Orion_ released an oldschool style demo for the GP32. You can get the FXE or there is also an recorded .avi of it. Thanks toGP32newsfor the news.http://www.orionwebsite.fr.st/
GBA Jpeg Viewer by Tony Savon allows you to generate a rom including a slideshow using your windows PC. The changes for this version:
Version 2.3* Added a color dithering system: greatly enhanches display quality* In thumbnail mode more infos on the pictures are shown* Added pause option in slideshow mode* New Graphics for menus* In Jpeg Packer added settings for brightness and contrast* Slighlty faster jpeg packing
P?l?eleased a new GP32 game called”GBAkiller”. It is heavily inspired by Space Invaders, the graphics are well done.http://www.gp32news.com/gp32news/index.php
Thanks to Pancid we now have a search function. This function is rather self explaining so I don’t go into detail here. The link has been added to the index on the left. P.S.: Thanks to”Mike I.”from USA for beeing the first one who donated something 🙂
KR155E let me know that he released a new version of his Virtual Boy game”Blox”. Here are the details:
Thanks to my new Willem Eprom Programmer and a Flash Cart from DogP, I finally had the possibilities to make Blox compatible with the Virtual Boy hardware, so the game now not only works perfectly on emulators, but also the VB. Plus, besides some minor graphical updates, all the little features like Automatic Pause are now working. Another topic is the sound, though, about which is not enough known yet on the Virtual Boy, so the implementation of background music and sound effects has to be delayed to version 1.2. At least I could add some very easy sound effects, which let the VB beep when you push a box for example…
Braindead2 released an updated version of Mortal Kombat GP. This version features sound, 2 new characteres plus 5 more levels. You can get the file at GP32news.http://www.gp32news.com/gp32news/index.php
MikPlay32 v0.4 includes some minor improvements over previous versions, such as subdirectory support, previous/next song selection and adjusted pitch. For a list of all the changes, see the included textfile. [Text taken from it’s homepage]http://www.cs.vu.nl/~cvwalta/?option=articles/gp32
A new 3D demo by”kustom”has been released. head over to GBAdev for the screenshot plus download.http://www.gbadev.org/
DJWillis waskind enough to post some WIP news on his homepage regarding his SCUMM port for the GP32. Here are the lines taken from his homepage:
Regarding the status of gpScumm, here is a little WIP. I have the ph0x?s/my code working well enough on the ScummVM 0.5.1 code base (and CVS code) but performance in some newer games is shockingly bad . Sam and Max and the non-LucasArts games are not really playable (slow or buggy) currently. I have just figured out tonight how (I think) to get it all to build using ARM ADS so if the performance claims are true that could lead to a healthy speed up of maybe even 5-8% over GCC . Other then that there are some fixes to the sound code, save code and a few general speedups/tweaks and little changes to the port, nothing too major. All the fixes that went into the core ScummVM engine from 0.3>0.5 are also in there (obvious really).As soon as I can get most games up to a playable speed then I intend to chuck a public beta and source out of the door. I don’t really see the point in releasing a version that is little better then what is already out (or in some cases much slower).I am also working on adding OGG (libTremor) and MP3 (libMAD) support to gpScumm but a number of issues make that quite slow going, namely the lack of memory on the GP32 and the CPU cycles required to decode the MP3/OGG stream and the fact that fmOPL (the engine ScummVM uses for AdLib synthesis) is a CPU hog on the GP32 making it very hard to get game, MIDI and MP3 or OGG working in the 133MHz speed limit. I have no problem with overclocking but I am dammed if you will have to overclock the program just to get it to work . Also, the fact that I am really not that good a programmer does not help . I am fairly sure I?ll get it working in the end (I have some great offers of help) but don?t hold your breath.
Tim Crockford wrote a small demo demonstrating how to display text of variable width. You can get the demo at GBAdev.http://www.gbadev.org/