Category: Gameboy Advance

Powder (Build 113) (GBA Game)

POWDER is a roguelike game, which is not a port of an existing roguelike. It is built around replayability and long term ergonomics, not short term learning. Author of this piece of software is Jeff Lait.

Changes:

Fireball and Cloudkill always explode at the end of their trajectory.
When you gain permanent intrinsics by evolving or lichifying, relevant temporary intrinsics will be cleared, preventing you from having a silver-tolerant lich. (Nathan Bogue)
Timestamps on the final character dump and the description of how long you lived will now match. (Deozaan)
You can wish for bones and corpses without them instantly dissolving. (Garron)
You can no longer fetch items that have teleport fixed. (Eris Discordia)
When a creature (un)polys into a gargantuan creature, it will now also push away monsters in addition to crushing walls. (Nathan Bogue)
Lich-form creatures that are undead no longer report it being your evil that was useless. (garron Bailey)
When you name an item, the menu defaults to naming the type rather than the specific as this is the usual scenario.
The floor of the kiwi room is now the proper floor tile.
Controled teleport onto the square you are already standing no longer reports that you are blocked, but that you decide to stay put.
Mysterious mapping of rooms fixed. Thanks to Kender and Mental Mouse for tracking this down – it has been annoying me for six years or so! (David Damerell, Eilu, Kender, Mental Mouse)
buildall.sh should work with –use-home-dir again. (garron)
The option menu no longer has Load. Instead it has Quit, which prompts you if you meant this. Loading is now only done from the main menu.
No experience for killing your pets.
Confirmation prompt if starting New Game with active saved game as one can easily accidentally overwrite it.
Some spells when mistargeted no longer waste your mana. Not all, so remain vigilant.
Cancelling your choice in the Wish menu no longer costs a turn.
Fix potential crash when you are killed by splash damage from a thrown item.

While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading.

http://www.zincland.com/powder/index.php?pagename=release

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devkitARM (Release 30) (GBA misc)

devkitARM is a toolchain for DS, GBA and GP32.

Changes:

In a rather embarrassing faux pas it looks like at least some of the increased binary size in devkitARM compiled binaries came from newlib being compiled without optimisation, oops. devkitARM release 30 fixes this and is now available through the windows installer and the getting started page on the wiki. With thanks to z-g for the bug report.

devkitARM release 30
update to binutils 2.20.1
patched for arm thumb scheduler bug.
corrected default utf8 charset setup.
newlib compiled with optimisation.

http://www.devkitpro.org/devkitarm/devkitarm-release-30/

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devkitARM (Release 28) (GBA misc)

devkitARM is a toolchain for DS, GBA and GP32.

Changes:

devkitARM release 28
Update gcc to 4.4.3
Update newlib to 1.18.0
Update to gdb 7.0.1
stack fix in ds_arm9_crt0 for mpu setup call
linkscripts now support init priority attribute on constructors
hopefully the last of the OSX 10.4 issues sorted

libnds 1.4.1
improve tanLookUp
reimplement arm7 swiIntrWait functions for DSi support
add extra interrupts for DSi arm7
make initSystem weak to allow override in user code
implement soft reset hooks, applications will now exit to menu if support is provided as per hbmenu
correct write buffer setup in mpu setup code
set background colors in consoleInit functions
correct offsets for bmp sprites

libfat 1.0.7
Use internal allocator wrapper instead of malloc directly

dswifi 0.3.12
minor change for newlib 1.18.0

libfilesystem 0.9.5
prefer fat over gba cart space when argv is present
default_arm7 0.5.10
added soft reset key combo

http://www.devkitpro.org/devkitarm/devkitarm-release-28-and-associated-libraries/

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Holy Hell v1.5 (Beta) (GBA Game)

Holy Hell is a puzzle game with shmup elements. The goal of the game is to reach the end of every level trying to chain more blocks of the same color together.

You guide a little ship powered with four different colored weapons. Every weapon can destroy only blocks of its same color, so you must switch between them to blow up everything…

Brown blocks cannot be destroyed and must be dodged…

Changes:

– 3 characters/ship disposable with different speed
– 40 levels
– new graphics background and objects
– simply animated intro between levels
– improved animations
– no more slowdown in almost any part of the game

http://forum.gbadev.org/viewtopic.php?t=16917

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Drunken Coders Coding Competition – 5th Annual Wintery Game Coding Competition – Reminder (GBA misc)

drunkencoders.com announced their 5th Annual Wintery Game Coding Competition a while ago. Entries can be submitted till March 19, 2010.

Goal:

Create a Nintendo DS or GBA game with a winter or holiday theme. Be it Wack-a-Santa or nuclear snowball fights with diminutive elves we want to see your wintery creations. Now accepting Wii and Gamecube entries (judged by the same criteria but awarded prizes from a seperate prize pool).

http://drunkencoders.com/2009-winter-game-programming-competition/

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Pixelh8 Music Tech Pro Performer v1.0 (GBA misc)

Pixelh8 Music Tech Pro Performer Synthesizer is software that runs on an unmodified Game Boy Advance or Nintendo DS, enabling you to be able to control the on board sound, turning the GBA/DS into a real time instrument. Based on the original Game Boy Music Tech V1.0, Pro Performer offers hundreds more options and possible sounds.

Thanks to http://www.nintendomax.com/viewtopic.php?t=11076&f=27 for the news.

http://pixelh8.co.uk/download/

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Pocket Commander v1.0.2 (GBA Game)

Pocket Commander was inspired by the groundbreaking game ‘Modem Wars’ by Dan Bunten (1988).

Your goal is to win. Knock out your opponent’s commander, which is the brains of the operation. No brains, no operation. A commander is knocked out when its energy level goes to zero as a result of enemy attack. You’ll use your robots and your commander’s weapons to accomplish this.

This GBA version has been coded by John Reder.

http://gbadev.org/demos.php?showinfo=1367

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