This is an old-skool SHMUP type of game. So far this is only a basic engine.
Changes:
Texture atlas generator(makes memory usage lower):
This is an old-skool SHMUP type of game. So far this is only a basic engine.
Changes:
Texture atlas generator(makes memory usage lower):
The Black Mage Adventure is a french RPG written using MicroLua.
Thanks to http://nintendomax.com/viewtopic.php?t=11880&f=19 for the news.
Knightmare, known in Japan as Majou Densetsu, is a 1986 MSX vertical scrolling shooter computer game. The player is a knight, Popolon, who has to fight his way through several levels to defeat Hudnos and rescue Aphrodite. [Text from Wikipedia]
KnightmareDS is a remake of this game for Nintendo DS written using MicroLua.
Thanks to http://nintendomax.com/viewtopic.php?t=11883&f=19 for the news.
http://microlua.xooit.fr/t589-Shoot-them-up-KnightmareDS.htm
“FB4NDS” (Facebook for Nintendo DS) is a Facebook application for Nintendo DS.
Changes:
* Fixed bugs in ram disk management.
* Fixed a bug in cyassl library (login error -12).
* Added support for EZ 3in1 Plus. (Not tested, please report me suggestion and bugs)
* Added new friendships request capabilities.
* Added avatars in Notifications Feed.
* Added support for PNG images.
* Added support for GZIP connections.
Discussion: http://forum.gbadev.org/viewtopic.php?t=17034
Thanks to http://nintendomax.com/viewtopic.php?t=11885&f=19 for the news.
This is an old-skool SHMUP type of game. So far this is only a basic engine.
Changes:
* Migrated the rendering engine to use the 3d core.
* Optimized the rendering a bit using GFX_VERTEX_XY instead of GFX_VERTEX_16. (depth is managed manually)
* Sprite rotation and clean stretch implemented
* Coded and BASIC(Freebasic) UV coord auto generator for my sprite images for ease of loading.
Thanks to http://nintendomax.com/viewtopic.php?t=11886&f=19 for the news.
Popolon updated msxDS. msxDS is a MSX/MSX2/MSX2+ emulator for DS/DS Lite.
Changes:
Fixed a bug in the management of background color for screen 0 mode.
Added tape emulation. Support CAS files with fMSX-DOS format.
Improved keyboard.
Improved folders management.
Thanks to http://www.nintendomax.com/viewtopic.php?f=19&t=11893 for the news.
Woopsi is a Nintendo DS GUI library for rapidly creating user interfaces for homebrew software. Modelled after the AmigaOS windowing system.
Release notes:
Woopsi version 0.99.1 has been released:
http://www.sourceforge.net/projects/woopsi
This version fixes bugs in the slider and scrollbar gadgets.
Fixes:
– Rewrote SliderVertical and SliderHorizontal again to improve accuracy.
– Removed jumpGrip() from all slider gagdets.
– Added setValueWithBitshift() to all slider gadgets.
– Added getMinimumStep() to SliderVertical and SliderHorizontal.
– Removed getValuesPerPixel() from all slider gadgets.
DSx86 is a PC emulator for Nintendo DS. It’s purpose is to allow you to run old DOS games on your Nintendo DS game console.
Release notes:
This version actually has the longest list of changes in any version yet, but the great majority of the changes are new graphics opcodes and support for new INT calls and port I/O (most of which are actually just silently ignored, as in DOSBox). However, there are also some bigger changes.
Improved touchpad mouse (TPM) emulation, with new configuration options that can be set in the DSx86.ini file, either in the default section or adjusted by each game if needed:
TPMScroll is a boolean that determines whether the screen should be scrolled when the stylus moves near the screen border in Zoom mode.
TPMTap is a boolean that determines whether tapping the screen with the stylus is registered as a left mouse click.
TPMLeft determines the DS button to use for the left mouse button.
TPMRight determines the DS button to use for the right mouse button.
The defaults if DSx86.ini does not have any of those set are as follows:
TPMScroll=FALSE
TPMTap=TRUE
TPMLeft=KEY_LEFT
TPMRight=KEY_RIGHT
New built-in commands on the 4DOS prompt:
VER command can have a parameter to change the reported DOS version number, like “VER 4.00” or “VER SET 4”.
SETVER command works like VER command with a parameter.
LOADFIX command can be used to launch games that otherwise would give “Packed file corrupt” problems. This still does not seem to work for games that consist of several executables, though.
DEBUG command can be used to start the game and immediately go to the debugger. That is mainly for my own use.
The Zoom modes now scroll smoother than before (using the trigger KEY_L and KEY_R buttons). When already at the left/right edge, they start scrolling up/down, with the KEY_L preferring to scroll up and KEY_R preferring to scroll down. The longer you keep the button down the faster it will scroll, so quick taps will move the screen in short increments.
Fixed a bug in REP CMPS Carry flag setting after the string comparison. This could have caused string comparisons to return the opposite order.
Fixed problems in string opcodes when indices wrap around the segment. This caused Jumpman 2 to crash, for example. This also seemed to get rid of the problems in Wing Commander 2 intro when using full EMS memory.
Fixed a bug in EGA 16-bit Read Mode 1 code (FS3).
Fixed VGA Line Compare Register handling (GOT).
Fixed VGA palette handling (Star Control 2).
Added support for VGA offset handling in 320×400 ModeX mode (GOT).
Added support for BIOS functions to clear and scroll up an area on the screen for all supported graphics modes (Ultima, etc).
Added BIOS INT1 default handler at F000:E987 (STARGATE).
Adjust disk free space calculation when SectorsPerCluster*BytesPerSector = 64K.
A large number of EGA and Mode-X opcodes added.
A large number of new INT calls supported (mostly just ignored).
A large number of new port I/O addresses supported (mostly just ignored).I still did not manage to fix the problems causing some games to execute data instead of code. Debugging and finding these problems seems to be more difficult by every release, as I get the easy problems fixed. I will continue looking into these in the future version.
I also did not have time to improve the screen scaling features, I’ll see if I can add those to the next version. Please send me again the debug logs, those have been very helpful in my improving the compatibility of DSx86!
Thanks to http://www.nintendomax.com/viewtopic.php?t=11875&f=19 for the news.
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. Author of this piece of software is Jeff Lait.
Changes:
Help menus are no longer off by one. (Patrick Don’t have one, Matt_S, Sam Spencer, Alex Marsh, Robert Barber, mattock)
Remove potential crash when zapping wand of invisibility off map.
Items are no longer revealed by hostiles searching.
Status message “Searched” when you search to make it more clear you did something by searching.
Correct lighting tests for giant mobs along with looser LOS requirements to see them.
No longer crash if a rolling boulder kills the caster and then fills a hole.
You can click-drag on display text to scroll it.
Chris Lomaka’s tiles have been updated with some nice new additional icons.
Help menus are platform specific, so GBA users should no longer be taunted with stylus help, etc.
The Akoi Meexx 10×10 and 12×12 tilesets are enabled in SDL builds. The 10×10 has had a round of manual smoothing applied to it.
Status bar on iPhone now rotates and is hidden in landscape mode.
iPhone now uses native keyboard controls.
If you start the game in a room with only secret exits, you are explicitly told that there are secret exits to search for. (Eisel Mazard)
While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading.
Thanks to http://www.nintendomax.com for the news!
Woopsi is a Nintendo DS GUI library for rapidly creating user interfaces for homebrew software. Modelled after the AmigaOS windowing system.
Release notes:
Woopsi 0.99 is now available:
http://www.sourceforge.net/projects/woopsi
This version has had a significant version bump because it is considered complete. I’m holding off from releasing version 1.0 partly to ensure that the documentation is done and partly to allow time for any bug reports.
Changes in this version include some minor cosmetic improvements to the ProgressBar, bugfixes to the slider gadgets, and some more gadget test projects. Full changelog is below. Additionally, I’ll be uploading some early documentation to my blog soon:
Fixes:
– ProgressBar text greyed out when disabled.
– SliderVertical and SliderHorizontal ignore double clicks by default.
– SliderVertical and SliderHorizontal only fire value changed event if value has really changed.
– SliderVertical and SliderHorizontal getValue() methods are considerably more efficient.
– Added libfreetype.a file to libs/libfreetype/lib folder.New features:
– Added progressbar test.
– Added slidervertical test.
– Added sliderhorizontal test.
– Added scrollbarvertical test.
– Added scrollbarhorizontal test.
– Added superbitmap test.
– Bumped version number to indicate feature completeness.