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

Rinnegatamante

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ihaveahax

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The screen just stays red when I try to use this is a boot.3dsx.

I place the index.lua at the root of the sd card, right?


If it's not related to where my index.lua file is, is it a problem with my code?
oldpad=999
pad=999

while true do
Screen.waitVblankStart()
Screen.refresh()
Screen.clear(TOP_SCREEN)
Screen.clear(BOTTOM_SCREEN)
pad = Controls.read()

Screen.debugPrint(0, 0, "Happy", Color.new(255,255,94), TOP_SCREEN)

if pad~=oldpad and (Controls.check(pad,KEY_X)) then
if start_dir == "/" and build ~= "Custom Firmware" then -- boot.3dsx patch
System.reboot()
else
System.exit()
end
end


Screen.flip()
oldpad = pad
end
there is a more technical explanation, but due to the size of lpp-3ds, it can't be used as a boot.3dsx directly under ninjhax 2.x.
 

ihaveahax

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HexZyle

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EDIT: figured it out, turns out the 3DS is capable of far more than 30 frames, but as you bog it down with more and more stuff it eventually dips below, that's why the ratio of draw functions to framedrop seemed odd at first.

So now I'm relying more on frame duration in milliseconds rather than framerate to determine what needs optimizing and how much resource I have before slowdown occurs.
 
Last edited by HexZyle,

Rinnegatamante

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To anyone who wants to use audio in their homebrews, i'm currently working hard to solve dsp:: DSP service problem. In the meantime, i fixxed csnd:SND service on NH 2.5 (it means audio is now available also on NH2.5!) but there are few things to say:

1) There could be some bug with static loud / looped blocks with OGG streaming (report me music files info if this appears like bitrate, samplerate, audiotype, audio length).
2) An audio device has been implemented in lpp-3ds. It means you no longer need to specify channels with Sound.play.
3) Now Sound.play can assume as facoltative 3rd argument an interpolation mode (NO_INTERP, LINEAR_INTERP, POLYPHASE_INTERP). By default is set to LINEAR_INTERP and POLYPHASE_INTERP is available only with dsp:: DSP
4) Sound system now check at the begin if csnd:SND service is accessible. If it's available, it's used as sound service, if not, (experimental) dsp:: DSP is used.
5) To check if your executable is running csnd:SND or dsp:: DSP, you can use Sound.getService(), it will returns you a string with the service currently running with Sound system.
6) Video playback (JPGV & BMPV) are currently using csnd:SND hardcoded. It means if you use a Video module feature when you're on dsp:: DSP, you'll get a console freeze.
7) Network module and csnd:SND are incompatible. It means if you need Socketing or Networking you have to use experminetal dsp:: DSP which have a lot of issues ( https://github.com/smealum/ctrulib/issues/209 )
8) To use csnd:SND you have to use this service descriptor template in your homebrew:

Code:
<services autodetect="false">
  <request priority="1">csnd:SND</request>
</services>

To use sound system, you can grab this Nighly Build: https://github.com/Rinnegatamante/lpp-3ds/commit/6c46ddd9f95aad14e068827ac91e1459907a9b70
 
Last edited by Rinnegatamante,

keanutah

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To anyone who wants to use audio in their homebrews, i'm currently working hard to solve dsp:: DSP service problem. In the meantime, i fixxed csnd:SND service on NH 2.5 (it means audio is now available also on NH2.5!) but there are few things to say:

1) There could be some bug with static loud / looped blocks with OGG streaming (report me music files info if this appears like bitrate, samplerate, audiotype, audio length).
2) An audio device has been implemented in lpp-3ds. It means you no longer need to specify channels with Sound.play.
3) Now Sound.play can assume as facoltative 3rd argument an interpolation mode (NO_INTERP, LINEAR_INTERP, POLYPHASE_INTERP). By default is set to LINEAR_INTERP and POLYPHASE_INTERP is available only with dsp:: DSP
4) Sound system now check at the begin if csnd:SND service is accessible. If it's available, it's used as sound service, if not, (experimental) dsp:: DSP is used.
5) To check if your executable is running csnd:SND or dsp:: DSP, you can use Sound.getService(), it will returns you a string with the service currently running with Sound system.
6) Video playback (JPGV & BMPV) are currently using csnd:SND hardcoded. It means if you use a Video module feature when you're on dsp:: DSP, you'll get a console freeze.
7) Network module and csnd:SND are incompatible. It means if you need Socketing or Networking you have to use experminetal dsp:: DSP which have a lot of issues ( https://github.com/smealum/ctrulib/issues/209 )
8) To use csnd:SND you have to use this service descriptor template in your homebrew:

Code:
<services autodetect="false">
  <request priority="1">csnd:SND</request>
</services>

To use sound system, you can grab this Nighly Build: https://github.com/Rinnegatamante/lpp-3ds/commit/6c46ddd9f95aad14e068827ac91e1459907a9b70
Awesome news man, I will check this out real soon. Thanks for all your hard work :D
 

Rinnegatamante

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As @ihaveamac said, currently 3dsx launcher works only on NH1.1b (on NH 2.X it will result in a system crash); my first goals for next revision of lpp-3ds (r4) are to fully solve luaSound issues, add NH2.x 3dsx launcher support and add new services access (like the camera ones).
 

ihaveahax

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Kann you write an Wii version to? There is currently no Lua on wii.

Or is it only thought for portable consoles?
I don't use any home console (they are just a money stealing way).
well, here's some I found while searching online.
I haven't used any of these so I can't comment on stability or usefulness, especially given that both seem old. then again, the Wii homebrew scene is much older than 3DS.
 

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