umm, then is it possible to use something like dofile
and group jpg per do file, since it will only excute 1 file at a time.
so group them in to serval files then load less image per file?
Search found 10 matches
- Mon Dec 18, 2006 1:52 pm
- Forum: PSP Lua Player Development
- Topic: LUA Image loading problem
- Replies: 9
- Views: 6905
- Mon Dec 18, 2006 5:02 am
- Forum: PSP Lua Player Development
- Topic: Module support
- Replies: 4
- Views: 4211
- Sun Dec 17, 2006 12:39 pm
- Forum: PSP Lua Player Development
- Topic: LUA Image loading problem
- Replies: 9
- Views: 6905
- Fri Dec 15, 2006 6:41 am
- Forum: PSP Lua Player Development
- Topic: LUA-RTS-PSP
- Replies: 9
- Views: 9065
I believe you can name the file whatever you want. LUA will just open it and use it as if it was a LUA file. How did you make the level-based mod? Did you make that made it so that it takes another matrix with heuristic values? I could have given you that one because I made it I just never released...
- Fri Dec 15, 2006 6:36 am
- Forum: PSP Lua Player Development
- Topic: LUA Image loading problem
- Replies: 9
- Views: 6905
Ah Ic, this An animation app. well, since you can only displace 1 image at a time, since it's an animation. lets think about it this way. you load image 1 ~ 5. show 1, wait .2 seconds. show 2. and so on. (Just a example above.) soon as you finished showing jpg 1. set it to nil, garbage collect it. l...
- Thu Dec 14, 2006 2:24 pm
- Forum: PSP Lua Player Development
- Topic: LUA Image loading problem
- Replies: 9
- Views: 6905
You are loading too many and too much at a time, in to the RAM. load only what you need, and/or garbage collect the ones you no longer need by setting them to nil. You might wanna use a set of variables for the 001,jpg or/and the rest for example imagenumber = 0 imagenumber + 1 == imagenumber or use...
- Fri Dec 08, 2006 2:07 pm
- Forum: PSP Lua Player Development
- Topic: LUA-RTS-PSP
- Replies: 9
- Views: 9065
Hey cool you're still working on this. I have one suggestion: I ported the A* algorithm to LUA. I'm not sure if you know what it is, so I'll explain what it is anyway. It is an algorithm which searches for the shortest path across the map. It's what all the commercial RTS's use, however they use so...
- Tue Nov 28, 2006 8:20 am
- Forum: PSP Lua Player Development
- Topic: LUA-RTS-PSP
- Replies: 9
- Views: 9065
It's actually coming out rather well. It's very slow due to my school work. Cons: disabled animation for lag. disabled fog of war for lag. no bullet animation, tho the nuke works ;P Horrible AI. Pros: 5 by 5 psp screen panning. 3 land levels, water land and air. map creator LIB system ( WIP) -path p...
- Tue Sep 26, 2006 10:23 am
- Forum: PSP Lua Player Development
- Topic: LUA-RTS-PSP
- Replies: 9
- Views: 9065
LUA-RTS-PSP
After half a year, no words has heard from starcraft-PSP, the LUA port version of the Great Classic. I has decided to pick up this project, due to my recent discovery with this PSP, and my long love with blizzard games. coming from a different world of World of Warcraft Emulation Coding. He decided ...
- Tue Sep 26, 2006 9:25 am
- Forum: PSP Lua Player Development
- Topic: System Extension (v0.5,cpu,elf loading,mp3,zip)
- Replies: 49
- Views: 38530