News

Wizznic v0.8 (Final) (Wiz Game)

Wizznic is an implementation of the arcade-classic Puzznic, written for the GP2x Wiz, Linux and Windows.

Changes:

Fixed a bug in the level-preview-dump function that made a black image if no start/stop image found.
Thumbnailer works again (on levels that refer to themes that are installed)
Added instructions for using the thumbnailer in the install.txt
No longer blink [MORE] in the level-editor list.
Removed an error message that were printed even though there was no error.
Pack-List is now sorted.
Added Puzznic! Stage 09 pack by KML
Script to make releasing for Linux (Source package) and Wiz automated. This will be extented to windows when I learn to cross compile.

Thanks to http://lostsite.altervista.org/wiz/?p=1727 for the news.

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Caanoo exposed (Caanoo misc)

Following the EvilDragons tradition of exposing devices for the community, he made a bunch of “interna” pictures of the Caanoo!

Follow the link and download the picture pack!

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The Caanoo is here (Caanoo misc)

GPH released their Wiz successor!

Features:

CPU ARM9 533MHz + 3D GPU
RAM 128MB
Display 3.5” LCD 320*240
NAND memory None
External memory SD/SDHC (sold separately)
Fun Factors Vibration Motor / G-Sensor
Dimension 146(w) x 70(h) x 18.5(d)mm
Weight 136g
OS Linux
Game Open Platform
Video MPEG4, Xvid, Divx, Avi
Audio OGG, WAV
Photo JPG, BMP, GIF, PNG
E-book TXT
Network Wi-Fi

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Dance Clone v0.5 (Wii Game)

Dance Clone is exactly what it says it is. Its simply a DDR clone.

Release notes:

I made some changes to that new score page (the one that you see when you complete a song) and now it actually records your high score for each difficulty mode of each song. Those recorded high scores also gets displayed at the difficulty selection screen.

The scoring system is different from how it is in the official DDR games and StepMania. You get 7 points for every step that you get a good rating for, 10 points for every step you get perfect with and you get extra points equal to however long your longest combo was. Your final score though is a percentage based on how many points you got out of how many points you could have gotten.

It might seem like a pointless feature but something else that is new is that you can now fully navigate the home menu and the in game menu using multiple wiimotes. When it comes to actually playing the game though you still use the dpad on the first wiimote, a classic controller connected to the first wiimote or a gamecube controller or dance pad plugged into the first gamecube controller port.

Aside from that its just small fixes and things. Not much has changed.

v0.5 – July 16, 2010 – http://www.multiupload.com/ZLH958A1R7
* high scores are now recorded and displayed.

Thanks to http://www.nintendomax.com/viewtopic.php?t=12073&f=54 for the news.

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Pineapple Apocalypse RPG v1.1 (Wii Game)

Pineapple Apocalypse RPG is a 2D turn based RPG with overly pixelated retro style graphics. You play as a robot and there are apparently mutated pineapples along with other enemies that you can encounter.

Release notes:

Pineapple Apocalypse RPG was the first homebrew program I ever publicly released for Wii and an update has been long overdue for it. So here it is.

The frame rate is twice what it was (it now runs at a smooth 60 frames per second). You can now optionally play the game using a classic controller. I fixed the bug that caused the game to freak out whenever a non mutated pineapple attacked you. I fixed two tiles on that map that where not being rendered. The text boxes have been repositioned slightly away from the top and bottom of the screen to ensure that they are fully visible. I added a text box to remind you which button was to save and which is to load (I always got them confused). I added background music (Aeroplanes by Nanodrone). The game also now has a home menu just like all my more recent games.

The home menu is actually slightly improved from how it was in my last few games. You can now bring it up using a classic controller and even move the cursor and click any of the buttons using a classic controller and I got it working without it interfering when you want to use the cursor with the wiimote ir sensor. The background blur has been slightly tweaked and now the image even gets a bit brightened and dulled. With the PC version the filtering effect smoothly transitions but I’m still not happy with how smoothly it works on Wii (the frame rate dips a bit) so on Wii the effect is still simply either on or off. I doubt its noticeable but the frame rate has been improved for the home menu, as well. It was in the 50s and its now at the intended 60 frames per second.

Thanks to http://www.nintendomax.com/viewtopic.php?t=12105&f=54 for the news.

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