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-   -   LuaFPS3 0.1 (http://www.ps3hax.net/showthread.php?t=27214)

manster 09-09-2011 03:00 PM

LuaFPS3 0.1
 
the_marioga has released LuaFPS3 0.1, a port of the famous LuaFWii, which loads and executes ... [Read More]

alienkid 09-09-2011 03:02 PM

Very NIce!!

BigUp the_marioga!

samson 09-09-2011 04:35 PM

nice work i translated the instructions to English..

Click here to see full text
Introduction
HowTo
Changelog
Screen
Controls
Timer


Introduction to LuaFPS3
LuaPlayer LuaFPS3 is for PS3. Besides being the first player Lua for Wii with extra features. Currently in a fairly advanced stage of development
Tito ruben Thanks to beta testers and project officers, and deviant for some advice.


Using LuaFPS3
To use your default script.lua is as simple as copying the root of your flash drive (connected / dev_usb000) (which is closest to the BD player) and then access the XMB LuaFPS3 from and give to load.
Replaces script.lua for yours. If you want you can also change the PARAM.SFO and ICON0.png. You can also change the ID pkg.
If you want to change the font used to display errors by replacing error.ttf you want (in the folder USRDIR).


Changelog
1.0
Initial Release


Screen
Note: it is between [] means optional, but these symbols do not have to make them when using the function
Note 2: Any file you upload must have absolute path

Screen.color (r, g, b [, a])

Load a RGB color specified in the assigned variable, it also supports Alpha (transparency, adding a fourth number from 0 to 255)

Screen.color black = (0, 0, 0) - opaque black color
Screen.color negro_alpha = (0, 0, 0, 180) - black semitransparent

Screen.delay (s)

Freezes the display the number of seconds

Screen.flip ()

Show all screen.

Screen.surfaceCreate ([w, h])

Create a surface, a surface that emulates virtual screen which can display text and images, you can optionally specify the size, but use the default size (according to the TV).

Screen.surfaceCreate surface = (320, 240) - Creates a surface that size and stored in the variable surface
Screen.surfaceCreate = surface () - Creates a 640x480 surface

Screen.surfaceBlit (x, y, surface)

Copy a screen surface.

Screen.surfaceCreate = surface () - Creates a surface
Screen.surfaceBlit (1, 1, surface) - Copies the screen surface in the pixel 1, 1

Screen.surfaceFree (surface)

Releases a surface.

Screen.print (x, y, text)

Displays the specified text on screen using the default font (error.ttf) in the given coordinates.

Screen.print (1, 1, "Hello World") - displays the text Hello World in the given coordinates

Screen.printSetColor (r, g, b)

Change the default color for text.

Screen.clear (color, [surface])

Clean the screen color shown in parentheses. This has to be defined in advance Screen.color.

Screen.color black = (0, 0, 0) - Load the color black
Screen.clear (black) - clear the screen of that color
Screen.clear black (surface) - Clean the surface of the color specified

Screen.fontLoad (font_file, size)

Load a source in parentheses becomes the routing of image and font size.

Screen.fontLoad font = ("dejavu_sans.ttf" 16) - Load the font in size 16 dejavu_sans.ttf

Screen.fontWrite (x, y, text, font [, r, g, b], [surface])

Displays the specified text in coordenasdas, pre-loaded with the source, you can optionally choose the color of the text and if you want to display on a surface rather than on screen.

Screen.fontLoad font = ("dejavu_sans.ttf" 16) - Load the font in size 16 dejavu_sans.ttf
Screen.fontWrite (1, 1, "Hello World", font) - Here are the text Hello world coordinates 1, 1, loaded with the source and the default color
Screen.fontWrite (1, 1, "Hello World", font, 255, 255, 255, surface) - In this case the color is white and displays the specified surface

Screen.fontClose (font)

Close and release the source of the specified variable.

Screen.drawPixel (x, y, color, [surface])

Draw a pixel at the given coordinates, the color specified by Screen.color may optionally be displayed on a surface.

Screen.drawLine (x1, y1, x2, y2, color [, surface])

Draw a line from x1, y1 to x2, y2.

Screen.drawBox (x, y, w, h, color, [surface])

Draw a picture without filling in the given coordinates, the width and heights specified.

Screen.drawfillBox (x, y, w, h, color, [surface])

Draw a box stuffing.

Screen.drawCircle (x, y, r, color, [surface])

Draw a circle with no fill (r is the radius).

Screen.drawfillCircle (x, y, r, color, [surface])

Draw a filled circle.

Screen.drawEllipse (x, y, w, h, color, [surface])

Draw an ellipse with no fill.

Screen.drawfillEllipse (x, y, w, h, color, [surface])

Draw a filled ellipse.

Screen.drawRound (x, y, w, h, r, color, [surface])

Draw a rounded rectangle filling.

Screen.drawfillRound (x, y, w, h, r, color, [surface])

Draw a rounded rectangle fill (r is the radius of the corners).

Screen.imageLoadinOne (x, y, image_file)

Loads and displays an image of the formats supported by SDL (including bmp, jpg, png or tiff). The brackets are X, Y and the image path.

Screen.imageLoad (image_file)

Loads an image formats support under SDL and stored in a variable.

image = Screen.imageLoad ("image.png") - image.png Load and store it in the variable image

Screen.imageBlit (x, y, image)

Displays the image loaded in the given coordinates.

Screen.imageFree (image)

Frees the loaded image.


Controls
Note: it is between [] means optional, but these symbols do not have to make them when using the function

Controls.read (pad)

Examine for events pad buttons and returns the result. There are 8 pads, which are 0 -> Command 1, 1 -> Command 2, 2 -> Command 3, etc ...

pad = Controls.read (0)

Controls.setSixaxis (pad, enable)

SIXAXIS sensor activates the control of choice. Enable: 1 -> Power, 2 -> Off

Controls.setSixaxis (0, 1)

Controls.cross (pad)

Check if you pressed the X button on the pad specified. Following, a list of all the funcions pad
Spoiler: Show / Hide

Pad1 = Controls.read (0) - examined the wiimote 1
Controls.cross if (Pad1) == 1 then - Check if you pressed X on the pad 1
Screen.print (1, 1, "These pressing X") - show a text
end


Timer
Note: it is between [] means optional, but these symbols do not have to make them when using the function

Timer.new ([0])

Create the timer, brackets start time

Timer.start (timer)

Start the timer

Timer.time (timer)

Gets the timer time

Timer.stop (timer)> / p>

Stops the timer

Timer.reset (timer, [0])

Restart the timer, bracketing the variable timer and optionally the start time

Timer.free (timer)

Release the timer
(USED AS WELL AS THOSE OF HM7 PSP Lua, if you need DOCUMENTATION: http://pipagerardo.fortunecity.es/Tu...pagerardo.html # FUNCIONES_DE_CONTROL_DE_TIEMPO)

janhei77 09-09-2011 05:13 PM

nice finally i can play doodle jump on ps3 lol

GregoryRasputin 09-09-2011 05:44 PM

This isn't the first time Lua has been on the PS3 btw :)

ViperMM 09-09-2011 07:43 PM

...
 
Quote:

Originally Posted by GregoryRasputin (Post 247662)
This isn't the first time Lua has been on the PS3 btw :)

Don't certain games use it? Ex. Mafia 2?
Interesting release though. This will make it easy to script now.


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