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

  • Thread starter Thread starter Rinnegatamante
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Rinnegatamante said:
Problem is probably in your debugPrint. Before calling any kind of printing function (for Screen module) you have to call at least once Screen.refresh()

Thanks, that fixed it! I still have a weird problem though, sometimes the text that I told to write on the top screen gets printed on the bottom screen, I restart the screen and both screens are black, I restart it once more and it finally works. What's the logic behind that? Is there something I do wrong or just pure randomness
 
So I changed my code (updated the pastebin), and it makes the first "hello" appear light grey and blink really fast on the beginning. if I press A the top screen doesn't clear, nothing appears on the bottom one but I'm in the keyboard loop and can type stuff.
Is that normal? or did I mess with something again
 
Last edited by LiquidFenrir,
So I changed my code (updated the pastebin), and it makes the first "hello" appear light grey and blink really fast on the beginning. if I press A the top screen doesn't clear, nothing appears on the bottom one but I'm in the keyboard loop and can type stuff.
Is that normal? or did I mess with something again

To solve the blinking issue you should print twice your text cause double buffering updating screens between the two calls. You can use this function to do it automatically: https://github.com/Rinnegatamante/Sunshell/blob/master/LUA/scripts/funcs.lua#L301-L308
 
Try to add a descriptor forcing csnd:SND usage. (There is a pre-builded one in r4 release)

Yeah, using CSND fixed the stuttering, but Sound.updateStream() seems to be bugged on R4. Music is looping at 3 secs and if you do any action during the loop the game freezes (but the loop continues)

To solve the blinking issue you should print twice your text cause double buffering updating screens between the two calls. You can use this function to do it automatically: https://github.com/Rinnegatamante/Sunshell/blob/master/LUA/scripts/funcs.lua#L301-L308

You could include this solution in the Documentation as a warning to the printing functions, I'm willing to bet more people will run into this issue haha xD
 
Last edited by phalk,
Yeah, using CSND fixed the stuttering, but Sound.updateStream() seems to be bugged on R4. Music is looping at 3 secs and if you do any action during the loop the game freezes (but the loop continues)



You could include this solution in the Documentation as a warning to the printing functions, I'm willing to bet more people will run into this issue haha xD

Any modern console platform uses double buffering (PSP, PSVITA, N3DS and so on) so it should be normal to print twice something on screen.
 
So, I just tested Sound.updateStream() @ CSND with the nightly build. It didn't work either.
 
Yeah, it's a music track. But the ogg file is very little, less than 1MB (low bit rate).

I'll try with a bigger file... Just a sec.

--------------------- MERGED ---------------------------

updateStream works fine to me. Is the file you're using big enough? (Using streaming for sound like 4-5 secs is just useless and make the whole thing unstable).

Yep! The problem were with my ogg files.
If you want to try to reproduce the problem yourself so you can try to fix it, all my ogg files were converted to 11025Hz Mono tracks (for really small file sizes lol).

With a 44100Hz Stereo ogg file the problem was solved on LPP R4. (The problem persists on Nightly, though).
 
Yeah yeah, it's me once again for your despair.

Is Sound.isPlaying working with CSND on R4?

I'm having difficulties playing WAV sounds while playing OGG music in the background with CSND, so I'm trying to pause the OGG while the WAV is being played and then resume playing the OGG from where it stopped, but I can't get it to work because Sound.isPlaying is always returning false :/

Ideally, I would like to play both at the same time with CSND, but that is asking a little too much I guess.
 
Yeah yeah, it's me once again for your despair.

Is Sound.isPlaying working with CSND on R4?

I'm having difficulties playing WAV sounds while playing OGG music in the background with CSND, so I'm trying to pause the OGG while the WAV is being played and then resume playing the OGG from where it stopped, but I can't get it to work because Sound.isPlaying is always returning false :/

Ideally, I would like to play both at the same time with CSND, but that is asking a little too much I guess.

You can reproduce how much music files you want but only one can be reproduced with streaming feature. Also you shouldn't open two music files together with both streaming feature.
 
You can reproduce how much music files you want but only one can be reproduced with streaming feature. Also you shouldn't open two music files together with both streaming feature.

Yeah, but when I play a WAV (not streaming) file while streaming OGG audio in the background it seems to break the streaming.
The last second of the WAV file gets stuck inside a 3 second loop with the streamed audio in the background and it stops refreshing the stream. (Again, I'm using release 4)

--------------------- MERGED ---------------------------

Yeah, but when I play a WAV (not streaming) file while streaming OGG audio in the background it seems to break the streaming.
The last second of the WAV file gets stuck inside a 3 second loop with the streamed audio in the background and it stops refreshing the stream. (Again, I'm using release 4)

NVM.
I got it to work with a work around (using timers).
 
I'm once again going to try compile this because I need to compile it so I can make a CIA and I get this.
Code:
vshader.v.pica
make[1]: picasso: Command not found
make[1]: *** [vshader.v.pica.o] Error 127
make: *** [build] Error 2
 
I just noticed Screen.flipImage() flips the image vertically.

Is there a way to flip the image horizontally?
 

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