ to C.
[+] Implemented AAlib sound engine (Mp3, At3 & Ogg Playback On Media Engine + Wav support) and wrote a new sound core. (note usage has changed, please see the samples included in the download for new usage)
[+] Added Swizzle & UnSwizzle functions (note : Images are Swizzled by default)
[+] Added move Image to Vram function.
[+] Added optional Alpha parameter to screen:blit(). (ie screen:blit(x, y, image, alpha) - Makes for easy image fading in/out
[+] Added VFPU math library.
[+] Added Sony Message Dialog System.
[+] Added Sony OSK System.
[*] Reworked IntraFont support.
[+] Added option to free/delete Images from memory.
[*] Huge code cleanup.
[*] Vairous fixes that I cannot remember :P.
[+] Source code now available.


Info :

So obviously there has been huge improvements to LuaPlayer Euphoria and it is now shaping up to be a much more stable feature packed LuaPlayer. The VFPU math library is now part of the Lua Core. So use the math functions as normal but they get run on the VFPU ;)

Source :

The source code is now available to developers also @ Google Code.

Looking for developers :

I am also looking for any interested developers to help me with this project, as it's becoming a bit much for me, and progress is too slow with just one developer. If your interested send me a pm or post in the release thread @ Official Forum..

As usual if you get stuck, find a bug, want some tutorials etc, head on over to the Official Forum.

Future plans :

  • Add VLF library
  • Fix the damn wifi (which i cannot seem to do)
  • Add adhoc support
  • Add Tilemap support with collision, and multiplatform map editor
  • Add more 3d stuff
  • Add Chipmunk physics library
  • ?


For a full list of all the functions (new and old) added by LuaPlayer Euphoria, please see the "Functions List.txt" file included in the download. (An online documentation system with samples is being worked on.

To see samples of all of the functions (new and old), please look in the samples directory, included in the download.

Thanks and I hope you enjoy this release!

Download @ Google Code


Before sending me a pm, please read this. Thank you.

My Releases :

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#2 User is offline   napco Icon

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Posted 31 October 2009 - 01:40 AM

I'd like to help with the development, but unfortunately my C/C++ programming skills are at the console-based-hello, world! level... By the way... Would it be possible to port LPE to Nintendo DS? It would be cool to write games that work with both PSP and NDS using Lua (wireless connection between the 2 consoles etc would be nice)...
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#3 User is offline   Zack Icon

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Posted 01 November 2009 - 12:38 AM

View Postnapco, on 31 October 2009 - 01:40 AM, said:

I'd like to help with the development, but unfortunately my C/C++ programming skills are at the console-based-hello, world! level... By the way... Would it be possible to port LPE to Nintendo DS? It would be cool to write games that work with both PSP and NDS using Lua (wireless connection between the 2 consoles etc would be nice)...


Yeah it sure could. I actually have a NDS I have just never got around to setting up the SDK or developing anything for it :P


Before sending me a pm, please read this. Thank you.

My Releases :

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#4 User is offline   OldSchool Icon

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Posted 01 November 2009 - 11:24 AM

Plz, Zack, don't do that ! :o

hihhihi, I'm selfish
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#5 User is offline   napco Icon

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Posted 07 November 2009 - 02:28 PM

Normal drawing functions like fillRect and drawLine don't work after pixel 64:
screen:fillRect(48, 48, 32, 32, color)

will have the same effect of
screen:fillRect(48, 48, 16, 32, color)

Images work fine instead.
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#6 User is offline   AlphaDingDong Icon

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Posted 08 November 2009 - 06:22 PM

screen:print() is being a bit wierd.

It looks like somewhere there's a buffer that gets larger every time it's used.

Well...

Try this:
white = Color.new(255, 255, 255)
str = "............................................................"
System.draw()
screen:clear()
y = 0
while 1 do
  screen:print(0, y, str, white)
  y = y + 10
  if y > 272 then
    break
  end
end
System.endDraw()
screen.flip()

while 1 do
  screen.waitVblankStart()
end


The first line is only 8 dots long. The second is 26 or so, each line getting progressively longer. Obviously they ought to be the same length.

I glanced at the code and didn't see anything jump out at me. I'll try digging deeper.

Also, Image:print() seems to be slamming down gibberish instead of letters. It looks like the printed text is being swizzled in one direction or the other, but swizzling the image does not seem to correct the problem.

Ayway, just wanted to report the bug. I'll see if I can figure it out and I'll drop a line here if I do.
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#7 User is offline   cmbeke Icon

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Posted 08 November 2009 - 06:31 PM

dont put screen:print inside of the System.draw stuff, put it after System.endDraw and it should be fine

do not trust anything i say i am certifiably mentaly unstable - me...wait a minute
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do you dare click?

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#8 User is offline   AlphaDingDong Icon

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Posted 11 November 2009 - 12:46 AM

Ah. I get ya. ty
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