Simon ported MAM4ALL for Caanoo. MAME stands for “multiple arcade machine emulator”.
http://dl.openhandhelds.org/cgi-bin/caanoo.cgi?0,0,0,0,73,469
Simon ported MAM4ALL for Caanoo. MAME stands for “multiple arcade machine emulator”.
http://dl.openhandhelds.org/cgi-bin/caanoo.cgi?0,0,0,0,73,469
Rezerw is a puzzle game that can be described as a mix of Tetris and Pipe games. The original game has been created by Bertrand Janin.
http://dl.openhandhelds.org/cgi-bin/pandora.cgi?0,0,0,0,25,282
Rafkill is a vertical scrolling shoot-em up game like the original Raptor: Call of the shadows and Tyrian.
http://dl.openhandhelds.org/cgi-bin/pandora.cgi?0,0,0,0,30,283
The MLlib (or Minishlink’s Library) is a simple library to develop on Nintendo Wii. Technically, it’s a wrapper of libogc and others librairies. Coding with this lib on Wii should be way easier and faster now!
Features:
Proper code so that it’s nice to see;
Easy for all;
Friendly functions;
Handles drawing;
Sprite system;
Handles PNG images;
Special effects;
Write graphically text (TTF font support);
MP3 system;
MOD system;
Input (Wiimote, Nunchuk, and extensions…) system;
And much more…
Changes:
Compatible with DevkitPPc r22, libogc 1.8.6 and libfat 1.0.8.
FreeTypeGX updated (0.3.1)
Metaphrasis updated (0.1.2)
uthash updated (1.9.1)
fixed: ML_AnimateSpriteEx & ML_AnimateSpriteEx2
added: ML_EnableTextureAntiAliasing() (AA is disabled by default)
added: ML_DisableTextureAntiAliasing()
modified: ML_DrawRect() now can be filled or not (and bug with color fixed)
added: ML_DrawCircle(x, y, radius, rgba, filled)
fixed: Issue #1 (finally! :D).
fixed: possible buffer overflow with sprite texts.
fixed: sprite texts were not at the right y coordinate.
fixed: no more skipped characters with sprite texts when auto jumping lines. (and textBox)
improved: TTF text speed-up
fixed: Underline and strike now applying well when jumping lines with TTF fonts
fixed: Jumping lines correctly with TTF fonts.
fixed: anti-aliasing with modified textures
added: u32 ML_ElapsedTime()
added: ML_Wait(ms)
fixed: possible code dump with ML_DrawRect() (forgot GX_End, lol)
fixed: ML_ElapsedTime() now returns the true elapsed time since the app launch (not since Wii launch)
modified: ML_DrawText -> You can now use arguments !
modified: ML_DrawText -> Use n and t instead of %n and %t, also use #cX instead of %cX
updated: template Makefile, now type “make emu” and if you have Dolphin Emulator installed, the dol will load immediately ! 🙂
fixed: Code dump when using ML_DrawText(), you have to use #n and #t instead of n and t, sorry.
fixed: possible weird things happening on the screen
Added strucutre ML_TextInfo to store infos about a text to be drawn (width, height, numbers of characters that will be printed) returned by ML_GetTextInfo()
documentation update
optimizations
Hatari is a very good emulator for ST and related machines (TT030, Falcon, etc, though ST support is its focus.) This is a full port of the emu, including hard drive support, etc.
Release notes:
– fixed the hdd boot option, so it doesn’t always turn it on when you least expect it; if you’ve saved a config, you might want to wipe it out (example hatari.cfg in your appdata) just to make sure. But in general now, you actually have to enable the option for it to stick .. now it very definately defaults to off 🙂
– added vsync (always on); let me know if its visible apparent at all, or if it slows things down and you need a checkbox option to enable/disable it, or if its just fine. I can barely notice such things (my eyes must suck 🙂 so I can’t really tell. I still see tear lines in demo unpacks, but thats really due to games updating and rendering one line at a time, which is a separate thing to look into fixing .. but for games doing a lot of screen updates, this vsync should help it look more coherent. Let me know 🙂
– I included a half dozen random ST demos; they’re legal to distribute since all fresh code from the demo scene groups. If you’ve already got a ‘disks/readme.txt’ in your appdata, it will not copy them in .. but if you delete yor readme.txt in there it’ll think its a fresh Hatari install and unpack them for you. They take up only a few hundred K each, so no biggy.. feel free to wipe them out!
I’ll have to look into adding some keyb/dpad control to the menus, since file selector really is annoying 🙂
This is a port of GnuGO 3.8 and the frontend ccGO for Pandora.
http://dl.openhandhelds.org/cgi-bin/pandora.cgi?0,0,0,0,25,276
The cult classic game Chex Quest has come to the Caanoo. Chex Quest was originally given out in boxes of Chex cereal back in 1996. Soon after that Chex Quest 2 was available for download from the Chex Quest website. Now it is available as freeware from various locations on the Internet.
Quote:
A repackaging of the Wiz port of Chex Quest for the Caanoo using the PrBoom port for the Caanoo.
http://dl.openhandhelds.org/cgi-bin/caanoo.cgi?0,0,0,0,30,636
emil10001 ported his zombie game demo, Reign of Brains, to the Pandora.
Discussion: http://boards.openpandora.org/index.php?/topic/831-reign-of-brains-demo/
http://dl.openhandhelds.org/cgi-bin/pandora.cgi?0,0,0,0,27,262
Paleface is working on a RPG for Nintendo DS.
Quote:
So, after a recap and lots of reprogramming here is the first version of Mythos RPG V2…
It’s now mostly based on NitroFS, has a working Sprite-System and a first littlle mission…
Still no saving function but this will be the next feature I am gonna implement…If any error occurs please state!!!
Thanks to http://nintendomax.com/viewtopic.php?t=12849 for the news.
Donkey Bolonkey by David Capello is a clone of Rat Poker.
Quote:
The game is a clone of the Rat Poker (a game created by the same author of the TETRIS) only that with donkeys, and some 200 times more bloodier 🙂
http://dl.openhandhelds.org/cgi-bin/pandora.cgi?0,0,0,0,25,275