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LuaFPS3 0.1
the_marioga has released LuaFPS3 0.1, a port of the famous LuaFWii, which loads and executes ... [Read More]
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Very NIce!!
BigUp the_marioga! |
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) |
nice finally i can play doodle jump on ps3 lol
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This isn't the first time Lua has been on the PS3 btw :)
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Interesting release though. This will make it easy to script now. |
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