News
Added Dec 15, 2007, Under:
iOS
soneso released another application called iPl. This is a utility showing all IP interfaces available.
How to install the apps:
Go to Installer -> Sources than add a new source named
http://www.soneso.com/iphone
After doing so you will find a new install folder named Soneso (Installer -> Install). Now you are able to install soneso apps.
http://soneso.com/Site/apps.html
Mistabeen has broken his head about different keyboard input methods on Playstation Portable and presented his proof of concept at the QJ.net boards.
You can read about details in it’s release thread.
http://forums.qj.net/f-psp-development-forum-11/t-poc-cuty-new-textinput-system-osk-129970.html
Art updated his old homebrew application “Time Baby”.
Release notes:
Hi Guys,
This is a fix to my old Time Baby program which gives the ability to exit to the XMB using the HOME button which would previously shutdown the PSP completely. Also exits back to iRShell if you were playing music.
Download from RapidShare:
http://rapidshare.com/files/76632808…y_V7c.zip.html
Cheers, Art.
http://forums.qj.net/f-psp-development-forum-11/t-release-time-baby-v7c-129996.html
Aura made a mistake at the last PSP Lock release, so here come a fix for it.
Release notes:
I made a mistake when compiling, I told the app to load vshmain.prx, which needless to say, is not helpful, that is why you are experiancing a loop, its not an error on 3.71, but an error on my part, and I am sorry (I didn’t get around to testing on flash, just using PSPLink).
I’ve just uploaded a new version with the actual filepath to vshmain_real.prx, this should hopefully fix the problems described.
http://forums.qj.net/f-psp-development-forum-11/t-release-psplock-v5-129817.html
Road Dog is a WiFi scanner for Playstation Portable.
Release notes:
This one should be a bit smarter
http://forums.qj.net/f-psp-development-forum-11/t-road-dog-v1c-129892.html
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
Xump consists of a 20×12 playfield which is filled with various types of blocks. Your job is to make the blue blocks disappear from the playfield by stepping on them. There are five main types of block, each of which behave differently.
Grey Blocks: A grey block allows you to step on it with out disappearing when you stand on it. Your start point is always a grey block, the last block you step on must be a grey block as well.
Grey Arrow Blocks: Arrow blocks forward you AUTOMATICALLY in the given direction without warning, with exception to the two way arrow blocks which have either a vertical or horizontal black line. You may only walk over two way arrow blocks in the direction of the arrows. Arrow blocks do not disappear when you step on them
Warp Blocks: Warp blocks always come in a double pack. If you jump in, you come out at the other warp block. Warp blocks are grey and have a hole in them, they do not disappear when you step on them.
Blue Blocks: Blue blocks have to be destroyed by stepping on them. Be warned that blue blocks disappear after a short while of standing on them, or when you leave the block.
Darkblue Blocks: Darkblue blocks turn into blue blocks, be careful: Darkblue blocks are sometimes an essential part of the puzzle elements.
http://www.xflib.net/index.php?action=download&name=Xump
The release of XNA Game Studio 2.0 is now available for you to download! Build the next generation of games for Windows and Xbox 360.
http://creators.xna.com/
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
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