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Lua Programming Help Thread

This is a discussion on Lua Programming Help Thread within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; thanks again. this is my last post here for awhile , i promise....

  
  1. #3001
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    thanks again. this is my last post here for awhile , i promise.



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    hey ever1 i got a question=-)

    how do you load in music:

    Music.playFile( string file, bool loop )

    is the function that i got from the lua functions list on their website

    so thus i tried:

    music1 = Music.playFile("music1.it ")

    i'm not sure what to put for bool loop o and get the following error in lua windows:

    LuaPlayer's Mikmod has a critical error:
    _mm_critical 1
    _mm_errno 1
    Cannot open requested file
    6 [unknown (0xFFC)] luaplayer 2852 handle_exceptions: Exception: STATUS_ACCESS_VIOLATION
    106850 [unknown (0xFFC)] luaplayer 2852 open_stackdumpfile: Dumping stack trace to luaplayer.exe.st
    ackdump

    i'd like a reply asap and thanks in advance
    1. Failed....again...
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    3. it'll be 5 years in june, that's nearly 1/4 of my life on this planet that i've visited these forums, what a ride it has been

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    well acctually it dosent work for eboots , i need something that will work for eboots.. but thanks , it worked in lowser.

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    branin whats your prob i don't feel like having to try and figure it all out from the last few pages
    1. Failed....again...
    2. http://slicer.gibbocool.com/ stay updated on all my projects
    3. it'll be 5 years in june, that's nearly 1/4 of my life on this planet that i've visited these forums, what a ride it has been

  5. #3005
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    Zitat Zitat von slicer4ever
    hey ever1 i got a question=-)

    how do you load in music:

    Music.playFile( string file, bool loop )

    is the function that i got from the lua functions list on their website

    so thus i tried:

    music1 = Music.playFile("music1.it ")

    i'm not sure what to put for bool loop o and get the following error in lua windows:

    LuaPlayer's Mikmod has a critical error:
    _mm_critical 1
    _mm_errno 1
    Cannot open requested file
    6 [unknown (0xFFC)] luaplayer 2852 handle_exceptions: Exception: STATUS_ACCESS_VIOLATION
    106850 [unknown (0xFFC)] luaplayer 2852 open_stackdumpfile: Dumping stack trace to luaplayer.exe.st
    ackdump

    i'd like a reply asap and thanks in advance
    The bool 'loop' as true if you want it to keep playing over and over, or false to make it play once...

    As for the actual loading/playing, yours should work as string file = path to music file, and the bool set to either true or false for repeat/non-repeat.

    ...at what speed must I live.. to be able to see you again?...

    Projects

    You can support my Open World 3D RPG for PSP by voting for it here


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    I made (in the loosest sense of the word) this simple mapbuilder from chunks of PSPMilllionaire's scrolling engine, but I don't completely understand it.
    1. What is string.byte, and what does string.byte("1") mean?

    2.How do I modify this to build maps with more than 9 different images (instead of 1-9, 001-999)?


    white = Color.new(255,255,255)
    green = Color.new(0, 255, 0)
    blue=Color.new(0,0,255)
    red=Color.new(255,0,0)
    grey=Color.new(108,108,10 8)
    yellow=Color.new(255,255, 0)

    Images = { }
    Images[1] = Image.createEmpty(8,8)
    Images[1]:clear(green)
    Images[2] = Image.createEmpty(8,8)
    Images[2]:clear(blue)
    Images[3] = Image.createEmpty(8,8)
    Images[3]:clear(red)
    Images[4] = Image.createEmpty(8,8)
    Images[4]:clear(grey)
    Images[5] = Image.createEmpty(8,8)
    Images[5]:clear(yellow)

    TILE_SIZE = 8
    MAP_WIDTH = 4
    MAP_HEIGHT = 4
    SCREEN_WIDTH =272
    SCREEN_HEIGHT =480
    MX = TILE_SIZE
    MY = TILE_SIZE

    -- Level Map
    map1 = {
    "1111",
    "2154",
    "3312",
    "1121",
    }

    map = { }
    for y = 1, MAP_HEIGHT do
    map[y] = {}
    end

    -- Functions

    function buildmap()
    for y = 1, MAP_HEIGHT do
    line = map1[y]
    for x = 1, MAP_WIDTH do
    map[y][x] = string.byte(line, x) - string.byte("1") +1
    end
    end
    end

    buildmap()

    function getMapTile(y,x)
    if x >= 0 and x <= MAP_WIDTH and y >= 0 and y <= MAP_HEIGHT then
    img = map[y][x]
    return img
    else return 0
    end
    end

    function drawMap(mapDrawX, mapDrawY)

    mapx = math.floor(mapDrawX / TILE_SIZE)
    mapy = math.floor(mapDrawY / TILE_SIZE)

    xoff = math.floor(mapDrawX - mapx*TILE_SIZE)
    yoff = math.floor(mapDrawY - mapy*TILE_SIZE)

    for x = 0,SCREEN_WIDTH do
    for y = 0,SCREEN_HEIGHT do
    img = getMapTile(mapy+y, mapx+x)
    if img > 0 then screen:blit(x*TILE_SIZE - xoff, y*TILE_SIZE - yoff,Images[img]) end
    end
    end
    end

    --MAIN LOOP
    while true do
    screen:clear()

    MXa = math.floor(MX)
    MYa = math.floor(MY)
    drawMap(MXa,MYa)

    screen.waitVblankStart()
    screen.flip()
    end
    Sorry if #2 is too much to ask.

  7. #3007
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    ok so for example:

    music1 = music.load("music.it",tru e)

    ^^ that should work well i'll try it but just asking also thanks=-)
    1. Failed....again...
    2. http://slicer.gibbocool.com/ stay updated on all my projects
    3. it'll be 5 years in june, that's nearly 1/4 of my life on this planet that i've visited these forums, what a ride it has been

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    Can anyone tell me if theres a tutorial somewhere on installing Danzeffs OSK to your script? I'm looking to make something and i need it. But i realise it will be quite a task without some sort of tutorial or help.

  9. #3009
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    ok i come back i've tried the following to try and load in a .it music file:

    music1 = Music.playFile("music1.it ")
    music1 = Music.playFile("music1.it ",true)

    sg57 could you post an example of the proper way to load it in?
    1. Failed....again...
    2. http://slicer.gibbocool.com/ stay updated on all my projects
    3. it'll be 5 years in june, that's nearly 1/4 of my life on this planet that i've visited these forums, what a ride it has been

  10. #3010
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    I just wanted to say, GREENSKULL'S BACK! I think when I get my other computer set up, I will finish what I'd started with Smile Quartet
    Games I Made:
    Stick Dance
    Stick Dance V2
    50% Done "Smile Quartet"


    MY XBOX.COM GAMER SPOTLIGHT!

  11. #3011
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    Sound

    Lua Player supports sound in WAV format and music in the MOD formats UNI, IT, XM, S3M, MOD, MTM, STM, DSM, MED, FAR, ULT and 669 (use Google to find some editors for it and perhaps some music files, but ask the composer, if you are allowed to use it).

    Playing a music is easy: For example to play the file “stranglehold.xm” (composed by Jeroen Tel, (C) 1995 Maniacs of Noise) from the Snake game (Jeroen has allowed to use it in this game), which is included in the standard distribution with Lua Player, just call “Music.playFile(”strangle hold.xm”, true)”. If you specify “false” instead of “true”, the sound will not loop. Call “Music.stop()” to stop the music.

    For WAV files first you load the file like with Images: “explode = Sound.load(”explode.wav”) ”. Later you can call “explodelay()” to play the music.


    Just pasting it like it is 'yo'

    Now my example:
    Code:
    repeat=true
    while true do
    	 pad = Controls.read()
    	 
    	 if pad:cross() then Music.playFile("sg57 was here...it",repeat);
    	 elseif pad:square() then Music.stop() end
     
    	 if pad:triangle() then 
    		  if repeat==true then 
    				repeat=false
    				screen.WaitVblankStart(20) -- whatever that function is named
    		  elseif repeat==false then 
    				repeat=true
    				screen.WaitVblankStart(20)
    		  end
    	end
    end
    I dont know the screen.waitVblankStart REAL function name, so if its wrong, then just correct it yourself, since i cant neigther the C or LUA one right

    Hope that helps...
    Geändert von SG57 (07-29-2006 um 12:22 AM Uhr)

    ...at what speed must I live.. to be able to see you again?...

    Projects

    You can support my Open World 3D RPG for PSP by voting for it here


  12. #3012
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    is there any way to load a .txt like this

    if pad:cross() then

    then i have no idea how to load it

  13. #3013
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    @Aphonia
    1. If you ever come across a function you don't understand, check the Lua manual here, or if it's a Luaplayer function then look at the Luaplayer function list here . Notice that the code defines the map as a string with numbers. Since string.byte returns the "numerical code" of a character, then the numerical code of "1" is subtracted, and then 1 (the number, not the string) is added to the result...you can figure out the rest. Hint: string.byte("2")-string.byte("1")=1

    2. There are probably many ways, but I can think of two. The first will be easier but will only allow you to use 26 different tiles. Hint: string.byte("b")-string.byte("a")=1. Actually, now that I think about it, if you know the numerical codes of every character you could use as many different tiles as there are characters. Often the numerical codes for capital letters are the numerical codes for lowercase letters plus 26, but don't quote me on that.
    The second way is the way I use, but you'd have to change your code a bit to work with it. Instead of using strings to store the map, why not use a table? You could have an unlimited amount of different characters that way. For instance:
    Code:
    map={{1,2,5345,7},
              {16/9,8+3,"tile 1","g"},
              {100000000,5,"asdf","qwerty"},
              {1,1,1,1}}
    For this map, map[1][3]=5345. Hope this helps.


    @slicer4ever
    This might be silly but make sure the .it file is in the same folder as your main script, or else change the command so that it includes the path and filename instead of just the filename. Also, that error looks much nastier than normal Luaplayer errors (trust me, I see a lot of them :)). Maybe Luaplayer for windows doesn't have .it support?

  14. #3014
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    o ok i see so i load wav files with my images and stuff but for music you load that when in the game i'll try it and thanks=-)

    edit: hmm yes does it work in luawindows?
    1. Failed....again...
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  15. #3015
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    hey can someone tell me what is worng with this code because i cant seem to EVER get an animation loop working

    Code:
    white = Color.new(255,255,255)
    donald = Image.load("donaldduck.png")
    
    
    while true do
    screen:clear(white)
    
    counter = Timer.new()
    counter:start()
    anicounter = counter:time()
    
    if anicounter <= 1000  then
    screen:blit( 220, 100, donald, 0, 0, 33, 48)
    end
    
    if anicounter <= 2000 and anicounter > 1000 then
    screen:blit( 220, 100, donald, 33, 0, 33, 48)
    end
    
    if anicounter <= 3000 and anicounter > 2000 then
    screen:blit( 220, 100, donald, 66, 0, 33, 48)
    end
    
    if anicounter <= 4000 and anicounter > 3000 then
    screen:blit( 220, 100, donald, 99, 0, 33, 48)
    counter:reset(0)
    end
    
    screen.flip()
    end
    Double Post Merge

    sorry to double post but can someone delete my previous post because i solved the problem
    Geändert von mark.sparky (07-30-2006 um 07:26 AM Uhr)

  16. #3016
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    OK, why don't u enlighten on on what the answer was?

    That'll help more people with the problem.

    I cant delete, not a mod, sorry!
    What did we think the world would look like in 2015?

    Zitat Zitat von Abe
    Either way, if you don't know, don't guess. Stick to answering questions about stuff you're qualified to answer, like Pokemon questions or something along those lines.
    http://forums.qj.net/501501-post26.html

  17. #3017
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    yes, please tell us :)

  18. #3018
    QJ Gamer Green
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    ok so i got the animation working but now the ai doesnt work
    <?>*^|&@~{}@ (that is not gibberish it is words i would like to say but cant). Well to the point can someone check out the code and tell me what is wrong

    Double Post Merge

    here is the code http://www.sharebigfile.com/file/16570/Horses.rar.html
    Geändert von mark.sparky (07-30-2006 um 11:42 AM Uhr)

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    ok, this sounds really silly lol, cos i know a fair bit of lua, but is there an or operator, like the and operator? for an if statement. would be used in the code below

    if enemyCheck.roamX = nil or enemyCheck.roamX = enemyCheck.x then

    cheers

    EDIT: dont worry, i have found the solution, its a school boy error lol, its fixed now
    Geändert von mimminito (07-30-2006 um 12:23 PM Uhr)

  20. #3020
    QJ Gamer Green
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    hey, im going to get straight to the point . Is there a way to find out if a button is not being pressed.

  21. #3021
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    yea, if not pad:thebutton()

    replace thebutton with a button
    What did we think the world would look like in 2015?

    Zitat Zitat von Abe
    Either way, if you don't know, don't guess. Stick to answering questions about stuff you're qualified to answer, like Pokemon questions or something along those lines.
    http://forums.qj.net/501501-post26.html

  22. #3022
    sceKernelExitGame();
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    yes, here ya go:
    Code:
    if tostring(pad) == "Controls (0)" then
    -- do whatever here
    end
    -= Double Post =-
    Zitat Zitat von Alex.
    yea, if not pad:thebutton()

    replace thebutton with a button
    that wont work, cuz he wants specifically after a button is pressed, not whenever a button isnt being pressed
    Geändert von Bronx (07-31-2006 um 12:27 PM Uhr) Grund: Automerged Doublepost

  23. #3023
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    oh ok, so like 'on mouseup' for windows?
    What did we think the world would look like in 2015?

    Zitat Zitat von Abe
    Either way, if you don't know, don't guess. Stick to answering questions about stuff you're qualified to answer, like Pokemon questions or something along those lines.
    http://forums.qj.net/501501-post26.html

  24. #3024
    QJ Gamer Green
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    yeah, that is what i mean alex and can someone explain what bronx said coz its kinda confusing
    -= Double Post =-
    infact ill explain in more deatil what i want to do. i want it so that when you press down button (just an example) the character moves and the animation of walking happens but as soon as you stop pressing that button the character stops. And also is there anyway to stop the character forom going diagonal i.e. when down and left is pressed
    Geändert von mark.sparky (07-31-2006 um 12:50 PM Uhr) Grund: Automerged Doublepost

  25. #3025
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    if you want the player to move on command he will stop automatically when you release down. and to stop from diagnol do sumtin like this

    if pad:down() and pad:left then
    enemy.x = enemy.x
    enemy.y = enemy.y
    end

  26. #3026
    QJ Gamer Green
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    no it is not the player i want to stop. it is the animation because i dont want it to look as if he is walking when he isnt. Again also is there way to get a variable to change in a table. I know it sounds confusing but here is the code.

    Code:
                      this is what i want to change. the width and height according to what image
                                                                          it has in the animation     
                                                                                           I
                                                                                           I
    link = {}                                                                              v 
    link[1] = { x = 220, y = 120, face = down, walk = false, width = image:width(), height = image:height()}
    Geändert von mark.sparky (07-31-2006 um 01:13 PM Uhr)

  27. #3027
    is not posting very often
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    omnipresent
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    yea, so just say if pad:down() then whatever whatever else end

    i like putting that else in cos to me it assures me it wont do anything if u dont have them pressed
    -= Double Post =-
    the in ur animation code put "while pad:down() do" all the animations mumbo jumbo "end"
    Geändert von Glynnder (07-31-2006 um 01:06 PM Uhr) Grund: Automerged Doublepost
    What did we think the world would look like in 2015?

    Zitat Zitat von Abe
    Either way, if you don't know, don't guess. Stick to answering questions about stuff you're qualified to answer, like Pokemon questions or something along those lines.
    http://forums.qj.net/501501-post26.html

  28. #3028
    sceKernelExitGame();
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    Zitat Zitat von mark.sparky
    no it is not the player i want to stop. it is the animation because i dont want it to look as if he is walking when he isnt
    you animation is wrong if it does that , fix ur animation

  29. #3029
    QJ Gamer Green
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    Well I know what to do that now because as alex said all I need is a simple while loop but also is there a way to do what i asked in post # 3026 ( i edited the post). The easy to way to sort it I think is to have an if loop to check to see if that image has been blited to the screen. Is this right? If this is right how would you check to see if the image is on the screen. And sorry if im bein a bother
    Geändert von mark.sparky (07-31-2006 um 01:21 PM Uhr)

  30. #3030
    Your Fate is Grim...
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    i need desperate help guys: here is my code:


    Code:
    function test(header, frames, name)
    
      name = {}
     
        for a = 1, frames do
            name[a] = Image.load(header..a..".png")
        end
    
      name[frames+1] = 1
    
    end

    this function is supposed to load some images, depending on the header, and how many there are.


    here is when i call it:

    Code:
    while true do
    test("test", 2, array)
    but i makes an array called "name" not "array"

    help. thx.!!
    --------------------------------------------------------------------------------------


 

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