Ben Stark updated his “Gorillas” remake for GBA.
Changes:
New in V1.8.9: Now in Player 1 VS CPU, the first player to shoot is now random between the two.
Ben Stark updated his “Gorillas” remake for GBA.
Changes:
New in V1.8.9: Now in Player 1 VS CPU, the first player to shoot is now random between the two.
SatanicFreak recently released a Tetris game for GBA. You can get the download from his page. Thanks to GBAdev.org for the news.
Author release notes:
01/02/03 Fixed BlocksI fixed the game and uploaded it again. The previous version I had on the website had some glitches that needed to be worked on.12/31/02 Finished BlocksI just got done with my tetris clone on the gba, it still doesnt have sound but thats alright. I am going to move on and make other games. I also uploaded the source, feel free to use it as long as you give me some credit.
Ph0x updated his SCUMM (Script Creation Utility for Maniac Mansion) port for GP32 again (Details about SCUMM on his page).
Changes in this release:
01-02-2003 : improved sound, gamma correction, L/R selects action, faster cursor
Heya!
A Happy New Year to everybody of you out there!
See ya
Pancid
Do you remember the old qBasic game “Gorillas”? Now Ben Stark did a remake for GBA, but read more…
Hello, my name is Ben Stark.This is my first video game written from the ground up for the GBA. It is also one of my few first programs written in C. My contact info is below if you have any ideas, suggestions, hate mail, or bugs.Gorillas Advanced puts two badly drawn Gorillas and a pixel sized banana against each other. On each side of the screen is a gorilla. Inbetween them are blue scyscrapers. You must enter the angle and velocity of the banana, while taking into consideration the wind factor, to hit the opposing gorilla.There is a single and two player option in this game, and the score is kept on wins. In the single player mode, you play against the CPU. In two player mode, you swap the GBA between two players.
I’ve been on the demoparty “TUM 2002” recently. We had a console competition with one entry for PS2 by WiRE/Napalm.
Unfortunatly I can’t remember the name. The results and downloads aren’t up yet, but you can throw an eye on the TUM homepage from time to time. The results should be up soon…
More Information could be found here: http://www.tum-home.de/
The “Zelda Demo” has been done by Alex Pagliaro aka Dark Cloud. Here is a small extraction from the readme:
This is a small demo of sprite animation, backgrounds, and sprite+background collision using graphics from the Legend of Zelda. It works pretty well except for one small bug which I can’t seem to figure out. But you probably won’t encounter it. I might make the source code public if I clean it up a bit first.
Nicolas Beck, Sebastien Bizet, and Bertrand Osdoit created a Bombermanclone. The current version avaliable on GBAdev.org contains one level with one monster but unlimited bombs. The full source code is enclosed with the download.
Mr Mister released a small Xmas Demo over at GBAdev.org! You can get the download from there.
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On the 21st December “Mr. Spiv” updated his page with following:
I put two technical demos online showing how HBLANK emulation can be used… effects are lame and done in hurry.. but I’m a lazy man.
The description:
hblank.fxe is a simple example of HBLANK interrupt and DMA triggering emulation. The picture has 256 colors and the color bars on background are done changing the background color (LUT color 0) on every raster line. Less than 4KB of data needs to be moved per frame refresh in order to make all these effects.. so very CPU & BUS friendly. Demos run at 66MHz and almost 60fps…
hblank2.fxe does basically the same but with 16bits picture and two layers.
Thanks to Mr. Spiv himself for the news.