1. NCDyson

    NCDyson Hello Boys...
    Member

    Joined:
    Nov 9, 2009
    Messages:
    278
    Country:
    United States
    are you porting freeType for the TTF support or did the psp version of lpp have it's own ttf loading code?
     
  2. Rinnegatamante

    OP Rinnegatamante GBAtemp Psycho!
    Member

    Joined:
    Nov 24, 2014
    Messages:
    3,161
    Country:
    Italy
    We fully implemented TTF support but we're fixing some issues related to PNG loading (It seems checking PNG magic from header let library who we used (lodepng) to produce a buggy buffer).
    We used stb_truetype library by Sean Barrett.
     
  3. Rinnegatamante

    OP Rinnegatamante GBAtemp Psycho!
    Member

    Joined:
    Nov 24, 2014
    Messages:
    3,161
    Country:
    Italy
    Added PNG support and Alpha support for Bitmaps (Alpha channel must be written in X channel, png2bmp32 does this for example).
     
  4. Rinnegatamante

    OP Rinnegatamante GBAtemp Psycho!
    Member

    Joined:
    Nov 24, 2014
    Messages:
    3,161
    Country:
    Italy
    Finally solved my issues with mic!

    - Added microphone support (Sound.register(int seconds) can be used to register sounds playable after with Sound.play)
    - Added possibility to save sounds in mono format with Sound.saveWav (Can be used to save registered sounds)

    I added also a sample for microphone ( https://github.com/Rinnegatamante/lpp-3ds/blob/master/source/samples/mic.lua ).
     
  5. slapstick_

    slapstick_ Newbie
    Newcomer

    Joined:
    Nov 26, 2014
    Messages:
    4
    Country:
    United States
    Do you have a desktop version of lpp for developing applications with?
     
  6. Rinnegatamante

    OP Rinnegatamante GBAtemp Psycho!
    Member

    Joined:
    Nov 24, 2014
    Messages:
    3,161
    Country:
    Italy
    To develop for lpp you just need a text editor (personally, i use Notepad++ to develop with C/C++/LUA).
    I don't know if current 3DS emulator can emulate lpp (when i was writing first Hello World with lpp, i tried Citra3DS and it doesn't work with but maybe, with next revision now it works or probably works with other emulators (TronDS, 3dmoo).
     
  7. slapstick_

    slapstick_ Newbie
    Newcomer

    Joined:
    Nov 26, 2014
    Messages:
    4
    Country:
    United States
    I could probably write a basic compatibility layer in Lua on top of LÖVE that would help with development, at least for the graphics stuff.
     
  8. Rinnegatamante

    OP Rinnegatamante GBAtemp Psycho!
    Member

    Joined:
    Nov 24, 2014
    Messages:
    3,161
    Country:
    Italy
    Sounds good, i was waiting for SDL2 porting (http://gbatemp.net/threads/sdl-for-3ds.374519/) by Rikku2000 to add new 2D graphics functions but i'm not sure if it will never be released.
    For 3D graphics, i'm planning to use ctrGL by minexew (cause lpp-c++ for PSP/PSVITA uses instead openGL for 3D graphics).
     
  9. slapstick_

    slapstick_ Newbie
    Newcomer

    Joined:
    Nov 26, 2014
    Messages:
    4
    Country:
    United States
    That sounds way better. The thing I'm working on will probably only be useful for prototyping a game on the desktop. :unsure:
     
  10. V3NUS_M1NER

    V3NUS_M1NER GBAtemp Fan
    Member

    Joined:
    Nov 27, 2014
    Messages:
    391
    Country:
    United States
    Does anyone have the latest version compiled???? I'd do it myself, but I don't know how to compile anything from Github :P
     
  11. Rinnegatamante

    OP Rinnegatamante GBAtemp Psycho!
    Member

    Joined:
    Nov 24, 2014
    Messages:
    3,161
    Country:
    Italy
    You can download ORGANIZ3D. It works under the latest GitHub revision.
     
  12. asdfx

    asdfx Member
    Newcomer

    Joined:
    Dec 27, 2014
    Messages:
    22
    Country:
    France
    Please pardon my gcc noobness, but when I try to compile lpp-3ds I get an error (while executing the makefile):
    /root/lpp-3ds-master/source/luaAudio.cpp: In function 'void My_CSND_playsound(u32, u32, u32, u32, u32*, u32*, u32, u32, u32'):
    /root/lpp-3ds-master/source/luaAudio.cpp:14:107: error: 'CSND_sharedmemtype0_cmde' was not declared in this scope
    CSND_sharedmemtype0_cmde(channel, looping, encoding, samplerate, 2, 0, physaddr0, physaddr1, totalbytesize);
    I've downloaded and compiled devkitARM, and libctru (and exported both paths)
    INCLUDE = -I/root/lpp-3ds-master/include -I/opt/devkitpro/libctru/include -I/root/lpp-3ds-master/build
    I'm trying to compile on Debian 8 i686 with gcc 4.9.1

    Any ideas of what's wrong? It looks like it cannot find the declaration of CSND_sharedmemtype0_cmde, but I have no idea why. The path of libctru is correct.
     
  13. Rinnegatamante

    OP Rinnegatamante GBAtemp Psycho!
    Member

    Joined:
    Nov 24, 2014
    Messages:
    3,161
    Country:
    Italy
    You have to edit libctru to get some CSND functions i used in CSND.h
     
  14. asdfx

    asdfx Member
    Newcomer

    Joined:
    Dec 27, 2014
    Messages:
    22
    Country:
    France
    Alright thanks, I've added the missing functions declarations and it worked :)
     
  15. asdfx

    asdfx Member
    Newcomer

    Joined:
    Dec 27, 2014
    Messages:
    22
    Country:
    France
    I noticed some huge fps drops while trying to use drawImage.
    10 images: 60 fps
    20 images: 30 fps
    40 images: 20 fps
    etc.

    I guess that's because it's drawing each pixel for each image.
     
  16. Rinnegatamante

    OP Rinnegatamante GBAtemp Psycho!
    Member

    Joined:
    Nov 24, 2014
    Messages:
    3,161
    Country:
    Italy
    Yes, in next releases, i'll use a simple memset. (I'm still using pixel drawing for images cause the recent implementation of lodepng).
     
    asdfx likes this.
  17. Rinnegatamante

    OP Rinnegatamante GBAtemp Psycho!
    Member

    Joined:
    Nov 24, 2014
    Messages:
    3,161
    Country:
    Italy
    A lot of news for lpp-3ds.

    Improved Graphics Module, Video Module.
    Fixxed a lot of bugs in System, Graphics and Video Module.
    Added Console Module.
    Added a built-in keyboard usable with System.startKeyboard (I know is crappy but i don't want to spend more time in a keyboard when we could have access to Nintendo keyboard in future).
     
    asdfx likes this.
  18. ArgentoVivo

    ArgentoVivo Newbie
    Newcomer

    Joined:
    Jan 12, 2015
    Messages:
    8
    Country:
    Italy
    Hey Rinnegatamante,
    nice work. Just buyed cubic ninja only to try your work.

    I have used LUA PSP player some years ago, so now it's time to try on my 3ds :)

    Bel lavoro!
     
  19. Rinnegatamante

    OP Rinnegatamante GBAtemp Psycho!
    Member

    Joined:
    Nov 24, 2014
    Messages:
    3,161
    Country:
    Italy
    Good, i'm waiting for LUA devs on 3DS :)

    Added three new graphics function:
    Screen.getImageWidth
    Screen.getImageHeight
    Screen.drawPartialImage

    So now it's possible to draw on Screens/Other images also only part of images.

    Also added a check on width/height when devs attempt to draw images on screens. Now if you try to draw too large image for screen, it will be automatically crop-printed by drawImage.
     
    ArgentoVivo and asdfx like this.
  20. piratesephiroth

    piratesephiroth I wish I could read
    Member

    Joined:
    Sep 5, 2013
    Messages:
    3,422
    Country:
    Brazil
    is there any special reason for these errors I get on luaAudio.cpp whenever I try to compile it?

    luaAudio.cpp:15:45: error: 'CSND_sharedmemtype0_cmd8' was not declared in this scope
    CSND_sharedmemtype0_cmd8(channel, samplerate);

    luaAudio.cpp:19:59: error: 'CSND_sharedmemtype0_cmd3' was not declared in this scope
    CSND_sharedmemtype0_cmd3(channel, physaddr1, totalbytesize);
     
Draft saved Draft deleted
Loading...

Hide similar threads Similar threads with keywords - Interpreter, Player, First