Category: Nintendo DS
Sniff Jazzbox captures the WLAN’s in the immediate area like a Wardrive tool and produces a stream of WLAN names. This stream of words might be understood as a subconscious expression of the presently existing communication networks.
Sniff Jazzbox renders private data visible, translates it and makes it audible as a melody of yearning for contact and exchange.
The names of the captured hotspots contain playable tones of the musical notation system (c, d, e, f, g, a, h, c, fis, ces …). As you walk, ride or drive through town you will inevitably encounter loads of hotspots which are accessible for your little machine.
Sniff Jazzbox is made for the portable Nintendo DS and NDS, it registers all the hotspots and turns them into music. Try it out! Walk through your neighbourhood or any town – preferably in the evening – and hear the wireless and invisble communication around you!
http://www.and-or.ch/sniff_jazzbox/
Wardive is an adaptive game with locative levels. It converts WLAN-waves into game objects.
Wardive captures the WLAN’s in the immediate area like a wardrive-tool and creates a game. It reads the names of the hotspots in your immediate area and turns them into enemies which try to take over your wardive-cristal. Try to fend them off with your touch pen, put your shields up and don’t just stay in one spot. Take Metro-Wardive for a walk or on a ride through town. Find out how may enemies hide in the area you are in or pass through. Each time you play, Metro Wardive captures different data and creates a new level for you.
Metro Wardive is an adaptive game with locative levels. It changes according to its real life location as much as to its virtual data world.
Wardive is an adaptive game with locative levels. It converts WLAN-waves into game objects.
Wardive captures the WLAN’s in the immediate area like a wardrive-tool and creates a game. It reads the names of the hotspots in your immediate area and turns them into enemies which try to take over your wardive-cristal. Try to fend them off with your touch pen, put your shields up and don’t just stay in one spot. Take Metro-Wardive for a walk or on a ride through town. Find out how may enemies hide in the area you are in or pass through. Each time you play, Metro Wardive captures different data and creates a new level for you.
Metro Wardive is an adaptive game with locative levels. It changes according to its real life location as much as to its virtual data world.
Changes:
fixed problem with hotspot to 3d-object conversion
http://www.and-or.ch/wardive/
Marble is a 3D homebrew game, currently more demo than game, but this will change in the future.
http://www.playeradvance.org/forum/showthread.php?t=16901
This is an unofficial build of the Win2DS client and server, both the client and server have been updated
with new code to enhance the speed and quality of the service.
Changes:
client – allow touch with the pen in zoom screen to click mouse
client – holding L and using ABXY will now use cursor keys
server – all the different mouse pointers (caret, resize, etc) now display correctly on the DS
http://www.1emulation.com/forums/index.php?showtopic=24834
Eponasoft are uncovering their first NDS game production called “Mysterious Song” (remember the PCE version recently).
There is currently no download available.
http://palib.info/forum/modules/newbb/viewtopic.php?viewmode=flat&type=&topic_id=3995&forum=9
Woopsi is a Nintendo DS GUI library for rapidly creating user interfaces for homebrew software. Modelled after the AmigaOS windowing system.
Release notes:
A few more changes, the most interesting being:
– No need for PALib. SteveH from the GBADev forum kindly wrote a patch to remove it. Woopsi now ships with two makefiles – one lets you use it with libnds (no PALib required), and one lets you use it with PALib.
– Skinnable screens and windows.
– Animation class and animated buttons.
– Support for 1bpp font bitmaps.
Here’s the complete changelog:
– Fixes:
– Gadget::hideChild() was only hiding previously-hidden children.
– Gadget::hideChild() was moving an iterator in the wrong direction.
– Gadget::closeChild() was moving an iterator in the wrong direction.
– Gadget destructor closes children correctly.
– Gadget::moveChildToHiddenList() was incorrectly reducing the decoration count.
– Gadget::moveChildToDeletedList() was incorrectly reducing the decoration count.
– Gadget destructor did not close hidden children.
– Children and hidden children deregistered from VBL when destructed.
– Woopsi no longer automatically switches screen focus when a screen closes.
– Renamed screenbase and windowbase files back to screen and window.
– Renamed WindowBase class back to Window.
– Swapped Bitmap class for Bitmap struct.
– GraphicsPort now works with const references to clipping rects.
– Fixed GraphicsPort::drawBitmap() clipping on top screen.
– Fixed GraphicsPort::drawFilledRect() clipping on top screen.
– Removed SuperBitmap::newBitmapGraphicsPort() as the top screen offset code in the GraphicsPort made it unworkable.
– VBL count increased before child VBL functions called.
– Font class initialises _isMonochrome variable correctly.
– GraphicsPort and SuperBitmap reset font colour correctly when using colour parameter.
– Window drag initialisation moved into WindowBorderTop gadget.
– Removed Window::checkTitleBarClicked().
– Added const-correctness and implementation hiding to Font classes.
– Removed Gadget::GadgetType enum and all references to it.
– Improved const-correctness of GraphicsPort class.
– BitmapButton works with const u16* bitmap data instead of non-const.
– Swapped bool cast for flag setting in Gadget constructor with PALib-style double logical NOT construct.
– New Features:
– Skinning system.
– Added MonoFont class for 1bpp font support.
– Split Font class into Font and FontBase classes.
– Added Animation class.
– Added GraphicsPort::drawRect().
– PALib is optional.
– Added AnimButton.
– Added GraphicsPort::drawBevelledRect().
– Removed Gadget::drawIntOutline() and replaced with GraphicsPort::drawBevelledRect().
– Added Gadget::getXXXColour() functions.
– Added Gadget::getOutlineType().
– Added AnimButton test.
– Added new ROM icon.
http://sourceforge.net/projects/woopsi
Wizlon updated his guitar tab viewer and drum machine for NDS.
Release notes:
No messing round here, because I’ve got something huge. It’s a drum machine. I always fancied jamming along to some slick beats, throwing a few chords around, climbing the fretboard in a frenzy of off the wall improvisation, but I never really got round to it because the whole effort sounds empty without a backing beat. I’ve tried drum machines before but they were either too complicated or far too simple, that’s why I created the drum machine for TaBbed.
I’ve kept the whole idea simple, while offering enough complexity to have fun with it. Essentially you have your drum board, place dots on each instrument using your stylus, when the time line hits the dot, the drum sounds. You can adjust the speed using the speed control, the lower the number, the faster the beat (I will improve this in later versions). You can also mix this up by bringing in the sequencer, the sequencer is held on the top screen, each channel has its own drum board, independant speed and can be repeated as many times as you need. You won’t enable the sequencer unless you hit the play button, the sequencer will play each channel as many number of times as you specified and will loop until the stop button is pressed. Easy as that, for maxiumum effect connect your ds up to your amp or powered speakers, you neighbours won’t know what him ’em.
I will be making more changes to the drum machine as versions go by, namely loading your own drum samples as well as saving and loading sequences. If you have any suggestions or improvements then give me a shout. Enjoy.
http://www.suspectsoftware.co.uk/wp-content/uploads/2007/12/tabbed2.zip
Noda posted a screenshot of his upcomming game Marble. Currently it’s in prototype stage and a download is not available.
http://www.playeradvance.org/forum/showthread.php?t=16901
Advanced Sound Library is exactly what it’s telling.
Features:
* MP3 engine:
– mp3 is decoded on the arm7, so use nearly no CPU time on the arm9
– stereo & surround modes available (surround works even for mono mp3s)
– up to 44Khz/stereo/96Kbps, though I recommend using 32Khz/stereo/80Kbps max, which is enough for the DS and works great with up to +25%/-100% pitching
– support real-time pitching (changing the playing speed of the mp3)
– support real-time volume and panning change
– the mp3 can be paused and restarted
– the mp3 can be set to loop automatically
– support playing from RAM and streaming from FAT or EFS
– you can disable the mp3 engine if you want, to get 2 more channels
* Audio engine:
– can use the whole 16 DS channel or only the first half (so you can use an external mod player, for example)
– support standard or surround/fx mode (16 channels in standard mode (-2 if mp3), 8 in surround/fx mode (-1 if mp3))
– simple sound playing using a priority system: if no channel is available, stop a sound that has less priority than the new one to play it, or skip it if all sounds have more priority.
– possibility to reserve a particular channel so it won’t be used in the channel pool by the priority playing system. You can then manage the reserved sound channels manually.
– surround or pseudo-reverb can be activated per sound (works great with mono sounds)
– support real-time volume, panning and pitch modifications for each sound
– support sound looping
http://www.playeradvance.org/forum/showthread.php?p=162485