- luaplayer : This is the player itself, I would recommend just loading script by host in the first time, then once we’ll have a first stable version, we’ll add others possibilities (usb, hdd or whatever)
- luacontrols : This can be easily ported to PS2, functions name are independent of the target machine (without mentioning that buttons names are almost identical). Only one pad support could be coded in a first time.
- luasound : The PSP version is based on mikmodlib, we could also use it. It gives the advantage of some portability for this part and if I’m not wrong, someone was working on porting it to the ps2 (I’ll check with him), so the work is already half done.
- luagraphics : Functions names can be maintained, however there is a huge work to be done here. Here we have two choices :
- SDL (that relies on gsKit), that already implements most of the needed features (sprite managing, blitting, font, etc....)
- gsKIt, surely better to use it directly, as using SDL would add an additional layer (lua script → luagraphics→ SDL → gsKit → GS)
- luatimer : This can be recoded easily as well. Additionally ntba has coded a timer library (that contains missing time functions from the ps2sdk : http://www.ntba2.de/?p=libps2time) so we just need to plug it in.
- luawlan : no wlan support in the PS2, but we could add network play, would be even nice to be able to interconnect lua on the psp through wifi and lua on the ps2 through network.
- lua3d : I don’t know yet... but gsKit is the key as for the luagraphics, this can be done in a second step.
- luasystem : this part has to be reviewed completely...
Speaking about priority for a first step, I would say :
1. luaplayer (loading from host)
2. luacontrols (only 1 pad support)
3. luagraphics (as complete as possible)
4. luasound (mikmodlib)
5. luatimer (in case it's really needed by games in a first time).
Second step :
- enhanced previous points :
- add lua3d, luawlan (→ lualan), luasystem (is it really needed?)