devSgen.com finished their “Who can do it on PSP” compo, where the aim was to create a Rubiks Cube came for PSP. And here is Seb’s version…
http://www.pspgen.com/modules.php?name=News&file=article&sid=5265&mode=thread&order=0&thold=0
devSgen.com finished their “Who can do it on PSP” compo, where the aim was to create a Rubiks Cube came for PSP. And here is Seb’s version…
http://www.pspgen.com/modules.php?name=News&file=article&sid=5265&mode=thread&order=0&thold=0
devSgen.com finished their “Who can do it on PSP” compo, where the aim was to create a Rubiks Cube came for PSP. And here is Alcantor’s version…
http://www.pspgen.com/modules.php?name=News&file=article&sid=5264&mode=thread&order=0&thold=0
devSgen.com finished their “Who can do it on PSP” compo, where the aim was to create a Rubiks Cube came for PSP.
This Rubiks Cube version has been coded by Sinasquax.
http://www.pspgen.com/modules.php?name=News&file=article&sid=5263&mode=thread&order=0&thold=0
devSgen.com finished their “Who can do it on PSP” compo, where the aim was to create a Rubiks Cube came for PSP.
This one is by Quadrizo.
http://www.pspgen.com/modules.php?name=News&file=article&sid=5266&mode=thread&order=0&thold=0
WorDS is a very simple Notepad application for Nintendo DS.
http://palib.info/forum/modules/newbb/viewtopic.php?topic_id=3857&forum=28
GoSub2, the successor of GoSub has been updated… Build 54 is out!
http://www.atariage.com/forums/index.php?showtopic=111854&st=75
The PAL version of the recent “Bee Ball” release is out…
Bee Ball is a volleyball type game, but the difference matters. You and your CPU player are bees and of course you don’t push around any ordinary volleyball, no it’s a honeyball!
http://www.atariage.com/forums/index.php?showtopic=109531&st=100
PSP MAME4ALL is a multiple Arcade machine emulator for Playstation Portable.
Release notes:
Install directions:
– Copy in /PSP/GAME (firmware 1.5) or /PSP/GAME150 (firmware 1.5 compatibility for 3.xx OE release);
There are four different builds in archive:
1) 1.50 Kernel mode (psp_mame4all_v4.9r2);
2) 1.50 Kernel mode without neogeo and cps1 support (psp_mame4all_v4.9r2-noneogeo-nocps1);
3) 2.00 User mode (psp_mame4all_v4.9r2-usermode);
4) 2.00 User mode without neogeo and cps1 support (psp_mame4all_v4.9r2-usermode-noneogeo-nocps1);
Use psp_mame4all_v4.9r2 as installation base, then replace EBOOT.PBP with your needed/preferred build;
– Recreate zipped roms with included ClrMame compatible .DAT files (v0.34-v0.36 mixed roms);
– Add created zipped roms files in ROMs subfolder and samples in samples subfolder;
Samples must be in .sam old Mame pre-v0.35 format, downloadable from http://www.mameworld.net/samples/sam.htmSpecific Features:
– Based on latest MAME GP2X release v4.9;
– 480×272 full PSP Hires Support, now games with >320 orizz. and >240 vert. pixels are fully playable (Loderun, Galaga etc.);
– Overclock support, from 133 to 333 MHz;
– Fixed, Fixed Divided by 2, Software Scaled and Software Full Screen Stretched resolutions (all maximum 480×272);
– Frameskip as GP2X version (fixed 0-5, auto 1-5);
– Vsync on/off;
– Save configuration support, default and per game;
– 22KHz with 16 voices predefined sounds, 33KHz and 44KHz frequencies with 4, 8 and 16 voices combinations added;
– Preliminary analog support;
– Autocentering fix for all resolutions;
– Optimized compiled code as derived from GP2X version, but for PSP cpu (fastest graphics core!);
– Stripped & Packed executable, only 1.5MB;
– Original graphics theme from Gold edition (user mode version only);
– Music in menu (filename music.psp in data folder), in these supported formats: .MOD, .S3M, .IT, .XM and .OGG;
– Added, as bonus, 1st classified OldSkool at Assembly 2007 Music Competition (Commodore 64 based), in .OGG format;
– Graphic theme 480×272 BMP skins support, both pspmenu480.bmp and pspsplash480.bmp in folder skins (user mode version only);
– Dipswitches settings;Specific Controls:
– Button SELECT: Insert credits.
– Button START: Play.
– Button HOME: after Pause exit game and return to menu.
– Buttons L+R: Activate/deactivate screen fixed/fixed div2/scale/stretch.
– Buttons L+R pressed during one second: Pause.
– Buttons L+HOME simultaneously: Reset emulation.Fixed from 4.9r1
– Usermode builds now works.
– Dipswitches settings added.
– Some Z80 core speedups.
– Vector based games like Asteroids now run at native resolution of 480×272 pixels.
– Preliminary memory management to clean-up things in certain romset (due to original MAME bugs) before starting a new emulation.
– In case of memory fragmentation errors emulator now quits without lockups.
– Better sound support in certain games, like Teenage Mutant Hero Turtles etc.
– Graphics themes disabled in 1.50 kernel mode to gain more memory available, used a simple blue gradient instead.
– Graphics mode saved with settings.
Just few minutes after the v0.0.6 release, comes v0.0.7!
gpSPhone is a GBA emulator based ZodTTD’s port of gpSP to the GP2X. gpSP is a great GBA emulator written by the talented Exophase. ZodTTD ported it to the GP2X, and added an (iPhone/iTouch compatible) dynarec. By using this coding technique, fullspeed performance of GBA is obtained on the iPhone/iTouch.
Release notes:
After finding someone to help me figure out which games gave the “Right button causing a B button press”, I have been able to fix the issue.
Thanks to ZodTTD himself again for the news and don’t forget to donate him for his excellent port, it’s up to you to see improvements and every single dollar might increase his mood to put more time into this project!
For legal homebrew GBA ROMS visit http://www.pdroms.de/files/gameboyadvance/.
Open BoR is a fighting Engine which ports “Beats of Rage” to the GP2x.
Changes:
-all mods on average will save an additional 2 MBytes or more. Less Memoey usage more big mods plable on the GP2x.
-New animations:
grabwalk – animation for walking while grabbing an opponent
grabbedwalk – animation played when being held by someone who is grabwalking
grabbackwalk – animation for walking backwards while grabbing an opponent, only usable if unable to turn around
grabbedbackwalk – animation played when being held by someone who is grabwalking backwards
grabwalkup – animation for walking up while grabbing an opponent
grabbedwalkup – animation played when being held by someone who is grabwalking up
grabwalkdown – animation for walking down while grabbing an opponent
grabbedwalkdown – animation played when being held by someone who is grabwalking down
grabturn – animation for turning around during a grab, player is stationary until end of animation, enemy’s location is changed to the same as the player, only usable if entity setting allows turning
grabbedturn – animation played when being held by someone who is grabturningNew entity headers:
grabwalk {speed} – sets a different speed for grabwalking
grabturn {turn} – lets entity turn around while grabbing an opponent, will play grabturn animation if presentNew variables accessible by script:
get/changeplayerproperty:
name – used for checking if a character is being used when other players join in, also controls who a player will respawn as after dyingget/changeentityproperty:
-AI Flags-These are some of the flags that the engine uses for determining what action an entity is currently taking. Modifying these mid-animation allows for some very advanced techniques but can cause some really bizarre effects if used improperly. I’ll try and get a guide for using these made soon, but they’re available now for experimentation!
idling
drop
attacking (not new, but grouped with these)
getting
turning
charging
blocking
falling
running
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