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Broken Circle (GBA Game)

Broken circle is a turn based RPG, with a new combat system, isometric graphics and high quality battle animations.

Release notes:

Broken Circle

In the year 2004 Elvis Morelli , one of the artists, join a compo from an important publisher (we prefer to do not show the name) and won the possibility to create and publish his game. After that offer he decide to arrange a team to develope the game but unfortunally they was great in drawing but they hadn’t experience in development and they chose to look around for someone. They found Francesco Marra , 7 Raven Studios Co. Ltd. owner, and asked him to program the game. The development was so hard due to the complexity of the game type and took long but when they completed it the publisher will refuse the game with a stupid excuse (” we have changed our policy and we do not accept any more 3rd party software we know you won the competition but we can’t take it now.”). They had a paper signed but proceed with a legal action was so expensive and prefer to skip and look for someone interested. The original game was a 256Mbits cartridge and for that time was so bigger to be accepted from other publisher and Francesco Marra with Alberto Dolci , another member of the team, decide to change part of the code and gfx to fit in a small cartridge.

A file system and advanced compression method was used to reduce the size, all sprites was reduced from 256 colors to 16 color for all enemies and a special routine was added to their own tools to create some special table taht skip equal or flipped animation frames.

The size of the cartridge was 128Mbits but after again another hard work and color reduction was 64mbits. Wow they was very happy because was the size requested by all other publishers in that time.

Unfortunally after many meeting and offers only 1 publisher was interested to buy the title, the GBA was nearly at the end of his great story and a lot of publisher was no more interested to buy a GBA game. Alten8 was the only one interested but unfortunally they was not an official Nintendo publisher and they only tried to sell the game but once again without success.

The game offer a nice experience and show almost all the power of the GBA.

Enjoy it.

7 Raven Studios Team.

Thanks to http://www.gbarl.it and http://www.nintendomax.com for the news.

http://www.7rs.it/

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2xRick (07-06-2009) (GP2x Game Port)

xRick is an open source Rick Dangerous remake. PulkoMandy recently updated this port.

Changes:

-Set resolution to 320×240 so you don’t get garbage at the bottom of the screen
-Save the high scores

http://dl.openhandhelds.org/cgi-bin/gp2x.cgi?0,0,0,0,35,2026

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C-DogsSDL v0.4.1-1 (Wii Game Port)

C-Dogs is an arcade shoot-em-up which lets players work alone and cooperatively during missions or fight against each other in the “dogfight” deathmatch mode.

The player character(s) are elite soldiers, taking on mission after mission to defeat evil in any form. That is, you kill it or blow it up. Sounds violent? Yep, that’s right. Still, the emphasis is on gameplay rather than gore. But the game will involve a lot of mowing down of enemies – and the occasional unlucky civilian – so now you have been warned.

http://wiibrew.org/wiki/C-DogsSDL

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OpenTyrian Wii v1.2.0 (Wii Game Port)

OpenTyrian is a port of the DOS shoot-em-up Tyrian. Tyrian is an arcade-style vertical scrolling shooter. The story is set in 20,031 where you play as Trent Hawkins, a skilled fighter-pilot employed to fight Microsol and save the galaxy. This port is done by Molokai.

Changes:

On screen keyboard is now fully active, and tested working both in the save menu and on the high scores screen! There are actually quite a few symbols that are available through the OSK that aren’t available if you’re using a USB keyboard, lol. The OSK comes up automatically on both screens.
As a result, the interim name input for both screens has been removed (replaced by the OSK).

http://wiibrew.org/wiki/OpenTyrianWii

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PDRoms Coding Competition v4.01 – Roundup (misc)

All entries are posted, all entries are up!

Here comes the roundup for the recently held PDRoms Coding Competition v4.01. To make it easier for other webmasters, here are all entries once again in one posting, including description, screenshots and downloads!

The judging is still in progress and should be done the next few days. The entries here are in random order.

Poomania by Metalvotze (GBA)

Our friendly plumber Paul is in trouble. Fatarse Fritz just ran to the outhouse, and the pipework isn’t done at all! Will you manage to help Paul before Fritz flushes his giant load and causes a terrible mess in the pit?

Connect the start of the pipe to the end point before the timer runs out. Once the flush sequence has been started, no more pieces of pipe can be placed. If you accidently set a wrong tile, you can remove it by pressing the B button, but this will take some time. Your progress is saved to cart automagically. If you play the game again, you can select your starting level up to the one you reached. Please don’t turn off your Gameboy Advance while the floppy disk icon is visible, otherwise your progress data may be lost and you have to start over from scratch again.

Download: //news/18145/
Discussion: //phpbb/viewtopic.php?f=91&t=5931

Clem The Retarded Elf 2 by Scott Lininger (GBA)

Poor Clem. He’s a retarded elf who loves presents but hasn’t the brains to find them. Can you help him and his blind friend, Rud get all of the wonderful gifts in time for Christmas?

Download: //files/2173/
Discussion: //phpbb/viewtopic.php?f=91&t=5942

Factory Bots by Nicholas Scheltema (GBA)

The purpose of the game is to control the movement of robots on a factory floor, and get them to take raw material from a Dispenser, put them in a Processor, then take the processed material and drop it into a Collector.

This is accomplished by placing instructions on the factory floor grid, and when a robot passes over the instruction, it obeys it. Instructions including turning four different directions, and performing an action. The action that is performed is dependent on what is nearby, this will either be picking up a nearby object, dropping a carried object, or nothing; if nothing applies. It’s also possible to introduce additional robots to a stage.

There are other obstacles that need to be overcome, such as reaching the different coloured buttons that control the various machines and barriers, and reaching conveyor belts that may be needed to transport objects across a stage.

Each stage requires a sequence to be planned, and played out over and over again until at least 5 pieces of processed material are collected. Timing plays an especially important role in successfully getting the robots to perform the set sequence, so play often involves adjusting the location of instructions to alter it slightly.

The number of instructions available are limited per stage. Solving each stage requires careful use of the available instructions to perfectly plan a successful sequence.

Download: //files/2174/
Discussion: //phpbb/viewtopic.php?f=91&t=5964

Droplets by Herman Samso (GBA)

Goal is to collect a given sequence of jewels and gems to reach the next level.

Download: //files/2176/
Discussion: //phpbb/viewtopic.php?f=91&t=5968

Shunting Puzzle by Philipp Klaus Krause (Coleco Vision)

This is a simple shunting puzzle for the ColecoVision. It has two levels corresponding to the classic Inglenook and Timesaver shunting puzzles.

Move the joystick forward / backward to move the engine.

The first fire button activates and deactivates decoupling mode. In decoupling mode a blue decoupling cursor appears and marks the decoupling position. It can be moved along the train by moving the joystick left/right. The second fire button decouples (and leaves decoupling mode).

Switches can be operated using the numbers on the keypad. Current switch positions are signaled by the point indicators next to the switches.

Download: //files/2177/

Skipp and Friends by Mukunda Johnson, Ken Snyder, Steven Velema and Hubert Lamontagne (SNES)

The object of the game is to move all three characters to the EXIT in each level. Each player has 2 limited special abilities that you may use to help advance through the level. The in-game status bar displays the name of each ability and how many times it can be used during that level.

For example, Apple’s two abilities are CARDKEY and SCREAM. Using CARDKEY next to a door will cause it to open and detract one CARDKEY point (you need at least one point to open a door). Her SCREAM stuns nearby enemies for a short period of time.

All three players must be alive and to the exit to complete the level. If you get yourself stuck, press START to pause and then SELECT to restart the level.

After you complete each level a 4 letter password is given to you so that you may resume the game using the Password option at the title screen, after your system has been shut off.

Download: //files/2175/
Discussion: //phpbb/viewtopic.php?f=87&t=5967

GemVenture (Beta) by Tom Livak (NES)

GemVenture is puzzle game where you fight against a series of monsters. If you’ve played PuzzleQuest, you’ll feel right at home. You attempt to match colored gems in the playfield, which will give you mana to cast spells, and can heal yourself or hurt your opponent. Your opponent then take a turn matching gems, and you continue back and forth until only one is left standing. GemVenture features 6 character classes, 18 different spells, and 20 monsters, each with their own special characteristics!

You’ll first pick one of the six character classes, which determines which spells you can cast. Then you’ll face your first opponent. Use the direction pad and the A button to select two adjacent gems. The gems will switch places, and any group of 3 more gems will break. Each gem you break will give you one mana of that color. Gems shaped like a heart will heal you, and those with spikes will hurt your opponent. Pressing select will switch you over the spell menu at the bottom of the screen, which you cast when you have enough mana. Each monster has it’s own special powers which use their mana.

If you run out of life points, your game is over. If you defeat your opponent, you’ll get to chose one stat to increase before taking on your next opponent.

Download: //files/2172/
Discussion: //phpbb/viewtopic.php?f=88&t=5941

Gears Of Fate by Thor (NGPC)

The goal of “Gears Of Fate” is to reach the red square with the green ball. This is reached by rotating the board, while undo is possible while the board still rotates.

Colored tiles are removed when three of them are regrouped. Grey tiles can not be removed at all. Dark colored tiles are removed once all tiles of the same color have disappeared.

This entry works on REAL HARDWARE where you have better sound but vector animations are slower. If you run this in an emulator: Using 12Khz WAV makes some emulators go nuts. Seems to work fine with NEOPOP 0.71 on Windows; Sometimes slower, sometimes faster than real HW.

Download: //files/2170/
Discussion: //phpbb/viewtopic.php?f=41&t=5930

Check the entries out if you haven’t yet, and enjoy!

Once again thanks to our sponsors: http://shop.gp2x.dehttp://www.flashlinker-shop.comhttp://www.superfighter.comhttp://www.gamekool.comhttp://www.slanina.pl & ph0x.

http://pdroms.de/phpbb/viewtopic.php?f=105&t=4642

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Alexs Falldown v1.3 (Wiz Game)

This is a falldown game for the GP2X, with music by TymPanic Productions (“Malaria” by Ilmarque).

http://dl.openhandhelds.org/cgi-bin/wiz.cgi?0,0,0,0,27,103

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gpSP v0.9-2Xb-u4 (GBA emu for Wiz)

gpSP is a Gameboy Advance emulator for Wiz. Mainly developed by Exophase and ported to Wiz by notaz.

http://dl.openhandhelds.org/cgi-bin/wiz.cgi?0,0,0,0,71,101

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PocketSNES 4 Wiz v6.4.5 (SNES emu for Wiz)

PocketSNES is a port of the GP2x version of Reesy’s and HeadOverHeels PocketSNES.

http://dl.openhandhelds.org/cgi-bin/wiz.cgi?0,0,0,0,71,37

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SMS Plus SDL v0.9.4a-r7.1 (SMS emu for Dingoo Linux)

SMS Plus SDL is a port of SMS Plus to Dingoo Linux.

http://dl.openhandhelds.org/cgi-bin/dingoo.cgi?0,0,0,0,71,83

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SDL-GNUBoy (07-06-2009) (GBC emu for Dingoo Linux)

SDL-GNUBoy is a staticly compiled binary of SDL-GNUBoy for Dingoo Linux; it should work on any root file system.

http://dl.openhandhelds.org/cgi-bin/dingoo.cgi?0,0,0,0,71,82

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