Klan Wars is a strategic war / fighting game.
Kitchen Acadamy is a puzzle come platform type game, where you have to basically get to the exit, by collecting all the pizza on each level. Coloured sausages get past the dogs with the same colour collar, ice can be melted by blow torches, no blow torch and you slip until you slide off it. Run out of blow torches or collect sausages in wrong order, and you lose, time to restart level from in game menu.
Aim of the game: Down the right side of the screen is the word ‘Kerniggle’, next to each letter is a coloured combination of blocks. You must make that combination to light the letter next to it. Once all letters are lit you progress to the next level.
Kawaii Bakemono is like the old classic Tamagotchi, raise a monster. You can feed it with three different kinds of food and play with it. There are 9 unique stages.
Kasbrik is a Breakout game for Gameboy Advance.
Kakanoid is an Arkanoid clone for Gameboy Advance.
LOCKJAW is a tetromino stacking game that lets you set the rules. It’s a free software implementation of the Soviet Mind Game, a highly popular computer puzzle game that involves guiding tetrominoes into a well. (That is, LOCKJAW is to Tetris as GNU is to UNIX.) It includes over 20 options for making variations to the game rules, as well as “gimmicks” for practicing specific skill areas.
Who needs Super Bowl XLII when you have what could be the world’s most customizable Tetris clone?
Changes:
Docs: Most of TODO.txt has been converted to a numbered list of bugs (bug 0100).
An off-by-1/65536 error in enter below ceiling was fixed. This means it doesn’t give one extra row of room to slide on at the top of the well (reported by Caithness and Kukuunen).
In case of a block out, draws the offending piece in the well before entering game over animation.
Extra 5-frame cascade delay removed.
With Lockdown set to Step reset, lock delay resets on the first floor kick.
Tengen rotation system tries kicking one space to the left (requested by zaphod77).
Options’ names and values are looked up from fourCCs for future localizability.
Options: Names of speeds in fractions of 1G are computed.
Options skips unpacking options with a value of 255. This allows multiple pref structures to be unpacked on top of each other, and each overrides the ones before it.
Debrief displays options on a second page.
Debrief correctly displays soft drop speed as a fraction (0.41 regression, reported by Lardarse).
Debrief: PC specific parts moved to separate source code file.
Debrief uses a lower-level function to format ISO 8601 date and time so as not to bring in the floating-point library’s space overhead on platforms without an FPU.
Debrief plays a sound when turning the page.
PC: Delay for holding Esc to quit no longer depends on display refresh rate. Instead, it uses the global 60 Hz timer (reported by Sara).
PC: Draws speedometer even when preview is at right, as long as there is room, that is, 3 or fewer next pieces (requested by Cubicz).
PC: Gimmick choice moved to Options to match GBA/DS.
PC: Select scenario before starting game (bug 0041).
PC options uses standardized GBA names (OPTIONS_*) instead of PC names (LJPREFS_*).
PC options Shift sound scale, Side, and Next position moved to skin.
PC options sets initial options using initOptions() from GBA/DS. Incidentally, this restores the initial randomizer to bag (0.41 regression and may make similar regressions less likely.
PC options uses unpackOptions() from GBA/DS.
PC options sound is also routed through the cross-platform sound manager.
PC: lj.ini uses fourCCs as names for easier saving and loading.
PC: Switching between windowed and full screen in Options no longer needs the user to restart the program.
PC: Skin controls window width and height (requested by Bloodstar).
PC: LJVorbis doesn’t crash if polled while the music is stopped. This can happen when cross-platform code plays sound effects during debrief.
PC: Skin sets screen resolution (bug 0017).
PC/DS: Displays a description of some option values in addition to descriptions of options themselves.
GBA/DS: Options disabled on the PC are disabled here.
GBA: Menus are faster now that part of the text engine has been moved to fast RAM.
DS: Plays sound for game over (bug 0064).
DS: Options displayed on touch screen for future touch operation.
DS: Displays debrief after game ends (bug 0031).
Thanks to tepples himself for the news: //phpbb/viewtopic.php?f=6&t=412
Mike Hawkins is working on a remake of “Alien Breed” for the Gameboy Advance.
Status:
For anyone who may still be interested, I am currently converting the old Amiga favourite Alien Breed for the GBA. It is being written in 100% assembler as are all my efforts. It is about 80% complete.
Mike has sent the FIRST screenshots of the WIP build to PDroms. Enjoy!
Update 15:12:
Now we even have a video in action: http://youtube.com/watch?v=HwefafiPvW0 – kindly provided by the coder and uploaded by Kojote.
Mike Hawkins has sent me an email containing his Gameboy Advance application “Vero Design Advance”.
Vero Design Advance is a CAD package designed to help you layout Veroboard/stripboard designs directly on your Gameboy Advance. A detailed documentation is available with the download.
The program itself is a little bit aged, but unpublished so far. It was sent to GBAdev.org where it never made it to the mainpage and the file archive. Thanks for the release Mike!