They Do Not Die 2 by ThatOtherDev is a successor of “They Do Not Die”. A top-down Zombie shooter with simple graphics.
Changes:
* You can save the game at any time and obviously also load that save.
* The on screen text now scales so it no longer fills an overly large portion of the screen at low resolution.
* In addition to your gun you now have a rocket launcher.
* Rockets explode when they are shot, hit a person or hit a wall.
* Explosions destroy walls, push people back and hurt people.
* You can now run which consumes energy.
* Shooting momentarily prevents energy from regenerating.
* If you try to consume energy when you have none left then you will instead lose health.
* The speed that your health regenerates at directly correlates to how much energy you have.
* The screen (specifically the edges of it) turn red when you are low on health.
* The world is more densely populated.
“MicahMan, we have a problem!” – Join MicahMan on his newest adventure, to destroy Dragno the fiery dragon. With the help of E.T.H.A.N. MicahMan must fight through waves of Blobs, and Killer robots. Press A to shoot MicahMan’s Energy Pistol, but you must catch the energy ball whenever it bounces back to use it again. Press B to use MicahMan’s Plasma Beam, grab a battery to refill your energy and get another energy ball if you’ve lost it. Press A to proceed through the cut-scenes.
Comix is a user-friendly, customizable image viewer. It is specifically designed to handle comic books, but also serves as a generic viewer. It reads images in ZIP, RAR or tar archives (also gzip or bzip2 compressed) as well as plain image files. It is written in Python and uses GTK+ through the PyGTK bindings.
Sandora is an open-source Falling Sand Game for the Pandora. It’s basically a rewrite of SDL Sand in C. This allows for lower level optimization routines for this relatively simple yet CPU-intensive sandbox game.
Audacious is an advanced audio player. It is free, lightweight, based on GTK2, runs on Linux and many other *nix platforms and is focused on audio quality and supporting a wide range of audio codecs. Its advanced audio playback engine is considerably more powerful than GStreamer. Audacious is a fork of Beep Media Player (BMP), which itself forked from XMMS.
*Enable/Disable PSP from charging
*Automatically set CPU/brightness to low
*Automatically sleep on a certain battery percent
*Easily execute Shutdown, Sleep, Reboot (VSH) on a key combo
*Set auto timer for sleep and shutdown
*More Idle feature options
*Manipulate CPU speed
*Manipulate Brightness level
*Manipulate PSP LEDs
*Easily detect the PSP motherboard version
*Take screenshots
*Text battery warning
*Sound battery warning
*UPtime
*Put PSP in music mode (CPU goes to 80mhz, brightness/Led off that is inspired by hold plugin)
*Reset a game on key combo(ISO only)
*Paused a game on key combo(ISO only)
*Display the battery/cpu/and psp information
*Easily customizable
Changes:
[!]Change file structure (delete your old krap folder)
[+]Created lite version
[!]Set loader.ini which one to load on boot e.g full = 1 or lite = 1
[!]Fix rare bug in music mode
[!]Fix rare bug in FUll where in you can\’t disable some threads
[!]Remove cpu manipulation
[+]Added noUMD feature by bpeterson src
[+]Added wallpaper change(*.bmp files 480×272 only) on boot by hellcat (Full version)
[!]Clean up codes
DaedalusX64 is the continuation of the original Daedalus PSP port by StrmnNrmn and other contributors. It is a GPL Open Source project.
Release notes:
[=>] Merged from Dev branch:
Rev 347 – Corn
[+] added ROM setting to enable Body Harvest and Night Creatures to boot
[!] modified IRQs
[+] added roms.ini for GEX3, Donald Duck and Rayman2
Rev 348 – Salvy
[!] Simplified and optimized TLB refill/invalid exceptions
[~] Simplified CopUnusuable exceptions
Rev 349 – Salvy
[-] Removed experimental interrupts (was pretty much a test anyways)
[~] Simplified abit UseIRQmode check, and added comments
[!] By mistake I removed to clear pi status reg in DMA_PI_CopyFromRDRAM…fixed
Rev 350 – Corn
[!] Improved speed in PIF CRC calculations (w/o using table)
[!] Proper name to IRQ hack -> SkipPifIRQ
Rev 351 – Salvy
[!] Clean up options etc (Removed option to disable Stack Optimization, it works perfectly fine with all the games, there’s no point to disable it)
Rev 352 – Corn
[~] Keep texture in the cache a little longer to avoid swapping textures in and out
Rev 353 – Salvy
[!] Add back hack for Aydin, since the assumption I took was breaking Rampage
Rev 354 – Salvy
[!] Enable callbacks when gprof build is compiled
[!] Unlocked volatile memory (this unlocks 4mbs extra of memory) (credits to JJS)
[!] Disabled suspend mode (this won’t work anymore when volatile memory is unlocked) (credits to JJS)
Note: The only side effects when volatile memory is used is that suspend and dialogs won’t work I won’t affect us though, since we don’t depend on neither 😉
Note2: This is pretty much a test, only cheat codes are allocated in volatile mem atm.
Rev 355 – Salvy
[!] Forgot VolatileMemPSP.cpp
Rev 356 – Salvy
[!] Stop and unload imposectrl.prx after we impose HOME button (is only required once for that task anyways)
[!] Stop and unload dvemgr.prx if no tv out cables were connected.
Rev 357 – Salvy
[!] Created wrapper to make it easier to manage modules (since we have plenty ;p)
[!] Simplified inits of our modules
Rev 358 – Corn
[+] Enable to choose 32bit color mode at boot time by pressing “Circle” until splash screen shows up (default is 16bit)
Rev 359 – Corn
[+] Show 32/16Bit choice in splash screen
Rev 360 – Corn
[!] Optimized unaligned load/store (saving ~340 OPs)
[!] Moved alloc/free fonts to Create/Destroy so it won’t happen every frame when showing splash screen
Rev 361 – Salvy
[~] Fixed text in splash screen
[!] Avoid creating two instances of intrafont
Rev 362 – Corn
[-] removed bit info from main menu
[!] Cosmetic change to splash screen