Category: Nintendo DS
Introduction:
This is a puzzle game. There is a grid of 3 columns and 3 rows. And there are 9 images with 3 shapes and 3 colors. On the right are the next 3 images (from top to bottom). You place the top image into a blank cell by touching the latter. Then a line with certain patterns will disappear and you score. The goal is to score as high as possible.
Line rules:
Vertical, horizontal and diagonal lines with the following patterns will disappear and you score.
1. Same shape and same color.
2. Same shape and distinct colors
or same color and distinct shapes.
3. Distinct shapes and distinct colors.
Score rules.
1 line: 1 point
2 lines: 4 points
3 lines: 27 points
4 lines: 256 points
Legend:
1. Question mark: Help.
2. Grid: new game.
3. Right images: the next 3 images, top to bottom.
4. High: high score.
5. Score: current score.
6. Number: number of images placed.
This is a puzzle game. There is a grid of 3 columns and 3 rows. And there are 9 images with 3 shapes and 3 colors. On the right are the next 3 images (from top to bottom). You place the top image into a blank cell by touching the latter. Then a line with certain patterns will disappear and you score. The goal is to score as high as possible.
Line rules:
Vertical, horizontal and diagonal lines with the following patterns will disappear and you score.
1. Same shape and same color.
2. Same shape and distinct colors
or same color and distinct shapes.
3. Distinct shapes and distinct colors.
Score rules.
1 line: 1 point
2 lines: 4 points
3 lines: 27 points
4 lines: 256 points
Legend:
1. Question mark: Help.
2. Grid: new game.
3. Right images: the next 3 images, top to bottom.
4. High: high score.
5. Score: current score.
6. Number: number of images placed.
http://palib.info/forum/modules/newbb/viewtopic.php?viewmode=flat&type=&topic_id=4090&forum=9
Release notes:
Hi Everyone,
Here is a third beta version of the 0.11.0 release of ScummVM DS. It needs lots of testing, since there are so many games that I don’t have time to do much of it myself. So please download it. Please post, even it it works fine!
The new scaler makes text a lot more readable, at the expense of some slowdown in some of the newer games.
New function keys should make all the AGI games playable.
This is a beta release, therefore there are not full instructions. This is designed for those who already know how to use ScummVM DS. Full instructions for the older version 0.10.0 are provided on the ScummVM DS website. Please refer to these instructions, as this beta works in mostly the same way.
Also, I have been told that the same code which runs Day of the Tentacle and Sam & Max can also run some of the earlier HE games, so I have added these to the list below. They seem to work fine. Please test them too!
Changes
Beta3
– Fixed CPU scaler in FM Towns games
– Enabled use of CPU scaler in menus even when turned off in the game
– Fixed function keys F5 and F7 in AGI games.
– Rearranged DS Options Menu to make things clearer and not allow conflicting options to be selected together
Beta2
– Future Wars and Gobliiins now work again
– Swapping the screens while the software scaler is enabled no longer causes odd effects
Beta1
– New games supported: Elvira 1 and 2, Waxworks (Amiga version)
– Software scaler for improved image quality. Turn it on using the DS options screen (press select during the game). Thanks to Tramboi and Robin Watts for this feature!
– Function keys added to virtual keyboard (used in AGI games)
– Plenty of bug fixes
Supported Games
Build A:
Manic Mansion
Zak McKracken and the Alien Mindbenders
Indiana Jones and the Last Crusade
Loom
Passport to Adventure
The Secret of Monkey Island
Monkey Island 2: LeChuck’s Revenge
Indiana Jones and the Fate of Atlantis
Day of the Tentacle
Sam & Max Hit the Road
Bear Stormin’ (DOS version only)
Fatty Bear’s Birthday Surprise (DOS version only)
Fatty Bear’s Fun Pack (DOS version only)
Putt-Putt’s Fun Pack (DOS version only)
Putt-Putt Goes to the Moon (DOS version only)
Putt-Putt Joins the Parade (DOS version only)
Build B:
Beneath a Steel Sky
Flight of the Amazon Queen
Build C:
Simon the Sorcerer 1/2
Elvira 1/2
Build D:
Sierra AGI games
Gobliiins 1 – 3
Bargon Attack
Ween: The Prophecy
Future Wars
Build E:
Inherit the Earth
Build F:
The Legend of Kyrandia
Download it here:
http://scummvm.drunkencoders.com/scummvmds0-11-0beta3.zip
Thanks to http://www.dev-fr.org for the news.
http://forums.scummvm.org/viewtopic.php?t=5025
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.
Changes:
“You are too big to swap” has two os in the first too. (David Damerell)
Many encyclopedia typo fixes. (David Damerell)
Wands that fizzle now conjugate “fizzle” according to the wand rather than the zapper.
When you learn the charges in a wand, there is no longer an incorrect article prefixing the wand name.
[DS] Now using devkitPro r21 rather than the hybridized version. Thanks to Richard Quirk for finding the work around and sending me code.
[DS] Thanks to Richard Quirk’s patch, POWDER should consume less power when waiting for a key press.
[DS], [SDL] Paged text will now show the background all the way to the edges of the window rather than being cut off at the GBA’s resolution.
When items teleported, their location in the map array wasn’t being updated, allowing them to be potentially accessed after being deleted.
Cancelling autopickup after already picking one item up when there is a thing to eat no longer causes you to eat said thing. And, incidentally, potentially killing you if said thing was a slug corpse. (Brendan)
“The fighter foobar’s death” will now auto-capitalize Foobar.
[DS] Save locations are now specified with absolute paths so it doesn’t matter where the actual POWDER executable is. (Johnboy554)
[DS] The output of POWDER on the DS is saved to /data/powder. This is also used for reading – graphics tiles must now be in /data/powder/gfx. This should keep your flash card clean and (apparently) this matches the standard homebrew definition. If you want to keep your old highscores, move the POWDER.SAV into the aforementioned directory. (Phillip Conrad)
Backspace key on the virtual keyboard is a double key to accomadate the fact it is too compact. (David Hong)
Wearing multiple pieces of artifact armour with attack boni will increase your chance of doing an armour attack. This means it is beneficial to add more attack armour rather than it only being wise to only equip the most powerful.
bmp2c and bmp.cpp both now properly handle non-Intel endianness. (Ben Hjelt)
Icons are now present on SDL builds and in the windows .exe. I also think that, thanks to Richard Quirk’s help, they’ll be present in the DS in Moonshell, but I haven’t been able to verify.
A wand once again crumbles into dust rather than crumble.
An interesting graphical upgrade. Monsters and items are now on a separate layer from the terrain. This means they can be drawn transparently on top rather than always being black bordered. This is made optional as the default tiles are not optimized for this look – you can turn it on with the Opacity option of the Options menu.
One more room.
Thanks to cid2mizard / http://www.dev-fr.org for the news.
http://www.zincland.com/powder/index.php?pagename=release
Linterna is another “Lamp” application. This one lets you choose different colors, which means different strenghts of “light”.
http://www.elotrolado.net/hilo_Linterna-DS--Descarga-directa-de-mi-Hombrew-_591367
Sephiroth_FF7 has released v0.5 of his Tetris game Staris yesterday. Now he speaks up about the upcomming release of Staris v0.6 which might contain an additional 3D playing field.
http://sephirothff7.dev-fr.org/p3822/2008-01-13-staris-0-6-wip.html
Sepiroth_FF7 has updated his Tetris game “Staris” again. Staris features costumizeable tiles, which might raise the playing fun a lot. This version has a bunch of bugfixes.
http://sephirothff7.dev-fr.org/p3819/2008-01-12-staris-0-5-released.html
Woopsi is a Nintendo DS GUI library for rapidly creating user interfaces for homebrew software. Modelled after the AmigaOS windowing system.
Release notes:
The major changes this time around are predominantly improvements to the API and new features for developers (new drawing tools such as filled circles, scrolling panels, and so on). The most obvious changes in the demo are the addition of a simple Pac Man demo (ported from a JavaScript game I wrote a while ago) and bugfixes to the scrolling text gadget (it now clips properly). There’s also a debug console that will pop up when you press one of the d-pad buttons with the Pac Mac demo active.
The most interesting change is the addition of an SDL layer that can substitute for libnds. This means that you can create a new SDL project in your IDE, add the “woopsi” source folder to your project, drop the contents of the “sdl” folder into the “woopsi” folder, and immediately start developing Woopsi-based applications for your native platform with all the debugging features of your IDE. There’s now an XCode 3 project available from the SourceForge site that shows this in action – the standard Woopsi demo compiles and runs in OSX.
The SDL version will only work for applications that confine themselves to the Woopsi API. Any apps that use low-level features, such as the RTC or WiFi hardware, won’t work with the SDL version. For those projects you’ll need to continue developing with the usual libnds (PALib optional), devKitPro and emulator setup (unless you’re cunning and develop your GUI separately from your functionality).
Latest changelog:
– Fixes:
– Windows prevented from being dragged out of top of screen.
– ScreenTitle and WindowBorderTop make a copy of the text passed into them.
– BitmapButton’s drawing routine offsets its blit origin by 1 to account for the gadget’s border width if applicable.
– Replaced most of SuperBitmap’s draw(Rect) routine with a call to GraphicsPort::drawBitmap().
– Increased size of window gadgets in demo skin.
– Updated SuperBitmap to use s16 instead of u16 for co-ordinates.
– Text::wrap() correctly wraps the last line of text.
– Fixed more bugs in TextViewer.
– Removed old Debug methods.
– Fixed clipping in SuperBitmap draw routines.
– Fixed all warnings.
– Fixed GraphicsPort clipping – windows were wrapping around vertically when drawn in screens that were dragged down.
– Fixed bugs in setting gadget attributes from skins.
– Window was handling click() even if a child was clicked.
– SuperBitmap::drawFilledRect() was drawing the top line of the rect over itself.
– Removed all left bitshifts from GraphicsPort::clipFilledRect() and replaced with SCREEN_WIDTH multipliers (aid portability).
– New Features:
– Added SuperBitmap::drawFilledCircle().
– ScreenFlipButton uses GraphicsPort for all of its drawing operations.
– Added woopsiRGB() define as shortcut to RGB with alpha bit set.
– Replaced pixel plotting with DMA_Force() in SuperBitmap::drawHorizLine().
– Added SuperBitmap::clipBitmapCoordinates().
– SuperBitmap draw routines clip to bitmap dimensions.
– Added GraphicsPort::drawFilledCircle().
– Ball in Pong demo is now circular.
– Added PacMan demo.
– MultiLineTextBox outputs using the GraphicsPort.
– MultiLineTextBox automatically chooses smallest number of rows if no value (or 0) is given as the parameter in its constructor.
– MultiLineTextBox trims its text to match the number of rows specified in its constructor.
– Added MultiLineTextBox::setAutomaticDrawing() – if set to “false”, draw() must be called when changes are made to the textbox’s text for them to be shown.
– GraphicsPort has a new drawText() function with a length parameter.
– Added Debug console that automatically creates itself when called for the first time.
– Added Debug::printf().
– Changed skinning structs to be more descriptive.
– Added tiny font to debug console.
– Added ScrollingPanel gadget.
– Added SDL layer.
– Added vertical scrolling to MultiLineTextBox.
– Added macros for using the 2nd DMA channel.
– Added check for DMA active flag in SuperBitmap drawing code.
– Gadget class inherits from EventHandler, so any gadget can be subclassed and made to handle events.
– Screen decoration button gadgets have their parent screen set as their event handler.
– Screen decoration button gadgets raise release events to notify their screens of user input instead of calling functions (subclassing aid).
– Broken:
– Vertical alignment in MultiLineTextBox other than top.
http://www.sourceforge.net/projects/woopsi
Ali Banana has dropped his project “Closed”, while Cobain was taking it over.
Changes (according to Mollusk):
updated the sources
added 1 enigma
added click between each one
changed the keyboard delete routine
and only 1 version for fat/no fat instead of 2
There are basically no “visible” changes in this release. More things to come.
http://www.playeradvance.org/forum/showthread.php?t=18350