The first entry has trickled in and 10 days remain to refine your submissions.
You draw an object on the screen and it instantly becomes physical and interacts with other objects.
Thanks to http://www.drunkencoders.com for the news.
Stonebone released a new version of libmikmod for Nintendo DS.
Changes:
* Based on libmikmod 3.2.0-beta2
* Many fixes to the hardware mixer by Andreas Back. It is almost as good as the software mixer now!
The goal of this project is to create a port of NetHack for the DS utilizing the unique features of the DS to create an easy-to-use NetHacking experience.
Changes:
Support commands with repeat counts (tap-and-hold command in the command window and a keyboard will pop up prompting for a count). This also works when binding keys.
Support binding R+[A,B,X,Y,Start,Select] (or L, if in left-handed mode).
Message history is now implemented (use the ‘Prev Mesg’ command).
Different names now create separate games, allowing multiple games on the same card (this is actually a bug fix).
Son Antre is a french text-adventure style program in early stages.
Thanks to http://www.dev-fr.org for the news.
Morgan has finally finished (for now) his Rubis Cube game for Nintendo DS.
Features:
-Extensive touch screen support… touch the icons or drag the stylus along the cube to turn and rotate it
-Nice graphics
-Store as many as four sequences of up to 18 turns, then access them quickly and easily by pressing A, B, X, or Y
-Use the D-pad, L, and R to rotate the cube if you don’t like using the touchscreen
-All six sides of the cube are also displayed on the top screen
http://palib.info/forum/modules/newbb/viewtopic.php?viewmode=flat&type=&topic_id=4020&forum=9
Noda updated his 3D game “Marble”. Currently you can move a ball trough a 3D level.
This is ZXDS – Sinclair ZX Spectrum emulator for Nintendo DS coded by Patrik Rak.
For quick install, simply copy the entire ZXDS directory to the root of your card, then run ZXDS.nds as you run any other application. For more detailed documentation, usage instructions and updates, please go to http://zxds.raxoft.cz
ZXDS 0.7.0 beta 1 (21.12.2007)
+ Finally added keyboard graphics, for both 48k and 128k keyboard.
+ Replaced the ad-hoc file requester with proper touch screen version.
+ Configurable button to key/action binding, with 9 predefined customizable settings.
+ Tape browser and manual tape control.
+ Autoload feature, with both tape-loader and USR0 mode support.
+ Skinning support for changing graphics and color of each UI element.
+ Builtin online help.
+ Pentagon emulation (no TR-DOS yet, though).
+ Z80 snapshots are now compressed.
* Added 1 forgotten T state to EX (SP),* instructions.
* Fixed #7FFD paging decoding (A15+A1 instead of A14-15+A1), more demos now work.
* Changed #1F kempston joystick decoding (loose A5 instead of strict A5-A7), more games should work.
* Disable autoplay when tape end is reached, more flawed tape files should now load.
* Few other subtle fixes (triple buffering race, halt timing upon requester).
ScummVM is a cross-platform interpreter for several point-and-click adventure engines. This includes all SCUMM-based adventures by LucasArts, Simon the Sorcerer 1&2 by AdventureSoft, Beneath a Steel Sky and Broken Sword 1&2 by Revolution, and many more.
Release notes:
Hi Everyone,
Here is a 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!
Games that could do with testing most are Elvira 1/2 and I Have No Mouth. Please try these and post if there are problems.
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.
Changes in This Version
– New games supported: I Have No Mouth, and I Must Scream, Elvira 1 and 2
– 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 fixesSupported 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 RoadBuild B:
Beneath a Steel Sky
Flight of the Amazon QueenBuild C:
Simon the Sorcerer 1/2
Elvira 1/2Build D:
Sierra AGI games
Gobliiins 1 – 3
Bargon Attack
Ween: The Prophecy
Future WarsBuild E:
Inherit the Earth
I Have No Mouth, and I Must ScreamBuild F:
The Legend of KyrandiaDownload it here:
http://scummvm.drunkencoders.com/scummvmds0-11-0beta1.zip
POWDER is a roguelike game. It is not a port of an existing roguelike. It is built around replayability and long term ergonomics, not short term learning. It uses actual graphic tiles (16×16) rather than the traditional characters.
Release notes:
POWDER now supports the stylus. Playing some Zelda Phantom Hourglass proved to me that there is hope for a stylus only roguelike. I’ve taken advantage of the slightly larger screen on the DS to insert a row of action buttons at the bottom. I have also updated all the input methods to make sure they support the stylus. I’ve done quite a bit of playtesting on the DS with the stylus only, so I hope I have shaved off most of the rough corners and there is a clean game experience. Still to do is some documentation on the stylus controls, customizeable action buttons, etc.
Changes:
* Further use of just-in-time buffers to keep the stack small when hit with a fireball. Hopefully this avoids the GBA blowing up when killed by a summoned imp’s fireball splash damage.
* [DS] The play screen is now on the bottom. This means the text history scrolls into the top screen that makes a bit more sense.
* [DS] The splashscreen is now centered on the DS display.
* Messages are properly reported again when dipping items into certain potions.
* You again receive a message saying what is revealed as a result of polymorphing an item.
* Attempting to eat a book no longer grants you the spells – you must succesfully eat the book.
* [DS] No longer weird a characters in history. (Richard Quirk, Peter Biocini)
* [DS] Removed debug messages from startup. (Richard Quirk)
* [DS] I had ctrl_isanyrawpressed backwards on the DS which meant that all the prompts would require your button to be DOWN before continuing rather than UP, thus creating accidental clicks later rather than preventing them.
* No longer spam about submerged objects getting wet when you load a game.
* “Al the large bat munch on a bat corpse.” will now properly conjugate the munch.
* [DS] You can now remap the [X] and [Y] keys from the default Verb List and Inventory commands. These commands are likewise now available for general mapping to any key. (Mark Ehlke, Peter Biocini)
* “atom’s of the victim’s” now properly “atoms of the victim’s” (David Damerell)
* Generally, dimension, pleasant, and reminiscent spelled properly in the encylopedia entries (Richard Quirk)
* Dumped the encyclopedia through a spell checker to reduce the low-hanging fruit for bug reporters.
* [DS], [SDL] On screen keyboard to enter name using stylus/mouse rather than having to use my insane input mechanism.
* [DS] [X] and [Y] work as [R] and [L] for doing text input to make it easier to chord on the DS.
* When a ring falls off your finger, there is a period to mark the end of the sentence. It also properly reports cases where it isn’t a finger that it falls off. (David Damerell)
* A successful leap attack could leave a “ghost” of yourself in the old tile which you would attack if you tried to move into.