Hermes released a text reader application for Nintendo Wii.
Quote:
Basically (for which not know it) this is a program designed to be able to read comics, text files and / or listen to some music.
Hermes released a text reader application for Nintendo Wii.
Quote:
Basically (for which not know it) this is a program designed to be able to read comics, text files and / or listen to some music.
sol_hsa released the source code of his racing game Nelumbo.
Quote:
Since this project has officially stalled, I’m posting the source code (as is), so if someone wants to pick it up and poke at it, they got no objection from me. I might continue this project at some point, but no promises.
Slide2Unlock2 (S2U2) is a simple lock/unlock application which has the iPhone style slide unlocking. It can be used as a screensaver while you don’t use your device. And it’s has a CallerID function.
Changes:
– fixed the problem when start-up on Landscape mode on some devices.
– fixed the problem when changing orientation on some devices.
– fixed the occasional problem that the device is not locked when power off.
– improved the compatibility of DirectDraw.
– a few minor bugs fixed.
Dox was working on a Gameboy DMG game for one of the previous PDRoms Coding Competitions, but the game never got done, nor did it had any big publicity as work in progress news.
But here we go… just few days ago Dox posted an update, which we will gladly quote…
Quote:
Finally, after long break i’m working again on one of my old “afterwork” projects – a Gameboy Mono (DMG) game. The gfx (made by Adam ) is almost done. Also audio part (by ne7 ) is completed. The most important element – code – is (still … ) missing. Only the basic skeleton is done.
Thanks to Dox himself for the hint!
A native Win32 port of the BSD PSPSDK (ps2dev.org), with freely distributable import libraries and header files (DevPaks) for building cross compiled homebrew Sony PSP (PlayStation Portable) applications.
LBGSHI posted news about a PS2 Hacking System which is in development. Check out the link below for his full statement.
Quote:
For some time now (several years, off and on), GSHI.org administrative staff and several select members of the scene have been working, in secret, on something tentatively called Project Artemis: a hacking system for the Playstation 2. The primary goal of this project is to allow users to create, or hack, their own cheat and game enhancement codes, using RAM-dumping, dump comparison, constant memory writes for testing, breakpoints, and as many other tools as feasible.
The project is far from complete. There have been quite a few stumbling blocks, and some impressive progress has been made. Through several primary coders (Sang123, Hit n’ Run Games, misfire, Shyam Narain, Xerxes Technologies, cYs Driver), it has been determined that…
ragnarok2040 has updated the libpng library port to PS2.
Release notes:
I’ve updated the libpng port to 1.2.33. I uploaded a tarball of the source and a patch to update the current port to 1.2.33 to http://homebrew.thewaffleiron.net/ragnarok2040. The tests in pngtest.c passed and gsKit’s png-texture example worked fine. You should make sure previous header and library versions of libpng aren’t installed otherwise it might get linked in when building pngtest.c.
ragnarok2040 has updated the zlib library port to PS2.
Release notes:
I updated the zlib port to version 1.2.3. It’s at http://homebrew.thewaffleiron.net/ragnarok2040. I made a patch as well so updating the svn repository should be easier. Not much work was really needed except for reorganizing the directory structure of the files and copying over the Makefiles from the old port.
This is a laser control game based on the PSP laser control idea by califrag. Laser Invaders is coded from scratch, using the ps2dev.org Go!Cam demo as a template.
Changes:
– Implemented Intrafont library.
jrok released a techdemo.
Quote:
So, I’ve been working on designing some routines that use the playfield to draw laser beams that can destroy playfield-drawn terrain. Enclosed is my first effort, which I think could do with a lot of improvement. It its current state, my death ray does the following:
– Calculates the playfield position of the sprite from which it originated.
– Draws a progressive line in one of eight directions depending on the player’s direction when the fire button is released.
– When the laser reaches it’s full range or hits a playfield pixel, the line progressively erases (also erasing the pfpixel at its endpoint.)Ultimately, I’ll want to add a second player, and vary the length of the death ray depending on how long the button was held down. But there are many things that i’d like to improve about this code before I can take this to the next stage. Hoping a few of you could take a crack at optimizing down this code… I’ve been staring at it all weekend and it seems to be begging for a clever function or two to tidy it up. Also, there is a small bump in the scanline count that happens during beam collisions that I can’t seem to nail down.