That's alright. Thanks just the same. I was thinking about actual retro platforms instead of simulated feel. For example PCM wouldn't be useful for SNES/N64/CD-less Genesis and DOS. And for the CD systems, the need to keep constant audio feed going, would impose restrictions. For instance PSX 2MB RAM/1MB VRAM configuration, with the loss of ability to cache in additional data on demand, would mean quite limited and bland levels. DOS CD game would be fine, since you can install it and leave CD just for the music. People used to provide .mid files even though they didn't sound like final song, when MIDI had a comeback in Japan around 2010 in RPG Maker circles. Not that common anymore, I understand.
kuncendorfs
Recent community posts
Ah ok, thank you!
edit: Strings did it for me. I did a little Mandelbrot zooming performance test and the best results were from GML(YYC)+Lua drawing with buffer_set_surface, which was about 7% faster than drawing with draw_point_colour and 25% faster than buffer_set_surface all in GML(YYC) without Lua. Uncompiled GML+Lua was ~400% faster than pure uncompiled GML
Thank you!
I want to nag you some more about this extension, though.
- My understanding is that values are passed through LUA API and it adds type identifier to each value which then can be parsed on the other side. I couldn't get array numerical entries get identified other than '4' - float64. I tried math.floor() and & 0xff and just passing zeroes. But it was always f64. That's quite a bit of overhead. Is this API's doing? Or is there something I'm missing that can be done in Lua?
- So currently when array is received each value has to be filtered. I thought a neat thing to have would be a function in dll that would strip meta and just pass raw bufferlike data to GMS so it could be flipped to surface with 'buffer_set_surface' or dumped to a file with 'buffer_save' without further burden of processing in GML.
Latest version - 1.4.9999 r45042 stand alone (not Steam)
The same thing seem to happen with strings also but not with numbers.
edit: strings work fine with older version of asset: Apollo.gmez
edit2: same problem with dll from 'Apollo-GMS1.gmez' that needs debug runtime
edit3: this appears to fix the issue: in 'lua_global_get' replace
return lua_buffer_read(b);
with
var tmp = lua_buffer_read(b);
return tmp;
some GMS internal black magic I guess
Hello.
I'm on GMS14.
If I run this in VM everything appears to work fine, but, when compiled with YYC, program appears to leak memory on every received array.
Am I doing something wrong?
edit: I'm using fixed .dll that is not bound to debug runtime.
<object0.create>
state = lua_state_create();
lua_add_file(state, "test.lua");
lua_call(state,"fill");
<object0.draw>
var in = lua_global_get(state,"out");
<test.lua>
out = {}
function fill( )
for offs=1, 5000 do
out[offs] = math.random(0,255)
end
end
Hello. Letting you know I couldn't pay with PayPal. After purchase itch.io said there was an error with transaction. I waited a while and then checked PayPal account. Transaction was with pending status waiting confirmation on your end (hotmail account) with option to cancel it. So since itch.io already said there was error and I didn't receive asset I then canceled pending transaction on PayPal. I purchased 2 other assets from other artists afterwards with no problem. What was unusual with this purchase - PayPal didn't ask my address information, which I usually have to fill in for tax since I'm from Europe.