Blog

  • TO8D Emulator v0.1.0.0 (Thomson TO8D emu for Pandora)

    TO8D Emulator v0.1.0.0 (Thomson TO8D emu for Pandora)

    TO8D Emulator is a Thomson TO8D Emulator, based on DCMOTO from Daniel Coulom.

  • Forget Me Not v1.1.0.0 (Pandora Game Port)

    Forget Me Not v1.1.0.0 (Pandora Game Port)

    Pandora port of Nyarla LabsForget Me Not, originally for iOS, Windows and OSX.

    Changes:

    No changelog

  • No Friction v0.1.0.1 (Pandora Game Port)

    No Friction v0.1.0.1 (Pandora Game Port)

    No Friction is a simple puzzle game – You control a rolling ball that has to collect the green dots and make it to the end of each level. The ball can only be sent rolling if it’s sitting still, and it only stops when it hits a wall; it can’t change direction once it’s moving. It sounds simple, but there are 20 progressively harder levels – only a master can beat them all, and piece together the code that reveals the solution to Level X. There is also a secret level, and the entrance is hidden underneath a breakable block somewhere in the game.

  • jvgs v0.5.0.0 (Pandora Game Port)

    jvgs v0.5.0.0 (Pandora Game Port)

    jvgs is a minimalistic platform game by Jasper Van der Jeugt. This game takes place in a world much like ours, which has started fading away. At a point where nearly everything has gone, a poet finds himself, alone in a strange world of danger. He starts a journey along the broken stream of thoughts that’s left.

  • Rick Dangerous II (WIP 1) (GBA Game)

    Alekmaul just released a Nintendo DS remake of Rick Dangerous II and already works on a Gameboy Advance version. The game code is based on Foxy‘s Rick Dangerous II disassembly from the commercial Atari ST version, but also features enhancements to it. Gameboy Lovers, Alekmaul is back! 🙂

    Hum what is that WIP 😛 ??

    Thanks to Alekmaul himself for the information.

  • Gebabbel v0.4.0.1 (Pandora Application Port)

    Gebabbel v0.4.0.1 (Pandora Application Port)

    Gebabbel is a Qt4.3 Frontend for the famous gpsbabel (included in the pnd), a tool to convert GPS file formats back and forth. Gebabbel wraps the complexity of gpsbabel in a (hopefully) easy to use graphical user interface.

  • Liquid War 5 v5.6.4.2 (Pandora Game Port)

    Liquid War 5 v5.6.4.2 (Pandora Game Port)

    Liquid War is a unique multiplayer wargame. Its rules are truely original and have been invented by Thomas Colcombet. You control an army of liquid and have to try and eat your opponents. A single player mode is available, but the game is definitely designed to be multiplayer, and has network support. This is the second port of this game to the Pandora, while this being the most recent one. Port by lunixbochs.

    Changes:

    No changelog

  • Tetanus On Drugs v1.0.1.0 (Pandora Game Port)

    Tetanus On Drugs v1.0.1.0 (Pandora Game Port)

    Damian Yerrick’s Tetanus On Drugs is a Tetris game with a rotation twist. Ported to Pandora by lunixbochs.

    Changes:

    1.0.1: fixed background music

  • Forget Me Not v1.0.0.0 (Pandora Game Port)

    Forget Me Not v1.0.0.0 (Pandora Game Port)

    Pandora port of Nyarla LabsForget Me Not, originally for iOS, Windows and OSX.

    Indie games I like: Forget-me-not

  • DaedalusX64 (Revision 736) (N64 emu for PSP)

    DaedalusX64 (Revision 736) (N64 emu for PSP)

    DaedalusX64 is the continuation of the original Daedalus PSP port by StrmnNrmn and other contributors. It is a GPL Open Source project.

    Release notes:

    Revision: 473
    Author: Salvy
    [~] Simplified ObjLoadTxtr abit
    Revision: 472
    Author: Corn
    [!] Optimized Yoshi memrect for a small speed up when moving
    [!] Fixed compile warning in S2DEX
    Revision: 471
    Author: Salvy
    [!] forgot this
    Revision: 470
    Author: Salvy
    [+] Implemented S2DEX ObjRectangleR (untested, I can’t find any game taht uses it.. but it should work fine)
    Note : All S2DEX funcs are now implemented, S2DEX is fully supported 🙂
    Revision: 469
    Author: Salvy
    [+] Implemented S2DEX ObjRectangle (Pokemon Puzzle League is now playable) Note : You need a savestate to get in game
    [!] Refactor S2DEX codebase (bye bye redundant code)
    [!] Several clean ups in S2DEX
    Revision: 468
    Author: Corn
    [!] fixing a blend to make sun rays transparent in XG2
    Revision: 467
    Author: Corn
    [!] Semi fixed Extreme-G2 with a hack(does not clear zbuffer and uses setprimdepth on geometry)
    [!] Made old TMEM implementation compatible with recent changes in S2DEX
    [!] Big overhaul on Debug Dlist formating to make it easier to read
    Revision: 466
    Author: Salvy
    [+] Implemented S2DEX ObjSprite (Bomberman 64 – The Second Attack! is now playable)
    Revision: 465
    Author: Corn
    [!] Improved texture check accuracy for Yoshi
    [!] small speed up for texture check
    Revision: 464
    Author: Corn
    [!] Fixed broken sprites in Yoshi
    Revision: 463
    Author: Salvy
    [!] Optimized Draw2DTextureR and Draw2DTexture
    [!] Remove 4:3 viewport fix for S2DEX, no longer needed
    Revision: 462
    Author: Salvy
    [!] Implemented proper sprite rotation (Fully fixes all the issues I had in Yoshi yay, also animations work now)
    [+] Added blendmode for dust in Yoshi
    Note : Rendering is now complete for Yoshi \o/
    Note(2) : For some reasons one vertice is missing :/, will figure out later..
    Revision: 461
    Author: Corn
    [!] Fix for TUC in OOT and MM
    [!] Simplified S2DEX checks in GBI2
    Revision: 460
    Author: Salvy
    [!] Videos, cut scenes etc are now rendered in Neon Evangelion, also fixes crash in intro, as well as several glitches in game.
    PS: Rendering is now complete for this game 🙂
    Revision: 459
    Author: Corn
    [~] some clean up in Audio List code
    [~] some clean up in PSPrenderer
    Revision: 458
    Author: Corn
    [!] Fix for Yoshi audio (tnx Salvy for tracking it down)
    Revision: 457
    Author: Salvy
    [+] Implemented S2DEX ObjLdtxRect (Draws the Intro logo, (cool)command screen and HUD in Neon Evangelion)
    [+] Enabled calls to ObjMtx and SubMtx ucode used by Neon Evangelion
    [!] ALLOW GBI2 to use S2DEX ObjLdtxRect
    Revision: 456
    Author: Salvy
    [!] Fixed crash in yoshi when pressing R
    [!] Fixed 4:3 mode not working in S2DEX
    Revision: 455
    Author: Salvy
    [+] Implemented S2DEX ObjLdtxSprite (this renders pretty much everything in Yoshi) – Yoshi is now playable \o/
    Note : Sprites are inverted, will figure out later
    Revision: 454
    Author: Salvy
    [+] Implemented S2DEX ObjMoveMem (Used for sprite rotation)
    [+] Implemented S2DEX ObjLdtxRectR (renders text, smoke, and items in Yoshi)
    [!] Replace texture->Touch() with texture->UpdateIfNecessary() in S2DEX (Corn)
    Revision: 453
    Author: Corn
    [+] Add correct triangle culling for DKR (speed up)
    [+] Blendmodes for DKR car slids and plane streamers
    Revision: 452
    Author: Corn
    [!] proper blend for Mario Kart 64 (see balloons at race start among other things)
    Revision: 451
    Author: Corn
    [+] Fixed texture update/purging with hash
    [+] Added blendmode to MK64
    [!] changed buttons in Debug Dlist single stepping frames->(SELECT) Exit debug->(HOME)
    Revision: 450
    Author: Corn
    [!] Small speed up avoiding doing texture hash twice if a texture needs updating
    [!] Avoid reloading textures used by S2DEX if still in use.
    [!] Avoid scaling down temporary texture buffer below 128kB (should be ok for most games)
    Revision: 449
    Author: Salvy
    [!] Allow GBI2 to use S2DEX ObjLoadTxtr
    Revision: 448
    Author: Salvy
    [!] Fixed bgcopy
    Revision: 447
    Author: Corn
    [+] Added hack for more thorough texture check in Yoshi
    [!] WIP for S2DEX
    Revision: 446
    Author: Salvy
    [!] Fixed Yoshi BG stretching in the edges (I’m sure BGCopy is now broken, I’ll fix it later :P)
    [!] Use old texture update (temporarily)(slow as hell), pretty much to show up Yoshi BG is rendered perfectly