Category: Nintendo DS
tapSpeedTest (20-11-2009) (NDS Application)

Ant6n wrote this application for a class project in machine learning. He wants to create a model on how fast an average (trained) user can tap up a given button combination.

Quote:

This tool lets you press button combinations and records the speed. It gives you multiple attempts, so that you can get your thumbs to be as fast as possible. It then uploads the data to my server via wifi and prints some stats in comparison to other users. So you get to know how fast your thumbs are compared to others.

http://forum.gbadev.org/viewtopic.php?t=16983

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GTA Pokemon (19-11-2009) (NDS Game)

Mozzie, author of GTA Pokemon, claims that his game is complete now. Now go and kill the poor Pokemons! 🙂

This is also the first homebrew we spot which is a potential double copyright infrigment. Coders should really step away from using copyrighted brand names…

http://dsgamemaker.com/forum/viewtopic.php?f=27&t=2493&start=135

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The Detective Game WIP (NDS Game)

headkaze known to be involved in quality NDS homebrews such as Warhawk DS and Manic Miner – The lost Levels, is up to new heights!

Currently a remake of the C64 classic “The Detective Game” is in work for Nintendo DS. You can find out about the classic C64 game here -> http://www.lemon64.com/reviews/view.php?id=133

Soon another great release, for another great system!

Thanks to Nintendomax ( http://www.nintendomax.com/index.php?topic_id=10865 ) for the news hint.

http://greatflash.co.uk/index.php?topic=267.0

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Catch The Diamond DS (17-11-2009)

Your task in “Catch The Diamond DS” is pretty obvious, so there will be no closer description.

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Catch The Diamond DS (NDS Game)

Your task in “Catch The Diamond DS” is pretty obvious, so there will be no closer description 🙂

Thanks to http://www.nintendomax.com/index.php?topic_id=10862 for the news.

http://dsgamemaker.com/forum/viewtopic.php?f=28&t=2856

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Notepad DS v1.17 (NDS Application)

Notepad DS is as helpful as notepad.exe for Windows. Write and save any kind of text and keep it save on your NDS.

Thanks to http://www.nintendomax.com/index.php?topic_id=10864 for the news.

http://dsgamemaker.com/forum/viewtopic.php?f=28&t=2826

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TonesynthDS v0.24 (NDS Application)

TonesynthDS is a virtual synth/sequencer for NDS.

Changes:

+ Copy, paste (and clear) for every editor type.
+ Song editor. The columns represent a set of the patterns. The bottom value is the first pattern and the top is the last. You can set 16 different pattern in one “song pattern”. You can change between the “song patterns” as you do it with the regular patterns (in pattern editor). If you push the play button, the first pattern that will be played is the pattern that determinated by the first column. At the end of that pattern the next pattern will be the one that determinated by the second column, and so on. After the last column is played the next pattern will be used from the first column of the second “song pattern”, and so on.
+ Eg, decay to the lpf. The left of the ‘eg’ and ‘decay’ sliders represent 0Hz; the rights represent the maximum avaible cut off frequency (16384Hz in this version); the middle are always the frequency that is set by the ‘cut’ slider. The cut off frequency is interpolated between the value of the ‘eg’ slider and the value of the ‘cut’ slider during the attack and decay phases, and interpolated between the value of the ‘cut’ slider and the value of the ‘decay’ slider during the release phase.

Thanks to http://www.nintendomax.com/index.php?topic_id=10859 for the news.

http://ndscomposer.blogspot.com/

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ScummVM v1.0.0 (NDS misc)

ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!

Some of the adventures ScummVM supports include Adventure Soft’s Simon the Sorcerer 1 and 2; Revolution’s Beneath A Steel Sky, Broken Sword 1 and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep’s Inherit the Earth; Coktel Vision’s Gobliiins; Westwood Studios’ The Legend of Kyrandia and games based on LucasArts’ SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more. You can find a thorough list with details on which games are supported and how well on the compatibility page. ScummVM is continually improving, so check back often.

Release notes:

It was just 3.5 months ago when we started to prepare for this release, and now finally the day has come.

Ladies and gentlemen, please greet the one and only ScummVM 1.0.0 “Shiny Logo!” The long awaited, the most anticipated, the best… whatever.

We worked very hard on stability in this release, and in addition to all that goodness available since our 1.0.0rc1, we added a new set of ports for Motorola Linux-based phones (those on MotoEZX and MotoMAGX platforms) and fixed just a few hundred bugs.

Changes:

1.0.0 (2009-11-15)
New Ports:
– Added MotoEZX and MotoMAGX ports.

General:
– Fixed several bugs in GUI.
– Updated the project logo and icons.
– Clarified licenses for several PS2 port files.

AGI:
– Fixed crash on game exit.
– Fixed crash at detection of some games.

AGOS:
– Fixed load/save code for PC version of Waxworks.
– Fixed undo in Puzzle Pack games.

Broken Sword 1:
– Fixed missing background sound effects in some rooms.

CinE:
– Fixed crashes with Future Wars and Operation Stealth demos.

Cruise:
– Fix freeze on game pause.

Gob:
– Fixed gfx glitch in Lost in Time.
– Fixed hotspot-related regressions in Gob2.
– Fixed several regressions in Gob3.
– Fixed crash in Bargon Attack intro.
– Fixed animations in Win3.1 version of Gob3.

Groovie:
– Fixed video performance on PSP.
– Fixed menu blanking in some instances.

Kyra:
– Fix possible corruption of restart game save in Kyrandia 1.
– Fix GFX glitch at the broken bridge.
– Fix for brandon tunring invisible in some situations in Kyrandia 1.

MADE:
– Fixed performance on NDS.
– Fixed several crashes in Return to Zork demo.

Parallaction:
– Fixed several regressions in Nippon Safes.
– Fixed music in sushi bar in Nippon Safes.

SCUMM:
– Fixed crash on Macintosh versions of Putt-Putt Joins the Parade and Fatty
Bear’s Birthday Surprise.
– Fixed game save in Macintosh versions of HE games.
– Fixed default save game path in later HE games.
– Fixed palette in NES version of Maniac Mansion.
– Fixed palette in Amiga version of Secret of Monkey Island.
– Fixed cutscenes not stopping music after pressing ESC in DIG.
– Fixed lip-sync in Fatty Bear.
– Fixed crash in FT when entering inventory.

Tinsel:
– Fixed crash in palace.
– Fixed crash when talking to the old lady.
– Fixed partially off-screen text in DW1.

NDS port:
– Added mouse pad undeneath onscreen keyboard
– Added ability to scroll when cursor reaches edge of screen (in mouse pad mode)
– Made cd audio read from track01.wav as well as track1.wav
– Fixed bug with switching modes with keyboard active

PSP port:
– Fixed video flickering and stretching is some situations.
– Improved suspend/resume support.

WinCE port:
– Improved compatibility with VGA devices.

http://www.scummvm.org/downloads/

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Woopsi v0.40 (NDS misc)

Woopsi is a Nintendo DS GUI library for rapidly creating user interfaces for homebrew software. Modelled after the AmigaOS windowing system.

Release notes:

Version 0.40 is now out.

This release is the first alpha version. At this point I’m mainly concerned with bugfixing and tidying up than adding significant new features.

Big changes this time around include the removal of PALib support and a directory restructure. This is the first release of Woopsi that ships as a proper library. Installation instructions are included in the zip file, but it’s essentially a matter of just copying the libwoopsi folder to the devkitpro folder.

Additionally, there are a lot of improvements to the graphics API, are a few new example and test projects, and a sizeable number of bugfixes.

Download from SourceForge as usual:

http://www.sourceforce.net/projects/woopsi

Fixes:
– PALib support removed.
– Pointer to selected day button in calendar resets to NULL when new month selected; prevents day button incorrectly popping up if same button is clicked in new month.
– Calendar::getPreferredSize() returns valid values.
– Label text is greyed out when disabled.
– Huge speed increase in Calendar::resize().
– Calendar’s child controls correctly fill entire available space.
– Calendar correctly selects date if new day is the same as old day but in a different month.
– Gadget drag event only raised if stylus is actually moved whilst dragging mode active.
– ScrollingPanel drag and scroll events only raised if stylus is actually moved whilst dragging mode active.
– MultiLineTextBox greys out text when disabled.
– MultiLineTextBox::removeText() correctly repositions cursor.
– TextBox greys out text when disabled.
– Scrolltest compiles correctly.
– SimpleScreen and SimpleWindow helper gadgets removed.
– Renamed LinkedList to WoopsiLinkedList and LinkedListIterator to WoopsiLinkedListIterator to avoid type clashing with LinkedList in devkit.
– Tidied up woopsifuncs.h.
– SuperBitmap::getBitmap() returns a pointer to the Bitmap object instead of the Bitmap object’s raw pixel data.
– Moved skinned gadgets out of main library and into bonus folder.
– Removed fatInitDefault() stub method for SDL out of individual .cpp files and into nds.h.
– dimmedscreen.h includes woopsi.h.
– Graphics::drawBitmap() clips correctly if bitmap destination co-ords are greater than the size of the destination bitmap.
– GraphicsPort::drawPixel() clips correctly.
– GraphicsPort::drawXORPixel() clips correctly.
– Replaced DMA_Force and DMA_Copy with woopsiDmaForce() and woopsiDmaCopy() to fix ancient problems with DMA not seeing latest RAM state.

New Features:
– Calendar test added.
– MultiLineTextBox test added.
– TextBox test added.
– Added an overload to GraphicsPort to print a length of a string in a specific colour.
– Restructured directories into traditional library layout.
– Upgraded main project to VC++ 2008.
– Added libwoopsi.a to SVN.
– Added template example that uses libwoopsi.
– Reorganised demo code into new demo directory.
– BitmapIO class can load 16-bit BMP images with any pixel encoding.
– BitmapIO class can load V3, V4 and V5 DIB headers.
– BitmapLoader example illustrates loading of most supported BMP types.
– Added skinned gadget example.
– Added SkinIO class to bonus folder – loads skins from disk.
– Added BitmapBase class to define basic interface for a bitmap.
– Added BitmapWrapper to enable included (not loaded) bitmap data to be used as a read-only Bitmap object.
– Moved drawing code out of Bitmap class into new Graphics class.
– Added MutableBitmapBase class to define basic interface for an editable bitmap.
– Added FrameBuffer class to wrap framebuffer inside a bitmap class.
– All references to DrawBg array now work with frameBuffer array.
– Added GraphicsUnclipped to perform raw unclipped bitmap drawing.
– GraphicsPort inherits from GraphicsUnclipped in order to reduce code repetition.
– Font system uses new Bitmap object hierarchy.
– System fonts available as global objects.
– Rewritten clipping routine in Font and MonoFont.
– Reorganised VC++ project with more filters.
– Rect struct moved out of Gadget class and into separate header.
– SuperBitmap no longer includes drawing functions; instead it exposes a non-const pointer to its bitmap and a non-const pointer to a Graphics object that can draw to the bitmap.
– Added bitmapdrawing example.
– Added gadgetdrawing example.
– Added blit() and blitFill() methods to Bitmap and FrameBuffer, and signatures to MutableBitmapBase.
– Added getData(x, y) method to all bitmap classes.

http://forum.gbadev.org/viewtopic.php?t=14332&postdays=0&postorder=asc&start=60

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Hexxagon DS (WIP) (10-11-2009) (NDS Game)

Hexxagon DS is a remake of an old DOS board game played on a hexagonal board. Each turn a player can move one of his own pieces by duplicating it onto an adjacent tile or simply jumping one tile further. All enemy pieces next to the piece just moved will change color and turn into the player’s pieces. Once the board becomes full, the player with most pieces wins.

Click a piece to select it an show all possible moves for this piece. Click on a highlighted tile to move or re-click the piece to deselect. For green outlines to piece will duplicate, for yellow outlines it will jump.

Changes:

– Menu System complete
– Sound Effects in menus (Still looking for ingame sounds…)
– Filesystem wrapper complete: EFS or FAT (or both) can be used

There are no public updated binaries yet.

http://ryouarashi.blogspot.com/2009/11/hexxagon-status-update.html

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