Homebrew [Release] Lua Player Plus 3DS (lpp-3ds) - LUA interpreter for 3DS

730

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They both are available for Controls module only for private version (Not R3).
Uhhh then that build @dfsa3fdvc1 provided must've been wrong or something, because it's allegedly from the latest commit. Controls.disableScreen(TOP_SCREEN) should be valid, right?
Might have to go and try compiling it myself again :cry:
 

dfsa3fdvc1

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Uhhh then that build @dfsa3fdvc1

Just for context I provided 730 with a build which I belive includes this latest commit
https://github.com/Rinnegatamante/lpp-3ds/commit/4210050ebfcab2179d429784b282e9296d95640c

I havent' played around with it but I figured the syntax would be like this
Controls.disableScreen(GSPLCD_TOP)
Controls.disableScreen(GSPLCD_BOTTOM)
Controls.disableScreen(GSPLCD_BOTH)
and of course Controls.enableScreen()

EDIT: Also, might have compiled it wrong. Whoops. I'll leave this to the pros and wait for R3.
 
Last edited by dfsa3fdvc1,

Rinnegatamante

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Just for context I provided 730 with a build which I belive includes this latest commit
https://github.com/Rinnegatamante/lpp-3ds/commit/4210050ebfcab2179d429784b282e9296d95640c

I havent' played around with it but I figured the syntax would be like this
Controls.disableScreen(GSPLCD_TOP)
Controls.disableScreen(GSPLCD_BOTTOM)
Controls.disableScreen(GSPLCD_BOTH)
and of course Controls.enableScreen()

Nope, these constants are not used from lpp-3ds.

This is the test script i used:
Code:
ttf = Font.load("/3ds/RPG Maker/fonts/main.ttf")
enabled = true
while true do
   pad = Controls.read()
   Screen.refresh()
   Font.print(ttf, 5, 5, "Ciao bello", Color.new(255,255,255), TOP_SCREEN)
   Screen.flip()
   Screen.waitVblankStart()
   if Controls.check(pad,KEY_START) then
     Font.unload(ttf)
     System.exit()
   elseif Controls.check(pad,KEY_B) and enabled then
     Controls.disableScreen(BOTTOM_SCREEN)
     enabled = false
   elseif Controls.check(pad,KEY_Y) and not enabled then
     Controls.enableScreen(BOTTOM_SCREEN)
     enabled = true
   end
end[/cpde]
 

730

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Nope, these constants are not used from lpp-3ds.

This is the test script i used:
Code:
ttf = Font.load("/3ds/RPG Maker/fonts/main.ttf")
enabled = true
while true do
   pad = Controls.read()
   Screen.refresh()
   Font.print(ttf, 5, 5, "Ciao bello", Color.new(255,255,255), TOP_SCREEN)
   Screen.flip()
   Screen.waitVblankStart()
   if Controls.check(pad,KEY_START) then
     Font.unload(ttf)
     System.exit()
   elseif Controls.check(pad,KEY_B) and enabled then
     Controls.disableScreen(BOTTOM_SCREEN)
     enabled = false
   elseif Controls.check(pad,KEY_Y) and not enabled then
     Controls.enableScreen(BOTTOM_SCREEN)
     enabled = true
   end
end[/cpde]
Okay, so I managed to compile it thanks to @dfsa3fdvc1's instructions, and it isn't throwing any errors when I call the screen functions. However, the screens don't turn off at all. I also tried the example script you provided, to no avail.
Checked if it could've been the launcher I was using (the grid one) so I reverted to smea's, but it wasn't that either.

Edit: also, adding the 3dsx build.
 

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Last edited by 730,

Rinnegatamante

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Okay, so I managed to compile it thanks to @dfsa3fdvc1's instructions, and it isn't throwing any errors when I call the screen functions. However, the screens don't turn off at all. I also tried the example script you provided, to no avail.
Checked if it could've been the launcher I was using (the grid one) so I reverted to smea's, but it wasn't that either.

Edit: also, adding the 3dsx build.

Actually, if you're not on fw 4.5 - 9.2 you can't access gsp::LCD cause lack of libkhax.
In NH2.5, gsp::LCD will be accessible also for newest firmwares (as Smealum said).
 

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Hello Rinnegatamante, my homebrew doesn't recognize my pressed controls, so I can't exit the program.
Here's the code:
Code:
dumbs={}
dumb1={x=100,y=100,status="READY",animation}
dumb2={x=100,y=100,status="READY",animation}
dumbs[1]=dumb1;
dumbs[2]=dumb2;


oldpad=Controls.read();

while true do
    Graphics.initBlend(TOP_SCREEN)
    Graphics.fillRect(dumb[1].x, 100, dumb[1].y, 100, Color.new(255,255,255))
   
    Graphics.termBlend()
    Screen.flip()
    Screen.waitVblankStart()
    pad=Controls.read
    if Controls.check(pad, KEY_SELECT) and pad~=oldpad then
        Graphics.term() -- Term GPU before exiting
        System.exit()
    end
end
 

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Hello Rinnegatamante, my homebrew doesn't recognize my pressed controls, so I can't exit the program.
Here's the code:
Code:
dumbs={}
dumb1={x=100,y=100,status="READY",animation}
dumb2={x=100,y=100,status="READY",animation}
dumbs[1]=dumb1;
dumbs[2]=dumb2;


oldpad=Controls.read();

while true do
    Graphics.initBlend(TOP_SCREEN)
    Graphics.fillRect(dumb[1].x, 100, dumb[1].y, 100, Color.new(255,255,255))
   
    Graphics.termBlend()
    Screen.flip()
    Screen.waitVblankStart()
    pad=Controls.read
    if Controls.check(pad, KEY_SELECT) and pad~=oldpad then
        Graphics.term() -- Term GPU before exiting
        System.exit()
    end
end
You missed a parentheses pair on the second pad. Also, maybe you should remove that semicolon.
 

keanutah

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Hello Rinnegatamante, my homebrew doesn't recognize my pressed controls, so I can't exit the program.
Here's the code:
Code:
dumbs={}
dumb1={x=100,y=100,status="READY",animation}
dumb2={x=100,y=100,status="READY",animation}
dumbs[1]=dumb1;
dumbs[2]=dumb2;


oldpad=Controls.read();

while true do
    Graphics.initBlend(TOP_SCREEN)
    Graphics.fillRect(dumb[1].x, 100, dumb[1].y, 100, Color.new(255,255,255))
  
    Graphics.termBlend()
    Screen.flip()
    Screen.waitVblankStart()
    pad=Controls.read
    if Controls.check(pad, KEY_SELECT) and pad~=oldpad then
        Graphics.term() -- Term GPU before exiting
        System.exit()
    end
end

You need to update oldpad in your loop. At then end of the loop add "oldpad = pad".
 

dfsa3fdvc1

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Can you tell me what's wrong with my code?
I'm trying to display an image using the graphics module.
http://pastebin.com/DPWNJesZ

Works fine at least in Citra for me. What problem are you having?
test.png

Also, be sure to check out the GPU.lua sample.
 

Rinnegatamante

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Hm, it's my image.
Try this:
https://www.dropbox.com/s/oi65f9ndw56i4iv/a.jpg?dl=0
When I use that, it displays two red parallel lines.

Btw, how did you get lpp-3ds to work with Citra? I don't know where to put the index.lua file for that...

You must put index.lua file in user/sdmc folder inside Citra ones.

For the image, code looks fine. Can you post a screenshot for the result? (You can take it also from Citra).
 

Rinnegatamante

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On Citra, it displays correctly.
W570Fkv.png
On the 3ds, I see this:
VcA0Z4c.jpg
If I scale down the image, I see the parallel lines.
jPmTIHQ.jpg





Also, why do I have to wait 10 seconds or so for my image to show up on Citra? Is that just the emulator loading or something? The image? Something else?


Try to use a smaller image. If i'm not wrong, 3DS have some limits for GPU texture size.
 

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