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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; Zitat von EminentJonFrost use an image editing program. i use The GIMP. :) its like Photoshop for the poor! same ...

  
  1. #5311
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    Zitat Zitat von EminentJonFrost
    use an image editing program. i use The GIMP. :)
    its like Photoshop for the poor!
    same lol!


    http://i28.tinypic.com/1znoljt.png
    lolololololol - Reach 100,000 Gamerscore

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    clipping is a way of only displaying part of an image, the image is not edited so your still able to preform tasks on it or clip other sections:
    http://img265.imageshack.us/img265/2...exampledd5.png

    ...just needed to clear that up.
    GuitarGod1134, use the 8th parameter of blit, "alpha" stands for alpha transparency setting it to true makes the lua player read alpha channels make parts of the image transparent, there has to be transparency in the image obviously.

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    Zitat Zitat von eyece
    clipping is a way of only displaying part of an image, the image is not edited so your still able to preform tasks on it or clip other sections:
    http://img265.imageshack.us/img265/2...exampledd5.png

    ...just needed to clear that up.
    GuitarGod1134, use the 8th parameter of blit, "alpha" stands for alpha transparency setting it to true makes the lua player read alpha channels make parts of the image transparent, there has to be transparency in the image obviously.
    *just following up with what he's saying*...which is made with an image editor.
    ask if you need help on doing it with the Gimp, its really simple.
    oh, just a note, to use the gimp you have to get something called GTK+ runtime environment. its on the same site as Gimp, so no worries.
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

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    I've just started in Lua an Im making pong.

    I'm onto the collision detection, but it doesnt seem to work....

    Heres the code:
    Code:
    function moveBall(paddle )
    if (ball[1].x + ballimg:width() < paddle.x) and (ball[1].x > paddle.x + paddleimg:width( ))
    then
    ball[1].x = ball[1].x + 2
    end
    if (ball[1].x + ballimg:width( ) > paddle.x ) and (ball[1].x < paddle.x + paddleimg:width( ))
    then
    ball[1].x = ball[1].x - 2
    end
    end
    And heres the full code:
    Spoiler for Full code:

    Code:
    white = Color.new(255, 255, 255);
    
    paddleimg = Image.createEmpty(10, 60)
    paddleimg:clear(white)
    
    ballimg = Image.createEmpty(5,5 )
    ballimg:clear(white)
    
    paddle = { }
    paddle[1] = { x = 5, y = 100 }
    paddle[2] = { x = 465, y = 100 }
    
    ball = { }
    ball[1] = { x = 240, y = 130 }
    
    screenwidth = 480 - paddleimg:width()
    screenheight = 272 - paddleimg:height()
    
    function moveBall(paddle )
    
    if (ball[1].x + ballimg:width() < paddle.x) and (ball[1].x > paddle.x + paddleimg:width( ))
    then
    ball[1].x = ball[1].x + 2
    end
    
    if (ball[1].x + ballimg:width( ) > paddle.x ) and (ball[1].x < paddle.x + paddleimg:width( ))
    then
    ball[1].x = ball[1].x - 2
    end
    
    end
    
    function collisionCheck(paddle)
    if (ball[1].x + ballimg:width( ) > paddle.x) and (ball[1].x < paddle.x + paddleimg:width( )) and (ball[1].y + ballimg:height( ) > paddle.y) and (ball[1].y < paddle.y + paddleimg:height( )) then
    ball[1].x = oldx
    ball[1].y = oldy
    end
    end
    
    function movePlayer1( )
    if pad:up() and paddle[1].y > 0 then
    paddle[1].y = paddle[1].y - 2
    end
    if pad:down() and paddle[1].y < screenheight then
    paddle[1].y = paddle[1].y + 2
    end
    end
    
    function movePlayer2( )
    
    if pad:triangle() and paddle[2].y > 0 then
    paddle[2].y = paddle[2].y - 2
    end
    
    if pad:cross() and paddle[2].y < screenheight then
    paddle[2].y = paddle[2].y + 2
    end
    end
    
    while true do
    screen:clear()
    ball[1].x = ball[1].x + 1
    -- store player's position at beginning of each loop
    oldx = ball[1].x
    oldy = ball[1].y
    screen:clear()
    
    screen:blit(paddle[1].x, paddle[1].y, paddleimg )
    screen:blit(paddle[2].x, paddle[2].y, paddleimg )
    
    screen:blit(ball[1].x, ball[1].y, ballimg )
    pad = Controls.read()
    
    movePlayer1( )
    movePlayer2( )
    
    moveBall(paddle[1] )
    moveBall(paddle[2] )
    
    screen.waitVblankStart()
    screen.flip()
    end


    It hits the right paddle, then just moves back and forth.

    How do I fix this?

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    Zitat Zitat von EminentJonFrost
    what do you mean by 'but not very well in PSP'?
    i was answering eyece...

    anyway

    DOES ANYONE KNOW HOW TO COPY FILE FROM DIRECTORY1 to DIRECTORY2 ??

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    Zitat Zitat von GuitarGod1134
    I know how to blit images. I need to know how to blit them with transparent backgrounds
    i want to know this, but just make the image partially transparent so you can fade in and out.

    i tried what SG57 was saying earlier to fade in and out but it didn't seem to work

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    Zitat Zitat von Blake1
    I've just started in Lua an Im making pong.

    I'm onto the collision detection, but it doesnt seem to work....

    Heres the code:
    Code:
    function moveBall(paddle )
    if (ball[1].x + ballimg:width() < paddle.x) and (ball[1].x > paddle.x + paddleimg:width( ))
    then
    ball[1].x = ball[1].x + 2
    end
    if (ball[1].x + ballimg:width( ) > paddle.x ) and (ball[1].x < paddle.x + paddleimg:width( ))
    then
    ball[1].x = ball[1].x - 2
    end
    end
    And heres the full code:
    Spoiler for Full code:

    Code:
    white = Color.new(255, 255, 255);
    
    paddleimg = Image.createEmpty(10, 60)
    paddleimg:clear(white)
    
    ballimg = Image.createEmpty(5,5 )
    ballimg:clear(white)
    
    paddle = { }
    paddle[1] = { x = 5, y = 100 }
    paddle[2] = { x = 465, y = 100 }
    
    ball = { }
    ball[1] = { x = 240, y = 130 }
    
    screenwidth = 480 - paddleimg:width()
    screenheight = 272 - paddleimg:height()
    
    function moveBall(paddle )
    
    if (ball[1].x + ballimg:width() < paddle.x) and (ball[1].x > paddle.x + paddleimg:width( ))
    then
    ball[1].x = ball[1].x + 2
    end
    
    if (ball[1].x + ballimg:width( ) > paddle.x ) and (ball[1].x < paddle.x + paddleimg:width( ))
    then
    ball[1].x = ball[1].x - 2
    end
    
    end
    
    function collisionCheck(paddle)
    if (ball[1].x + ballimg:width( ) > paddle.x) and (ball[1].x < paddle.x + paddleimg:width( )) and (ball[1].y + ballimg:height( ) > paddle.y) and (ball[1].y < paddle.y + paddleimg:height( )) then
    ball[1].x = oldx
    ball[1].y = oldy
    end
    end
    
    function movePlayer1( )
    if pad:up() and paddle[1].y > 0 then
    paddle[1].y = paddle[1].y - 2
    end
    if pad:down() and paddle[1].y < screenheight then
    paddle[1].y = paddle[1].y + 2
    end
    end
    
    function movePlayer2( )
    
    if pad:triangle() and paddle[2].y > 0 then
    paddle[2].y = paddle[2].y - 2
    end
    
    if pad:cross() and paddle[2].y < screenheight then
    paddle[2].y = paddle[2].y + 2
    end
    end
    
    while true do
    screen:clear()
    ball[1].x = ball[1].x + 1
    -- store player's position at beginning of each loop
    oldx = ball[1].x
    oldy = ball[1].y
    screen:clear()
    
    screen:blit(paddle[1].x, paddle[1].y, paddleimg )
    screen:blit(paddle[2].x, paddle[2].y, paddleimg )
    
    screen:blit(ball[1].x, ball[1].y, ballimg )
    pad = Controls.read()
    
    movePlayer1( )
    movePlayer2( )
    
    moveBall(paddle[1] )
    moveBall(paddle[2] )
    
    screen.waitVblankStart()
    screen.flip()
    end


    It hits the right paddle, then just moves back and forth.

    How do I fix this?
    ahh Pong :) that was my first Lua program too :) (PvP Pong)
    let me take a look see.....
    The Wentire Worls in two Sectors....
    When did I get dev statz?
    Spoiler for my PSP homebrewReleases:
    Ace of Space V1|PvP Pong Online|PvP Pong v3 | 3.03 BlackShark Custom Firmware
    (PvP Pong DL'ed well over 2403 times combined! get yours now!)
    Spoiler for Great Quotes:

    "No Snowflake in an Avalanche ever feels responsible....." - Fortune Cookie.

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    DOES ANYONE KNOW HOW TO COPY FILE FROM DIRECTORY1 to DIRECTORY2 ??
    i guess
    Code:
    System.rename("ms0:/folder0/file.file", ms0:/folder1/file.file")
    did not work?
    i don't know, i don't even know how to open/read a file, i have not used those functions yet.

  9. #5319
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    Ill just make the background the same color as my background so it just sinks in.
    If you play WoW come find me on DOOMHAMMER (US) I am Human mage lvl 64 Atrana is the name (dont ask for runs!)
    Gold donations are highly appreciated!

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    Zitat Zitat von eyece
    i guess
    Code:
    System.rename("ms0:/folder0/file.file", ms0:/folder1/file.file")
    did not work?
    i don't know, i don't even know how to open/read a file, i have not used those functions yet.
    it worked in PC..or it looked like it worked but nt very well in PSP

  11. #5321
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    Is any body here Good at GFX ? if so please PM me, I need a menu...

    Thank you
    The Wentire Worls in two Sectors....
    When did I get dev statz?
    Spoiler for my PSP homebrewReleases:
    Ace of Space V1|PvP Pong Online|PvP Pong v3 | 3.03 BlackShark Custom Firmware
    (PvP Pong DL'ed well over 2403 times combined! get yours now!)
    Spoiler for Great Quotes:

    "No Snowflake in an Avalanche ever feels responsible....." - Fortune Cookie.

  12. #5322
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    Hey - I need someone to test this out for me...

    Code:
    scene = {}
    scene[1] = {newcolor = {r=0,g=0,b=0,a=0},
    	 finalcolor = Color.new(0,0,0),
    	 screencolor = Color.new(0,0,0),
    	 image=Image.createEmpty(480,272)}
    scene[2] = {newcolor = {r=0,g=0,b=0,a=0},
    	 finalcolor = Color.new(0,0,0),
    	 screencolor = Color.new(0,0,0),
    	 image=Image.createEmpty(480,272)}
    scene[3] = {newcolor = {r=0,g=0,b=0,a=0},
    	 finalcolor = Color.new(0,0,0),
    	 screencolor = Color.new(0,0,0),
    	 image=Image.createEmpty(480,272)}
    
    scene_num = 1
    
    time = 0
    pi = math.atan(1) * 4
    i=0
    y=0
    x=0
    
    while true do
         for x=0,480 do
              for y=0,272 do
    		scene[scene_num].screencolor = screen:pixel(x,y) -- get pixel color
    		scene[scene_num].newcolor = scene[scene_num].screencolor:colors() -- give it to new table
    		scene[scene_num].newcolor.a = 255/scene_num-40/scene_num -- edit transparency value
    		scene[scene_num].finalcolor = Color.new(scene[scene_num].newcolor.r,scene[scene_num].newcolor.g,scene[scene_num].newcolor.b,scene[scene_num].newcolor.a)
    		scene[scene_num].image:pixel(x,y,scene[scene_num].finalcolor) -- give that color to the old scene 
              end
         end
         scene_num = scene_num + 1
         if scene_num > 3 then scene_num = 1 end
    
         screen:clear()
    
         x = math.sin(pi * 2 / 360 * time) * 150 + 180.5
         screen:print(x, 100, "Does this blur?", Color.new(0,255,0))
         time = time + 1
         if time >= 360 then time = 0 end
    
         for i=1,3 do screen:blit(0,0,scene[i].image) end 
    
         screen.waitVblankStart()
         screen.flip()
    end
    Save it as .lua nd run it on the PSP... tell me what happens please? An error spat out if there is one as well please.

    ...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


  13. #5323
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    line 26, argument was incorrect.
    its because you have this:
    Code:
         for x=0,480 do
              for y=0,272 do
    screen pixel index only goes to 479 and 271, common mistake.

  14. #5324
    words are stones in my <3
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    Ahh - ok. I thought LUA for loops used a '<' operator on default, i guess its '<=' now. Thanks for that.

    Can you test it once its fixed? As in, if anyone else sees it use this please:
    Code:
    scene = {}
    scene[1] = {newcolor = {r=0,g=0,b=0,a=0},
    	 finalcolor = Color.new(0,0,0),
    	 screencolor = Color.new(0,0,0),
    	 image=Image.createEmpty(480,272)}
    scene[2] = {newcolor = {r=0,g=0,b=0,a=0},
    	 finalcolor = Color.new(0,0,0),
    	 screencolor = Color.new(0,0,0),
    	 image=Image.createEmpty(480,272)}
    scene[3] = {newcolor = {r=0,g=0,b=0,a=0},
    	 finalcolor = Color.new(0,0,0),
    	 screencolor = Color.new(0,0,0),
    	 image=Image.createEmpty(480,272)}
    
    scene_num = 1
    
    time = 0
    pi = math.atan(1) * 4
    i=0
    y=0
    x=0
    
    while true do
         for x=0,479 do
              for y=0,271 do
    		scene[scene_num].screencolor = screen:pixel(x,y) -- get pixel color
    		scene[scene_num].newcolor = scene[scene_num].screencolor:colors() -- give it to new table
    		scene[scene_num].newcolor.a = 255/scene_num-40/scene_num -- edit transparency value
    		scene[scene_num].finalcolor = Color.new(scene[scene_num].newcolor.r,scene[scene_num].newcolor.g,scene[scene_num].newcolor.b,scene[scene_num].newcolor.a)
    		scene[scene_num].image:pixel(x,y,scene[scene_num].finalcolor) -- give that color to the old scene 
              end
         end
         scene_num = scene_num + 1
         if scene_num > 3 then scene_num = 1 end
    
         screen:clear()
    
         x = math.sin(pi * 2 / 360 * time) * 150 + 180.5
         screen:print(x, 100, "Does this blur?", Color.new(0,255,0))
         time = time + 1
         if time >= 360 then time = 0 end
    
         for i=1,3 do screen:blit(0,0,scene[i].image) end 
    
         screen.waitVblankStart()
         screen.flip()
    end
    That should simulate a 'motion blur' you find in most games for when you get hit of some sort... Note, its not using hardware accelerated blending, so i dont know if this will work as it shuld or not.

    So? can anyone test it and tell me what it does?
    -= Double Post =-
    I just tested it on WLP, and it doesnt support alpha values other than 255 or 0, so it obviously looks messed. But, the framerate was slow,...
    Geändert von SG57 (01-27-2007 um 08:19 PM Uhr) Grund: Automerged Doublepost

    ...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


  15. #5325
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    i tried it on luaplayer windows and it says:

    error: script.lua:26: An argument was incorrect
    a.k.a.
    scene[scene_num].screencolor = screenixel(x,y) -- get pixel color

    i'm using luaplayer.20; and the error it is picking up is the screenixel(x,y) i'm not sure if this luaplayer version just doesn't know the command or something. if i get the chance i'll test it on my psp too though. but i'm going to sleep.

  16. #5326
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    i tried it SG57, it was indeed slow on the psp, about 1 frame every 2 minutes actually :P
    but from what i could see (1 line of text) it did blur.

  17. #5327
    words are stones in my <3
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    emerica - I know, read the post above yours.

    eyece - Yes, i expected it to blurr (since whilst programming it, it all seemed to add up to motion blurr) but its those damn for loops killing myspeed. 480*272*n frames = total # of cycles... Im going to think up a way to get the screens colors without hte massive for loop...

    Ill post back here with a new version, so please someone stay on? It should only take ~5 minutes.

    ...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


  18. #5328
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    Can lua right to flash 0? and 1?

  19. #5329
    words are stones in my <3
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    Ok...

    Someone test this please?
    Code:
    scene = {}
    scene[1] = {newcolor = {r=0,g=0,b=0,a=0},
    	 finalcolor = Color.new(0,0,0),
    	 screencolor = Color.new(0,0,0),
    	 image=Image.createEmpty(480,13)}
    scene[2] = {newcolor = {r=0,g=0,b=0,a=0},
    	 finalcolor = Color.new(0,0,0),
    	 screencolor = Color.new(0,0,0),
    	 image=Image.createEmpty(480,13)}
    scene[3] = {newcolor = {r=0,g=0,b=0,a=0},
    	 finalcolor = Color.new(0,0,0),
    	 screencolor = Color.new(0,0,0),
    	 image=Image.createEmpty(480,13)}
    
    scene_num = 1
    
    time = 0
    pi = math.atan(1) * 4
    i=0
    y=0
    x=0
    
    while true do
         for x=0,479 do
              for y=130,142 do
    		scene[scene_num].screencolor = screen:pixel(x,y) -- get pixel color
    		scene[scene_num].newcolor = scene[scene_num].screencolor:colors() -- give it to new table
    		scene[scene_num].newcolor.a = 255/scene_num-40/scene_num -- edit transparency value
    		scene[scene_num].finalcolor = Color.new(scene[scene_num].newcolor.r,scene[scene_num].newcolor.g,scene[scene_num].newcolor.b,scene[scene_num].newcolor.a)
    		scene[scene_num].image:pixel(x,y-130,scene[scene_num].finalcolor) -- give that color to the old scene 
              end
         end
         scene_num = scene_num + 1
         if scene_num > 3 then scene_num = 1 end
    
         screen:clear()
    
         x = math.sin(pi * 2 / 360 * time) * 150 + 180.5
         screen:print(x, 131, "Does this blur?", Color.new(0,255,0))
         time = time + 1
         if time >= 360 then time = 0 end
    
         for i=1,3 do screen:blit(0,130,scene[i].image) end 
    
         screen.waitVblankStart()
         screen.flip()
    end
    This runs at a very decent framerate on my PC
    -= Double Post =-
    theundead - not that i know of. Itd be a quick fix though, Im sure i could quickly write up a lua command for it...
    Geändert von SG57 (01-27-2007 um 10:44 PM Uhr) Grund: Automerged Doublepost

    ...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


  20. #5330
    lol
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    Its running super slow on the PSP.

  21. #5331
    words are stones in my <3
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    Somehow I doubt you even tried it. Tell me what it looks like... Does it blurr or print anything at all?

    ...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


  22. #5332
    lol
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    It prints a green text in the middle of the screen thats says "does this blur?" then it starts to blur, But at a really slow rate
    You thought i didn't try it?

  23. #5333
    words are stones in my <3
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    I have no way to tell if you did try it. One reason is because all youve said can easily be obtained just by reading the middle of my code, and my post. And another way is because it says "Does this blur?", not lowercase d.
    -= Double Post =-
    Also, not to be mean, but whatd you do to get Dev status? I cant recall seeing your name pop up with a game... Like, for yoursam its Wedge Racer, AhMan its irshell, etc.
    Geändert von SG57 (01-27-2007 um 11:25 PM Uhr) Grund: Automerged Doublepost

    ...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


  24. #5334
    QJ Gamer Blue
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    it works awesome, SG57 though i couldn't for the life of me get it to fully clear the screen so i didn't keep getting a clip of lowser in the background (witch was also being blurred), sweet script, whats it for anyway.

  25. #5335
    words are stones in my <3
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    eyece - You mean to say it actually works? :) I was going to use it in my FPS Call of Duty 2 - PSP Edition for when you get hit, and for when you die. As for hte clipping of lowser in the background... Add this BEFORE the while true do loop and tell me if it fixes it
    Code:
    screen:clear()
    screen.waitVblankStart()
    screen.flip()
    That should remove any lowser residue.

    Think you could video or describe how it is? Id like to know more..

    ...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


  26. #5336
    lol
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    Well i didnt think i had to exactly match wording, If i did read the middle of your code, Dont you think i would have gotten it right? I did run it, But it took a long time for it to blur, then after letting it run for awhile you couldnt tell what was one the screen cause it blurred so much.

  27. #5337
    QJ Gamer Blue
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    wait, you have yet to see it in action? :/
    lost your psp or something?
    ill get a screen of it on the psp, i want to see it as if full speed, so i'm gonna save to file and make it into a gif.
    -= Double Post =-
    wait, you have yet to see it in action? :/
    lost your psp or something?
    I tried clearing / flipping the screen first, it did not work for some reason.
    ill get a screen of it on the psp, i want to see it as if full speed, so i'm gonna save to file and make it into a gif.
    :/ i didn't post this yet... and i sure as hell didn't do it twice :P
    Geändert von eyece (01-27-2007 um 11:42 PM Uhr) Grund: Automerged Doublepost

  28. #5338
    words are stones in my <3
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    I dont have a PSP... I lost it. Everything ive devd is PSPless. Hopefully people see that as a handicap for me.

    ...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


  29. #5339
    QJ Gamer Blue
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    ta-da!:
    http://img201.imageshack.us/img201/8...mation1gk6.gif

    edit:
    ouch, your like a mozart of homebrew.

  30. #5340
    QJ Gamer Silver
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    Zitat Zitat von Anti-QJ
    Well i didnt think i had to exactly match wording, If i did read the middle of your code, Dont you think i would have gotten it right? I did run it, But it took a long time for it to blur, then after letting it run for awhile you couldnt tell what was one the screen cause it blurred so much.
    sounds like all he needs to do to speed it up is increase an integer somewhere, not sure though cuz I did not run it nor did look at the code, best of luck Can't wait to see that effect in action.
    The Wentire Worls in two Sectors....
    When did I get dev statz?
    Spoiler for my PSP homebrewReleases:
    Ace of Space V1|PvP Pong Online|PvP Pong v3 | 3.03 BlackShark Custom Firmware
    (PvP Pong DL'ed well over 2403 times combined! get yours now!)
    Spoiler for Great Quotes:

    "No Snowflake in an Avalanche ever feels responsible....." - Fortune Cookie.


 

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