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#21
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I see if I find anything new later. I'll try to fix (Zen Lock) as well.
__________________
Only ONE more functions in the Wiki need addressing! Zen X-Fi2 LUA Wiki Want to protect your applications? Click Here! Tower Defense Thread Zen Lock - Protect Your Zen! |
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#22
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That re-calibration thing is common, don't worry about that.
__________________
Zen X-Fi2 Apps: Notee-fi (notepad) | TicTacToe | Mahjongg http://www.starfare.eu/ - a free real-time strategy game. |
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#23
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The thing was that my player went to factory settings twice after the update. Thus the re-calibration needed. So after updating to this, restart your player once before rearranging icons and setting other stuff =P
__________________
"If you are good enough at English to apologize, then there is no need to." - A good friend of mine Discovered something about the X-Fi2 you think others may not know? Post it here so others can learn about it! Have a question about X-Fi2 apps? Consult the FAQ before creating a thread about it. Like my work? Tell your friends. Don't like it? Tell me so I can improve. ^.^ |
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#24
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500 Internal Server Error
The page you've access is experiencing an error. You might have used an outdated link or typed the address (URL) wrongly. To obtain support for your Creative product, please select one of the following categories. It took me a while to download it, installed it, asked me for screen calibration twice, then done
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#25
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Whatever Creative did in the LUA programming that is causing some apps to crash also fixed all of my wonky touch screen issues.
I am a much happier camper today Dave |
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#26
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It's kind of frustrating if they changed anything in the LUA and didn't inform this community. Hopefully they do soon and all the apps can get working on this firmware.
Also, the context menus that slide out from the right side seem to have more fluid movements now. Did anybody else notice that? |
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#27
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From all these reports I believe we have assertained that all accelerometer apps have ceased working upon installing the new firmware. Fear not, there is a fix. The set_senddatatype has been replaced with set_datatype, as well as the "get" equivalents. Changing these functions in the affected app should fix it, or you can wait until the programmer who made the app updates it for the new firmware.
Apps which use the accelerometer but are not affected by this require only a deletion and re-copying to your applications folder on your X-Fi2. It also appears that the touch screen has gotten better. Last edited by Tetrajak; 03-24-2010 at 07:28 PM. |
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#28
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the accelerometer functions have been changed to the ones that are shown in the api. any app that used the old ones will have to bu updated. i am close to calling monkey ball finished so ill update it soon. other then that i haven't noticed any other changes in the functions.
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#29
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I'm pleased to report the accelerometer now reports orientation as well, although it can be a little picky about when it thinks it's upright.
On that note, I will be uploading a new version of my accelerometer output tool that works with this new firmware shortly. |
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#30
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Does anyone else made the experience that the volume button in the "now playing" mode stopped working after updating the player? Mine did so.
Last edited by saff; 03-26-2010 at 07:35 AM. |
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#31
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No, mine is still working. I think you calibrated the touchscreen wrong.
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#32
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I'm glad for the firmware update, but I'm ticked as well because I had my custom equalizer tuned just perfect, now I gotta spend another 30 minutes to do it again because I never wrote down the settings lol. Oh well, yin and yang lol
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#33
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I havent tested it with all of the apps yet, but push box didnt freze the player when it did an idle shutdown... could creative have actually fixed the problem?
__________________
Current Languages: -English |
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#34
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Quote:
EDIT: Having decompiled pushbox using LuaDec, I don't notice anything unusual about it. Perhaps I'm missing something in the overall structure of it. I was unable to decompile DATA.LUA though, so if someone has better luck than me I'd be interested in hearing about it. |
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#35
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The new game - pusgbox has error for level 12. It can not be solved. Anyway to let Creative know about this?
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#36
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Quote:
__________________
Current Languages: -English |
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#37
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Quote:
Is it wrong to end the game like I do, with playing a wave and drawing some stuff? Code:
targetcolor=color.new(255,255,255)
bgcolor=color.new(8,216,254)
text.size(20)
text.color(color.new(220,20,20,220))
duck=image.load("duck.png")
screen.fillrect(0,0,400,240,bgcolor)duck:draw(120,90,50,50)text.draw(170,100,"ZenDuck")screen.update()
shot=wav.load("shot.wav")
quack=wav.load("quack.wav")
duck2=image.load("duck2.png")
duck3=image.load("duck3.png")
duck4=image.load("duck4.png")
mode1=image.load("mode1.png")
mode2=image.load("mode2.png")
mode3=image.load("mode3.png")
bg=image.load("bg.png")
math.randomseed(os.time())
objectx={}
objecty={}
pointx={}
pointy={}
ax={}
ay={}
totalducks=0
distx,disty={},{}
dofile("highscore")
function shoot()
shot:play()
shots=shots+1
if mode==1 then
for d=0, level*2 do
if x_pos+objectx[d] < 200 and x_pos+objectx[d]+29 > 200 and y_pos+objecty[d] < 120 and y_pos+objecty[d]+25 > 120 then ay[d]=6 hits=hits+1 end
end
for d=0, level*2 do
if ay[d]~=6 then break end
if d==level*2 then game=0 win=1 start() end
end
elseif mode==2 or mode==3 then
if mode==3 then
bg:draw(0,0,target_x-5,target_y-5,11,11)
target_x,target_y=touch.pos() end
for d=1, level do
if target_x>objectx[d] and target_x<objectx[d]+29 and target_y>objecty[d] and target_y<objecty[d]+25 then ay[d]=6 hits=hits+1 end
end
end
end
function movetarget()
if mode==1 then
for d=0, level*2 do
screen.fillrect(x_pos+objectx[d],y_pos+objecty[d],29,25,bgcolor)
end
x_pos=xposo-(xnew-xold)
y_pos=yposo-(ynew-yold)
elseif mode==2 then
bg:draw(0,0,target_x-5,target_y-5,11,11)
target_x=target_xo+(xnew-xold) if target_x<1 then target_x=1 elseif target_x>399 then target_x=399 end
target_y=target_yo+(ynew-yold) if target_y<1 then target_y=1 elseif target_y>239 then target_y=239 end
end
end
function draw()
if mode==1 then
if hint==1 then
for d=0, level*2 do
if ay[d]~=6 then
screen.drawline(pointx[d],pointy[d],pointx[d]-distx[d],pointy[d]-disty[d],bgcolor)
if x_pos+objectx[d]<1 then pointx[d]=1 elseif x_pos+objectx[d]>399 then pointx[d]=399 else pointx[d]=x_pos+objectx[d] end
if y_pos+objecty[d]<1 then pointy[d]=1 elseif y_pos+objecty[d]>239 then pointy[d]=239 else pointy[d]=y_pos+objecty[d] end
distx[d]=((x_pos+objectx[d])-200)/10
disty[d]=((y_pos+objecty[d])-120)/10
screen.drawline(pointx[d],pointy[d],pointx[d]-distx[d],pointy[d]-disty[d],color.new(0,0,0))
end
end
end
for d=0, level*2 do
--erase ducks
screen.fillrect(x_pos+objectx[d],y_pos+objecty[d],29,25,bgcolor)
end
for d=0, level*2 do
--new position of duck
objectx[d]=objectx[d]+ax[d]
objecty[d]=objecty[d]+ay[d]
--prevent living ducks from floating way off
if ay[d]~=6 then
if objectx[d]>800 or objectx[d]<-400 then ax[d]=ax[d]*-1 end
if objecty[d]>480 or objecty[d]<-240 then ay[d]=ay[d]*-1 end
end
--draw duck at xpos ypos
if ay[d]==6 then
if ax[d]>0 then
duck4:draw(x_pos+objectx[d],y_pos+objecty[d])
else
duck2:draw(x_pos+objectx[d],y_pos+objecty[d])
end
else
if ax[d]>0 then
duck3:draw(x_pos+objectx[d],y_pos+objecty[d])
else
duck:draw(x_pos+objectx[d],y_pos+objecty[d])
end
end
end
elseif mode==2 or mode==3 then
for d=1, level do
bg:draw(0,0,objectx[d],objecty[d],29,25)
end
for d=1, level do
objectx[d]=objectx[d]+ax[d]
objecty[d]=objecty[d]+ay[d]
if ay[d]==6 then
if ax[d]>0 then
duck4:draw(objectx[d],objecty[d])
else
duck2:draw(objectx[d],objecty[d])
end
else
if ax[d]>0 then
duck3:draw(objectx[d],objecty[d])
else
duck:draw(objectx[d],objecty[d])
end
end
if objecty[d]>260 or objecty[d]<-21 then if ducks>=level*10 then game=0 win=1 start() else new(d) end end
end
end
--crosshair
screen.drawline(target_x,target_y-5,target_x,target_y+5,targetcolor)
screen.drawline(target_x-5,target_y,target_x+5,target_y,targetcolor)
screen.update()
end
function new(d)
if mode==1 then
target_x,target_y,x_pos,y_pos,hint=200,120,0,0,0
for d=0, level*2 do
--create a slope
ax[d] = math.random(6) if ax[d]==4 then ax[d]=-1 elseif ax[d]==5 then ax[d]=-2 elseif ax[d]==6 then ax[d]=-3 end
ay[d] = math.random(6) if ay[d]==4 then ay[d]=-1 elseif ay[d]==5 then ay[d]=-2 elseif ay[d]==6 then ay[d]=-3 end
--create a spawn point
objectx[d] = math.random(371)
objecty[d] = math.random(215)
--create empty pointx and x and distx and y (only used for "hints")
pointx[d]=0
pointy[d]=0
distx[d]=0
disty[d]=0
end
elseif mode==2 or mode==3 then
ax[d] = math.random(7) if ax[d]==2 then ax[d]=-.75 elseif ax[d]==3 then ax[d]=-1.5 elseif ax[d]==4 then ax[d]=-1.25 elseif ax[d]==5 then ax[d]=.75 elseif ax[d]==6 then ax[d]=1.5 elseif ax[d]==7 then ax[d]=1.25 end
ay[d] = math.random(7) if ay[d]==2 then ay[d]=-.75 elseif ay[d]==3 then ay[d]=-1.5 elseif ay[d]==4 then ay[d]=-1.25 elseif ay[d]==5 then ay[d]=.75 elseif ay[d]==6 then ay[d]=1.5 elseif ay[d]==7 then ay[d]=1.25 end
if ax[d]>0 then
objectx[d]=-29
else objectx[d]=400 end
if ay[d]>0 then objecty[d] = math.random(120)
else objecty[d] = math.random(95)+120 end
ducks=ducks+1
end
game=1
end
function menubg()
a,b=a2,b2
screen.fillrect(0,0,400,240,bgcolor)
while b<240 do
duck:draw(a,b);a=a+29 if a>=400 then a=a2;b=b+25 end
end
text.size(30)text.draw(140,5,"ZenDuck")text.size(20)
mode1:draw(25,35)
mode2:draw(215,35)
mode3:draw(120,138)
end
function start()
screen.fillrect(0,0,400,240,bgcolor)
menu=1
if mode==1 then
if win==1 then
score1=(hits*10)-((shots-hits)*5)
level=level+1
text.draw(115,65,"You Got Them All!")
text.draw(120,85,"Shots fired")text.draw(240,85,shots)
text.draw(120,105,"Ducks hit")text.draw(240,105,hits)
text.draw(120,125,"Score")text.draw(240,125,score1)
text.draw(120,155,"Level")text.draw(180,155,level)
text.size(12)text.draw(40,225,"Lost one out of sight? Hold the screen to show hints :)")text.size(20)
else
duck:draw(50,80,58,50)
text.draw(110,80,"ZenDuck - Chase")
text.size(12)text.draw(110,115,"Highscore:")text.draw(180,115,highscore1)text.size(20)
text.draw(120,155,"Level")text.draw(180,155,level)
end
elseif mode==2 or mode==3 then
if win==1 then
if mode==2 then
score2=(hits*10)-((shots-hits)*5)
if score2>level*40 then level=level+1 else text.draw(222,125,": try again!") end
else
score3=(hits*10)-((shots-hits)*5)
if score3>level*40 then level=level+1 else text.draw(222,125,": try again!") end
end
totalducks=totalducks+ducks
text.draw(80,85,"You hit")text.draw(155,85,hits)text.draw(185,85,"out of")text.draw(250,85,totalducks)text.draw(285,85,"Ducks")
text.draw(120,125,"Score")if mode==2 then text.draw(185,125,score2) else text.draw(185,125,score3) end
text.draw(120,155,"Level")text.draw(180,155,level)
else
duck:draw(50,80,58,50)
if mode==2 then text.draw(110,80,"ZenDuck - Hunt") else text.draw(110,80,"ZenDuck - QuackTap") end
text.size(12)text.draw(110,115,"Highscore:") if mode==2 then text.draw(180,115,highscore2) else text.draw(180,115,highscore3) end text.size(20)
text.draw(120,155,"Level")text.draw(180,155,level)
end
else
menubg()
end
screen.update()
if mode ~= 0 then os.wait(1000) for i=0, 10 do control.read() end text.draw(117,175,"click when ready") quack:play() screen.update()
end
while menu==1 do
if control.read()==1 then
if control.isTouch()==1 then
if touch.click()==1 then
if mode == 1 then
menu=0 screen.fillrect(0,0,400,240,bgcolor) new()
elseif mode==2 or mode==3 then
menu=0 bg:draw(0,0) ducks=0 if mode==2 then target_x,target_y=200,120 else target_x,target_y=-6,-6 end for d=1, level do new(d) end
elseif mode==0 then
x,y=touch.pos()
if x>=25 and x<=185 and y>=35 and y<=135 then
mode=1;level=1;shots,hits=0,0 start()
elseif x>=215 and x<=375 and y>=35 and y<=135 then
mode=2;level=1;shots,hits,totalducks=0,0,0 start()
elseif x>=120 and x<=280 and y>=138 and y<=238 then
mode=3 level=1;shots,hits,totalducks=0,0,0 start()
end
end
end
elseif control.isButton()==1 then
if button.click()==1 then
if mode==0 then menu=0
else mode=0 win=0 end
end
end
else
os.sleep(10)
if mode==0 then
a2,b2=a2+1,b2-1
if a2>0 then a2=-28 end
if b2<-24 then b2=0 end
menubg()
screen.update()
end
end
end
end
mode,a2,b2=0,-28,0
os.wait(500)
start()
while game==1 do
if control.read()==1 then
if control.isTouch()==1 then
if touch.hold()==1 then
if hint==0 then hint=1 else hint=0 for d=0, level*2 do if ay[d]~=6 then screen.drawline(pointx[d],pointy[d],pointx[d]-distx[d],pointy[d]-disty[d],bgcolor) end end end
end
if touch.click()==1 then
shoot()
end
if touch.down() == 1 then
xold, yold=touch.pos()
xposo,yposo=x_pos,y_pos
target_xo,target_yo=target_x,target_y
end
if touch.move() == 1 then
xnew, ynew = touch.pos()
movetarget()
for i = 1, 1000 do
control.read()
end
end
elseif control.isButton()==1 then
if button.click()==1 then
game=0 mode=0 win=0 start()
end
end
end
os.sleep(1)
draw()
end
if score1 ~= nil and score1>highscore1 then highscore1=score1 end
if score2 ~= nil and score2>highscore2 then highscore2=score2 end
if score3 ~= nil and score3>highscore3 then highscore3=score3 end
datawrite = io.output("highscore")
datawrite:write("highscore1="..highscore1.."\n".."highscore2="..highscore2.."\n".."highscore3="..highscore3)
datawrite:close()
quack:play()
screen.fillrect(0,0,400,240,bgcolor)
duck:draw(50,80,58,50)
text.draw(110,80,"by Brett_val")
screen.update()
os.wait(500)
a=80
b=50
c=4.7
shot:play()
for x=0, 20 do
screen.fillrect(0,0,400,240,bgcolor)
duck:draw(b,a,58,50)
a=a+8
b=b-c
c=c-0.235
screen.update()
end
os.wait(20)
shot:close();quack:close();duck:close();duck2:close();duck3:close();duck4:close();mode1:close();mode2:close();mode3:close();bg:close()
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#38
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The entire system froze and then shut down while i was playing sodoku & playing music
when I turned it back on, it took 10 minutes of scan disk before the player wokred again Dave |
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#39
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Seems in the new firmware change a limit on the size of video. Before there were 600-700 Mb, now player playing even DVD-rip by the size of 1.4 gb
ps sorry for my "english"
__________________
If that, I am sorry for my English, because badly know him and use a translator
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#40
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Quote:
Quote:
Quote:
![]() Thanks for sharing your find. |
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