Search found 95 matches

by showka
Thu Oct 25, 2007 1:43 am
Forum: Programming Discussion
Topic: Problem with Lua 5.1
Replies: 19
Views: 4898

Re: Problem with Lua 5.1

You sir were completely right about LUAI_THROW. I now have Lua handling errors which is very nice indeed. But what I found was that "LUAI_THROW" didn't work... I think. Here's what I found, in luaconf.h: /* @@ LUAI_THROW/LUAI_TRY define how Lua does exception handling. ** CHANGE them if you prefer t...
by showka
Sat Sep 29, 2007 6:48 pm
Forum: Programming Discussion
Topic: Problem with Lua 5.1
Replies: 19
Views: 4898

Re: Problem with Lua 5.1

I thought I'd write a tutorial on setting up Lua 5.1 with the DC.

Unfortunately as soon as I finished, I realized luaload() is crashing whenever the script has an error, making it almost worthless.
by showka
Sat Sep 29, 2007 1:08 pm
Forum: Programming Discussion
Topic: Problem with Lua 5.1
Replies: 19
Views: 4898

Re: Problem with Lua 5.1

I figured out what it was. The hang is occuring when lua calls l_alloc() with osize = 0 and nsize = 0. Because nsize = 0, it seems to just be asking you to free the memory. But if you call free on it and osize = 0, the DC hangs. After I changed the code to avoid calling free if osize = 0, the transf...
by showka
Sat Sep 29, 2007 11:06 am
Forum: Programming Discussion
Topic: Problem with Lua 5.1
Replies: 19
Views: 4898

Re: Problem with Lua 5.1

Here is my l_alloc function: static void *l_alloc (void *ud, void *ptr, size_t osize, size_t nsize) { (void)ud; (void)osize; char * dummyPtr; /* BAD TIMMY */ ErrOutWriteLine("from Lua_lauxlib.c"); ErrOutWrite("l_alloc osize="); ErrOutWriteNumber(osize); ErrOutWriteLine(""); ErrOutWrite("l_alloc nsiz...
by showka
Sat Sep 29, 2007 10:30 am
Forum: Programming Discussion
Topic: Problem with Lua 5.1
Replies: 19
Views: 4898

Re: Problem with Lua 5.1

Any developments on this? I literally experienced the same problem today and tracked it down to the realloc inside l_alloc, tried replacing it with a malloc, and it still din't work. This happens for me in the sixth call to l_alloc. The fifth calls free, not realloc, so that's five calls to realloc....
by showka
Mon Sep 24, 2007 4:32 pm
Forum: Programming Discussion
Topic: 3D on dreamcast
Replies: 15
Views: 2438

Re: 3D on dreamcast

I've got a question. What I've tried was the OpenGL variant available with KOS - I think it was something like OpenKGL, but not KGL-x. The big reason I abandoned my graphics work with it is that it was too hard to draw sprites. There was no mode (IIRC) that allowed you to turn off transformations an...
by showka
Tue Aug 28, 2007 10:21 am
Forum: Games and Software Hacking, Prototypes, and Devkits Discussion
Topic: Does anyone know where I can buy Trigger Heart Exelica?
Replies: 16
Views: 1171

Re: Does anyone know where I can buy Trigger Heart Exelica?

I'm pretty sure the game wasn't worth even the normal $60 it was released for originally. ;)

You guys are not helping me satisfy my self-destructive consumer needs. :(
by showka
Fri Aug 24, 2007 11:04 am
Forum: Games and Software Hacking, Prototypes, and Devkits Discussion
Topic: Does anyone know where I can buy Trigger Heart Exelica?
Replies: 16
Views: 1171

Does anyone know where I can buy Trigger Heart Exelica?

I had been meaning to buy it and Karous but discovered today both were sold out at Play-Asia. I found Karous on e-bay and bit the bullet, but it looks like Trigger Heart Exelica is nowhere to be found. That's unfortunate, since I hear Trigger Heart was the better game (unsavory lolia aesthetics asid...
by showka
Fri Jul 06, 2007 1:12 am
Forum: Programming Discussion
Topic: Lua on Dreamcast issue.
Replies: 10
Views: 890

Re: Lua on Dreamcast issue.

I've recently discovered Lua (thanks to this site mentioning it wrt DcPlaya) and am amazed that something this incredible actually exists. Its a free scripting language that I do hear tell it's faster than Python. But I haven't actually used it yet so I'll try to restrain myself a bit. I've been rea...
by showka
Fri Apr 27, 2007 11:36 am
Forum: Programming Discussion
Topic: Trouble making the purupuru (Jump Pack) vibrate
Replies: 7
Views: 2495

Well I *plan* on using it so thanks for the effort!
by showka
Wed Apr 25, 2007 6:40 pm
Forum: Programming Discussion
Topic: Trouble making the purupuru (Jump Pack) vibrate
Replies: 7
Views: 2495

Thanks!

Thanks BlueCrab! I changed shockVal to seven and the things started puring.
by showka
Wed Apr 25, 2007 4:17 pm
Forum: Programming Discussion
Topic: Trouble making the purupuru (Jump Pack) vibrate
Replies: 7
Views: 2495

Trouble making the purupuru (Jump Pack) vibrate

I don't understand what I'm doing wrong. The following program simply prints out whats being pressed on Controllers 1 and 2. If Start is pressed, it tries to rumbles the jumppack (or purupuru). Instead what happens is the input stops being detected correctly. I currently have the jump packs in port ...
by showka
Tue Apr 10, 2007 1:58 am
Forum: Programming Discussion
Topic: Segmentation faults and other errors with Dc-Tool 1.0.4
Replies: 0
Views: 741

Segmentation faults and other errors with Dc-Tool 1.0.4

Hi all, I've found I can use Dc-Tool 1.0.3 and it works, but Dc-Tool 1.0.4 always gets me strange errors. For example, running it from Cygwin after installing the third Dc-Dev iso got me segmentation faults. But Dc-Tool 1.0.3 is always good. Its just really old and seems to never stop spinning once ...
by showka
Tue Feb 13, 2007 10:11 am
Forum: Programming Discussion
Topic: Configuring Dev c++
Replies: 13
Views: 1274

Damn, the first time I can ever be of use and I don't check the forum for weeks. I use Dev-Cpp for both Windows and Dreamcast development. I created two sets of compiler options, one for Windows with OpenGL and DirectX and the other for the Dreamcast. I will post all of my configuration settings whe...
by showka
Tue Nov 07, 2006 12:03 pm
Forum: Programming Discussion
Topic: Really slow reads with BBA
Replies: 2
Views: 564

Is this even a real problem that I've posted or does everyone get this speed?
by showka
Tue Nov 07, 2006 12:02 pm
Forum: Programming Discussion
Topic: Some basic 3D stuff
Replies: 5
Views: 660

Hey Phantom, I'm pretty bad at Math. For awhile now, I've been attemtping to use the PVR functions directly to do some 3D stuff, but I can't seem to get my projection equations to be perfect. Do you know of any good tutorial / example / resource etc that shows a good, simple projection equation, esp...
by showka
Sat Nov 04, 2006 11:05 am
Forum: Programming Discussion
Topic: Really slow reads with BBA
Replies: 2
Views: 564

Really slow reads with BBA

Hi guys. I got the Ethernet cable awhile back and am using it on this cross platform project I'm working on (Windows and Dreamcast). Well, I've been neglecting the Dreamcast side of things for a long while, and discovered recently when ever I ran my project the reads from the BBA took a long time co...
by showka
Mon Jun 26, 2006 2:39 pm
Forum: Programming Discussion
Topic: What is the PVR equivalent of glPolygonMode and glLineWidth?
Replies: 6
Views: 653

Oh heck yeah, that's exactly what I needed to know. I can't wait till I can get back to my DC to try some of this out. Thanks.
by showka
Fri Jun 23, 2006 5:56 pm
Forum: Programming Discussion
Topic: What is the PVR equivalent of glPolygonMode and glLineWidth?
Replies: 6
Views: 653

I think thin polygons would be the best bet. Theoretically (of course my theories could be all wrong) I could just use PVR functions to draw the lines, since I'm doing my own calculations for perspective transformations. Does anyone know the PVR equivalent to set whether to draw or cull back or fron...
by showka
Thu Jun 22, 2006 12:04 am
Forum: Programming Discussion
Topic: What is the PVR equivalent of glPolygonMode and glLineWidth?
Replies: 6
Views: 653

What is the PVR equivalent of glPolygonMode and glLineWidth?

I'm attempting to do some cell shading using the famous Nehe Cell shading tutorial as a guide. A simplified run through of the algorithm is that: 1. Everything drawn normally. 2. Then the mode is changed so that: * Only back faces are rendered, * Only a line is drawn for each polygon (wireframe), * ...