Add Lua 5.1 script engine core
Posted: Sun Jan 16, 2011 2:34 am
Diff for versioned files
http://pastebin.com/xiwJmC18
New source files and libs
http://gocha.is.land.to/down/private/sn ... s-libs.zip
Oops, I forgot to add drag and drop support for Lua. Here it is.
http://pastebin.com/7ZbjRNdU
Few of Notes
- Windows Lua library should not be linked statically, because of external modules. So that, Snes9x delayloads lua51.dll
I think this update won't break non-win builds. If it does, disable unnecessary codes by using #ifdef HAVE_LUA, please.
P.S: Is there any IRC channel for snes9x development, or something like that?
http://pastebin.com/xiwJmC18
New source files and libs
http://gocha.is.land.to/down/private/sn ... s-libs.zip
Oops, I forgot to add drag and drop support for Lua. Here it is.
http://pastebin.com/7ZbjRNdU
Few of Notes
- Windows Lua library should not be linked statically, because of external modules. So that, Snes9x delayloads lua51.dll
I decided to use HAVE_LUA symbol for that.BearOso wrote:As for the Lua support, you're not going to get that into mainline Snes9x unless there's a way to disable it at compile-time. Not all ports can or want to use Lua.
I think this update won't break non-win builds. If it does, disable unnecessary codes by using #ifdef HAVE_LUA, please.
P.S: Is there any IRC channel for snes9x development, or something like that?