Category: Nintendo DS
Woopsi v1.2 (NDS misc)

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

You can find a complete changelog in ant512’s Blog here or directly here:

Fixes:
– Screen flipping/ordering does not occur if only one screen is visible.
– Removed ability to set font draw colour/monochrome from font classes; replaced with explicit “colour” parameter to all draw methods.
– Removed height member from FontBase and transplanted all methods to PackedFontBase, making FontBase data free.
– Minor tidying in gadget.cpp.
– Removed width and height members from BitmapBase and transplanted to BitmapWrapper, FrameBuffer and Bitmap.
– Removed constructor from FontBase.
– Gadget::checkCollision(Gadget*) will ignore collisions with hidden gadgets.
– Gadget::checkCollision(Gadget*) now accepts a const Gadget*.
– Replaced Gadget::swapGadgetDepth() with Gadget::changeGadgetDepth().
– Rewrote Gadget::swapDepth() to be more intelligent.
– The index to which Gadget::swapDepth() moves the gadget is now determined by swapDepth() instead of the parent’s swapGadgetDepth() method.
– Clicking the depth button in an AmigaWindow no longer results in graphical corruption.
– Removed Screen::swapGadgetDepth().
– Removed Woopsi::swapGadgetDepth().
– Minor tidying and optimisations.
– Gadget::_decorationCount is an s32 instead of a u8.
– Fixed array index confusion in RectCache::markRectDamaged().
– Fixed bugs in Graphics::floodFill().
– Stack methods in Graphics class expect a reference to a stack as a parameter instead of pointer.
– Removed static variables from Woopsi class.
– Gadget::checkCollision(Gadget*) shortcuts if a gadget is being compared with itself.
– Removed unused Gadget::GADGET_NO_RAISE_EVENTS flag.
– Removed redundant Woopsi::goModal() method.
– Replaced AmigaScreen-specific flags with extra constructor parameters.
– Replaced AmigaWindow-specific flags with extra constructor parameters.
– Woopsi::handleClick() correctly interprets clicks on children of the context menu.
– Sliders choose a more appropriate size when max value == min value; fixes scrollbars in empty ScrollingListBoxes.
– AmigaScreen doesn’t lose focus when depth gadget is clicked if it is not lowered to the bottom of the screen stack (ie. only one screen).
– Removed concept of “close type” from Gadget.
– ListBox::onClick() won’t crash if the area clicked doesn’t contain an option.
– Woopsi gadget passes its style object to the two background screens it creates.
– ProgressBar accepts a style object in its constructor.
– Removed GadgetFlagTypes from Gadget class.
– Removed flags from all gadget constructors.
– Changing label borderless state correctly repositions text.
– Gadget::setBorderless() is virtual.
– Label redraws minimal amount when text is changed.
– TextBox redraws minimal amount when cursor moves.
– Gadget::raiseGadgetToTop() parameter name in header file agrees with source file.
– Fixed consistency of Gadget method names:
– moveChildToDeleteQueue() renamed to moveGadgetToDeleteQueue().
– moveChildToShelvedList() renamed to moveGadgetToShelvedList().
– moveShelvedToChildList() renamed to moveShelvedToGadgetList().
– removeChild() renamed to removeGadget().
– getChild() renamed to getGadget().
– getChildCount() renamed to getGadgetCount().
– closeChild() renamed to closeGadget().
– shelveChild() renamed to shelveGadget().

New Features:
– Added Gadget::getHighestCollidingGadgetIndex().
– Added Gadget::getLowestCollidingGadgetIndex().
– Added text member to GadgetColours class – text colour can be defined individually.
– Added Gadget::getTextColor().
– Added Gadget::setTextColour().
– Added Gadget::setDecoration().
– Added Label::setBorderless().
– Added Label::markTextRectDamaged().
– Added Bitmap::setDimensions().
– Added Bitmap copy constructor.

http://woopsi.org/

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NesDS v0.48a (NES emu for NDS)

NesDS is a Nintendo Entertainment System emulator for Nintendo DS.

Changes:

software-render re-added, to deal with the mappers 9, 10, 19, etc…

http://nintendomax.com/viewtopic.php?t=13204&f=19

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NesDS v0.47b (NES emu for NDS)

NesDS is a Nintendo Entertainment System emulator for Nintendo DS.

Changes:

sound update.
L+UP to show NES on top screen when playing.
L+DOWN for bottom screen.

Thanks to http://www.nintendomax.com/viewtopic.php?t=13181&f=19 for the news.

http://sourceforge.net/projects/nesds/

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PokeMini Emulator v0.4.4 (PM emu for NDS)

PokeMini Emulator is exactly what it says 🙂

Changes:

Fixed POPA/POPAX timings (thanks asterick).
Added support to read/write configurations @ ‘pokemini.cfg’.
Load/save state are now working!
Added support for unshared EEPROM files (Each ROM can have his own EEPROM).
SDL Only: Zoom can now be changed on the fly under “Platform…”
Added more options.

http://code.google.com/p/pokemini/

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Waimanu Daring Slides (Waimanu DS) v1.01 (NDS Game)

Evil alien jellies, the Wekas, have arrived to Earth. Their plan is to colonize our planet and subdue every form of life on it. But Waimanu, beside being only a little blue penguin, will fight the Wekas for the freedom of Earth inhabitants.

Waimanu can push blocks and make them slide, and sliding blocks can squash Wekas between them. He can also destroy blocks if they cannot be pushed, for instance if they’re already against to a wall or if there’s another block behind them, but also Wekas can destroy blocks whenever they want, and try to reach our hero.

The field borders can be also hit by Waimanu and they will vibrate for a second, stunning each Weka that is leaning to it. A stunned Weka can be eliminated simply by touching it, but beware because they recover consciousness quite fast!

Finally, blocks containing hidden Wekas are highlighted at the beginning of each level, and they can be destroyed before they deliver the alien life form.

Each level contains a different number of blocks and a different number of Wekas, but you’ve got a fixed amount of seconds (75 or 50, depending on difficulty level EASY/HARD that you selected when you started the game) to eliminate them, of they’ll become faster and will eventually catch you easily, or they’ll try to escape before you could eliminate them all, if only one Weka is left.

Points are awarded for every second saved when you completely wipe Wekas from a level. Then 400 points are awarded for each Weka that is eliminated, and extra points are awarded when more that one Weka is squashed with the same sliding block.

A small amount of points, 30, are awarded also for each destroyed block, and much more points are awarded for lining up all the three special ‘Diamond’ blocks (which are deployed in each level, they’re also completely indestructible): if they line up against a wall, you’ll be awarded 5,000 points, or 10,000 points if you’re able to line them up with at least one of them not touching any wall.

Changes:

– Bonus now appear behind breaking blocks while they’re still falling to pieces, so you can spot them early
– A sound effect has been added (it was forgotten!) to notify when bonus pickup happens
– Waimanu lives counter now correctly shows how many lives are available, even when they’re more than 5
– A little bug in the 6th level of the 4th area has been spotted and fixed
– Removed some screen gitches while loading new levels
– Added a blue “1st place” ribbon on splash screen, since we’re NintendoMax 2010 DS Dev Competition winners =)

http://disjointedstudio.blogspot.com/2011/02/waimanu-ds-update-version-101.html

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Mythos RPG v2 (NDS Game)

Paleface is working on a RPG for Nintendo DS.

Quote:

So, after a recap and lots of reprogramming here is the first version of Mythos RPG V2…

It’s now mostly based on NitroFS, has a working Sprite-System and a first littlle mission…
Still no saving function but this will be the next feature I am gonna implement…

If any error occurs please state!!!

Thanks to http://nintendomax.com/viewtopic.php?t=12849 for the news.

http://www.palib-dev.com/forum/index.php/topic,1122.0.html

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PacMan E v1.03 (NDS Game)

Metatarsals had his first challenge using the “DS Game Maker”. His choice of game was “Pacman”. It’s a pretty accurate remake with the original gameplay, scoring, bonus score items etc recreated as they were in the original game. The graphics are a revised for a fresh look.

Thanks to http://nintendomax.com/viewtopic.php?t=12838 the news.

http://dsgamemaker.com/dsgmforum/viewtopic.php?f=14&t=147

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Awesomeguy v0.4 (Beta 4) (NDS Game)

Awesomeguy is an extremly retro style Jump’n’Run/platform game for the Nintendo DS. The game also features a short storyline.

Thanks to http://nintendomax.com/viewtopic.php?t=12824&f=19 for the news.

http://android-awesomeguy.blogspot.com/

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Arsenal

Arsenal is a massive Shoot’em Up game with rendered graphics and plenty of bullets and enemies.

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Sweeps (01-01-2011)

Sweeps is a puzzle game inspired by Minesweeper. There are 10 mines hidden in a grid of 64 squares. Every time you try the puzzle, the mines are in different (random) places.

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