1. TurtleP

    TurtleP GBAtemp Regular
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    @Blu-Ray did you check that it has a main.lua at the root of the directory? It's an odd question seeing as how it works as a 3DSX but. . who knows.

    Code:
    LovePotion/game/main.lua
    LovePotion/game/someotherfile.lua
    LovePotion/game/somedirectory/somegraphic.png
    
    Are you sure this is your layout?
     
  2. Blu-Ray

    Blu-Ray Member
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    @TurtleP I tried it with the sample code as well, and you can see the folder layout in these screenshots as well as the cmd window from make: http://imgur.com/a/pcoJm
     
  3. TurtleP

    TurtleP GBAtemp Regular
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    @Blu-Ray did you use your own source files? It looks like you haven't which is why it keeps giving you the 'no-game' screen. Remove all files in there and place your game's source files inside LovePotion/game/
     
  4. XavyrrVaati

    XavyrrVaati Hobbyist programmer?
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    Yes, does your game have a main.lua?

    Edit: oops, my phone's derpy. TurtleP can probably help you better lol.
     
    Last edited: Jun 22, 2016
  5. Blu-Ray

    Blu-Ray Member
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    @TurtleP @XavyrrVaati I tried it with my own game first yeah, but that gave me the supertoast "no game"-screen, so I thought it might be my game that was an issue, so I tried this one, which is included as an example, and shows a "no game" screen with bubbles and a different character, but it gives the supertoast message as well.

    My own game is just a main.lua file, no external assets
     
    Last edited: Jun 22, 2016
  6. TurtleP

    TurtleP GBAtemp Regular
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    Please post your main.lua code here in code tags, @Blu-Ray
     
  7. Blu-Ray

    Blu-Ray Member
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    @TurtleP
    It's a simple 2 player snake game, not entirely finished yet. I excuse any awful code, I'm not a pro programmer :P
    Code:
    function love.load()
        love.graphics.setScreen('bottom')
    
        players = 2
    
        lose = {}
    
        oldSquare = {}
        direction = {}
        startx = {}
        starty = {}
    
        snake1 = {}
        lose.snake1 = false
    
        if players == 2 then
            snake2 = {}
            lose.snake2 = false
        end
    
        startx.snake1 = 40
        startx.snake2 = 270
        starty.snake1 = 110
        starty.snake2 = 110
    
        createSnake(snake1, 'snake1')
        createSnake(snake2, 'snake2')
    
        direction.snake1 = 'right'
        direction.snake2 = 'left'
    
        framecount = {}
        framecount.snake1 = 0
        framecount.snake2 = 0
    
        love.graphics.setColor(255, 255, 255)
    end
    
    function love.draw()
    
        for i, square in ipairs(snake1) do
            love.graphics.setColor(255, 255, 255)
            love.graphics.setScreen('bottom')
            love.graphics.rectangle('fill', square.x, square.y, 10, 10)
        
        end
    
        if players == 2 then
            for i, square in ipairs(snake2) do
                love.graphics.setColor(127, 127, 127)
                love.graphics.setScreen('bottom')
                love.graphics.rectangle('fill', square.x, square.y, 10, 10)
            end
        end
        love.graphics.setColor(255, 255, 255)
        love.graphics.setScreen('top')
        love.graphics.print(direction.snake1, 0,0)
    
        love.graphics.setScreen('top')
        love.graphics.print(direction.snake2, 300,0)
    
        if lose.snake1 == true then
            love.graphics.print('you lose', 0, 20)
        end
    
        if lose.snake2 == true then
            love.graphics.print('you lose', 300, 20)
        end
    
    end
    
    function love.update(dt)
        moveSnake(snake1, 'snake1')
        moveSnake(snake2, 'snake2')
    
    
    end
    
    function love.keypressed(key)
    
        if key == 'start' then
            love.event.quit()
        end
        if key == 'select' then
            love.load()
        end
    
        if key == 'a' and direction ~= 'left' then
            direction.snake2 = 'right'
        end
        if key == 'y' and direction ~= 'right' then
            direction.snake2 = 'left'
        end
        if key == 'x' and direction ~= 'down' then
            direction.snake2 = 'up'
        end
        if key == 'b' and direction ~= 'up' then
            direction.snake2 = 'down'
        end
    
        if key == 'dright' and direction ~= 'left' then
            direction.snake1 = 'right'
        end
        if key == 'dleft' and direction ~= 'right' then
            direction.snake1 = 'left'
        end
        if key == 'dup' and direction ~= 'down' then
            direction.snake1 = 'up'
        end
        if key == 'ddown' and direction ~= 'up' then
            direction.snake1 = 'down'
        end
    end
    
    function love.quit()
    
    end
    
    function createSnake(snake, snakeName)
    
        local newSquare = {x = startx[snakeName], y = starty[snakeName]}
    
        table.insert(snake, newSquare)
    
        _G['oldSquare' .. snakeName] = newSquare
    end
    
    function moveSnake(snake, snakeName)
        if framecount[snakeName] == 20 and lose[snakeName] == false then
        
            local oldSquareName = _G['oldSquare' .. snakeName]
        
            local newSquare = {x = 0, y = 0}
        
            if direction[snakeName] == 'right' then
                newSquare.x = oldSquareName.x + 10
            elseif direction[snakeName] == 'left' then
                newSquare.x = oldSquareName.x - 10
            else
                newSquare.x = oldSquareName.x
            end
        
            if direction[snakeName] == 'down' then
                newSquare.y = oldSquareName.y + 10
            elseif direction[snakeName] == 'up' then
                newSquare.y = oldSquareName.y - 10
            else
                newSquare.y = oldSquareName.y
            end
        
            if newSquare.x < 0 or newSquare.x >= 320 or newSquare.y < 0 or newSquare.y >= 240 then
                lose[snakeName] = true
            end
        
            for i, square in ipairs(snake1) do
                if square.x == newSquare.x and square.y == newSquare.y then
                    lose[snakeName] = true
                end
            end
            for i, square in ipairs(snake2) do
                if square.x == newSquare.x and square.y == newSquare.y then
                    lose[snakeName] = true
                end
            end
            framecount[snakeName] = 0
            table.insert(snake, newSquare)
        
            _G['oldSquare' .. snakeName] = newSquare
        end
        framecount[snakeName] = tonumber(framecount[snakeName]) + 1
    end
    
     
    Last edited: Jun 22, 2016
    DutchyDutch likes this.
  8. TurtleP

    TurtleP GBAtemp Regular
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    Code seems fine. Can you give me a screenshot of your directory? Perhaps your file extension is bad. Turn off 'hide extensions of known file types' in Windows and see if it's a .lua.txt.
     
  9. Blu-Ray

    Blu-Ray Member
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  10. TurtleP

    TurtleP GBAtemp Regular
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    @Blu-Ray you turned off 'hide extensions of known file types' right? Go to Options -> Folder Options -> Uncheck 'Hide extensions of known file types'
     
  11. Blu-Ray

    Blu-Ray Member
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    @TurtleP Yes. You can even see it in the screenshot, in the top there is a checkbox with file name extensions. txt files also default to regular notepad and not notepad++

    But this issue is not just with my own game. It does it with the example program as well, which I tested. I had that program in the game folder instead to eliminate variables to facilitate troubleshooting
     
    Last edited: Jun 22, 2016
  12. TurtleP

    TurtleP GBAtemp Regular
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    The only thing I can see as to why it no-game screens is this:

    Code:
    if (fileExists("main.lua")) {
         if (luaL_dofile(L, "main.lua")) displayError();
       } else {
         if (luaL_dobuffer(L, nogame_lua, nogame_lua_size, "nogame")) displayError();
       }
    
    Basically it checks if your main.lua exists in the romfs game folder. It's weird that it's not finding it. Have you tried my cia branch of Love Potion? https://www.github.com/TurtleP/LovePotion/tree/cia
     
  13. Blu-Ray

    Blu-Ray Member
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    @TurtleP with your fork it just crashes immediately when running on my 3ds. The make process said "RomFS packaged" though, which the original doesn't, but that may also just be down to a difference in implementation, idk.
     
  14. TurtleP

    TurtleP GBAtemp Regular
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  15. Blu-Ray

    Blu-Ray Member
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    The file extensions are definitely correct. I'll play around with some different stuff and see if I can get it to work somehow by some kind of magic.
     
  16. XavyrrVaati

    XavyrrVaati Hobbyist programmer?
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    Hey, grab my love potion game in my Sig, download the whole thing as a zip from github and try building it(not with your files, with mine.) I know for certain that mine builds. That way you know if it's your computer and not your project/Lovepotion.
     
    DutchyDutch likes this.
  17. Blu-Ray

    Blu-Ray Member
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    There's definitely something weird going on, because with your game it's giving me a lua error! That means it has gotten your game into romfs and executed it, but from the error message it seems like it can't find the intronoise even though the compiling process says that is in romfs as well.
    Code:
    ./start.lua:10: attempt to index field 'noise' (a nil value)
    
    EDIT:
    I replaced your game folder with mine, and it worked! :o Are you using a fork of Lövepotion? If so, it seems that fork actually works for me for some reason!

    EDIT 2:
    Read through your thread on LOVE, and saw that I needed to dump the DSP binary in order to make it work. I did that, and your game runs without errors as well :)
     
    Last edited: Jun 22, 2016
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  18. XavyrrVaati

    XavyrrVaati Hobbyist programmer?
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    In order to use some homebrew CIAs with sound, you gotta dump the dspfirmware. Also my 'fork' is almost 100% the same as the official Lovepotion. The only modified parts are the makefile and gitignore. I'm guessing you either grabbed the wrong copy of Lovepotion or something went funny with the download. Glad to see it works though!
     
  19. haazet

    haazet Advanced Member
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    Where can I find some info about setting the unique ID in the make file when building a CIA so they can be on the 3DS together

    I think default is 00x0143 and I've used that and 00x0144 and 00x1144. I'm afraid I might install over a system title or something.
     
  20. XavyrrVaati

    XavyrrVaati Hobbyist programmer?
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    Check the makefile! I'm 90% sure it's there. It's one of the declared variables.
     
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