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[RELEASE]LuaPlayerHM Drivers

This is a discussion on [RELEASE]LuaPlayerHM Drivers within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Thx to Dark_Alex, Sakya for the help with the source for the prx's. LuaPlayerHM users. This is for the next ...

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Old 07-05-2008, 12:31 AM   #1

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Lightbulb [RELEASE]LuaPlayerHM Drivers

Thx to Dark_Alex, Sakya for the help with the source for the prx's.

LuaPlayerHM users.
This is for the next release of the player. It will be included in the release zip. But you can install it if you want now.
This is realy a release for the developers so that they can use the prx's in there own code. It is designed to be in the flash1
for ease of acsess to all games.

Copy the folder LPHMDinstall to under the 4.xx or 3.xx kernal folder. Run it and it will install.


For Developers
The Following drivers will give you the following functions.

*****rdriver.prx
Ability to use all ISO loaders
pspSdkLoadStartModule("fl ash1:/LPHMDRIVER/rdriver.prx", PSP_MEMORY_PARTITION_KERN EL);
struct SceKernelLoadExecVSHParam param;
SEConfig config;

int apitype = 0x120;

char *program = "disc0:/PSP_GAME/SYSDIR/EBOOT.BIN";

char *mode = "game";

SetUmdFile(isopath);

sctrlSEGetConfigEx(&confi g, sizeof(config));

if (config.umdmode == MODE_MARCH33)

{

SetConfFile(1);

}

else if (config.umdmode == MODE_NP9660)

{

SetConfFile(2);

}

else

{

SetConfFile(0);

}
memset(&param, 0, sizeof(param));

param.size = sizeof(param);

param.args = strlen(program)+1;

param.argp = program;

param.key = mode;

sctrlKernelLoadExecVSHWit hApitype(apitype, program, &param);

******hook.prx and load.pbp
Ability to hook exit call back of games / umd / iso.
change the hook.txt to somthing else, but it must be in the seplugins folder with the load.pbp

SceUID modid;
int status;
char args[128];
strcpy(args,path);
int len;

modid = sceKernelLoadModule("flas h1:/LPHMDRIVER/hook.prx", 0, NULL);
if(modid >= 0)
{
len = strlen(path) + 1;
modid = sceKernelStartModule(modi d, len, (void *) args, &status, NULL);
SceUID fd = sceIoOpen("ms0:/seplugins/hook.txt", PSP_O_WRONLY | PSP_O_CREAT | PSP_O_TRUNC, 0777);
sceIoWrite(fd, path, size);
sceIoClose(fd);
hooklib = 1;
}


*******syslib.prx
Ability to use the following
int imposeGetVolume();

int imposeSetVolume(int volume);

int imposeGetMute();

int imposeSetMute(int value);

int getBrightness();

void setBrightness(int brightness);

int imposeSetBrightness(int value);

int imposeGetBrightness();

int displayEnable(void);

int displayDisable(void);

int getBrightness();

void setBrightness(int brightness);
int imposeSetHomePopup(int value);

Thx to sakya for the prx src and Dark_Alex
http://homemister.axspace.com/LPHMDinstall.zip
Homemister.
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Old 07-05-2008, 12:33 AM   #2

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unhook
RestoreExitGame();
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Old 07-05-2008, 03:19 AM   #3
 
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Is there any chance there will be such function:

Call.C()
*Code in C*
Uncall.C()

(Hmm I suck at explaining, but the basic idea is that we will be able to use C or C++ codes in our Lua application, this will make Lua a leet programming language - It's the easiest one of course, but now it will also have all the functions that C and C++ got!)
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Old 07-05-2008, 04:40 AM   #4

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In the other verse in would be possible i think (i mean call LUA code in a C coded Homebrew)but i really doubt what u're asking for can be done..
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Old 07-05-2008, 10:14 AM   #5
 
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Combina, that would be impossible because C has to be compiled and luaplayer cannot do that.
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Old 07-29-2008, 01:42 PM   #6

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Quote:
Originally Posted by CoMbiNa View Post
Is there any chance there will be such function:

Call.C()
*Code in C*
Uncall.C()

(Hmm I suck at explaining, but the basic idea is that we will be able to use C or C++ codes in our Lua application, this will make Lua a leet programming language - It's the easiest one of course, but now it will also have all the functions that C and C++ got!)
No, but one should always write CPU and graphics-intensive code in C and then bind that to Lua. Of course, this is not dynamic, as C itself must be compiled BUT scripting languages such as Lua could really use a just-in-time compiler that compiles to MIPS assembly dynamically. There ARE real, open-source scripting languages that do that, not for mips of course, but I can name one scripting engine that ONLY runs with a JIT compiler--that would be the Tamarin project: http://www.mozilla.org/projects/tamarin/

Maybe someone with good coding skills could port that to MIPS, add some standard library functions, or use the code to make a proper JIT for Lua. Either way, both ActionScript or Lua would be a serious development platform for the PSP... Until then, Lua is nothing more than a configuration file parser or a RAD tool at best.
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