Riviera71 released an early initial port of Virtual Jaguar. Sound is currently disabled to improve performance.
Streets of Rage Remake is a remake of the side-scrolling beat ’em up series “Streets of Rage” originally released by Sega in 1991. Ported and packed for Pandora by milkshake and mcobit
Release notes:
+UPDATE 14/08/2011
+altered the PXML description of the PND to be smallerThis .pnd does not contain any data files, but a brief description of the game is below:
Packed with additional features not seen in the commercial release of the game, including firearms, multiple path choices, completely redrawn sprites, smoother gameplay, enhanced graphics and a completely reworked soundtrack.
Although the game is based mostly on Streets of Rage 2, it also contains several elements, enemies and environments from the original Streets of Rage, as well as Streets of Rage 3.
There are also unlockable bonus features, joypad support and a full options menu to customize the playing style of the game.Brief How-To instructions.
1. Find SORRv5 somewhere (maybe something like SORRv5.part1.rar or SORRv5.part2.rar but I can’t help you there).
2. Place Contents of SORRv5 folder into appdata/SORR directory
3. Run the game 🙂 thats it.SPECIAL THANKS
Mcobit for helping me package this PND.
Dgame for providing basic instructions on how to run the game on the Pandora (non PND version).
Stuckie for porting Bennu to the Pandora.
http://repo.openpandora.org/?page=detail&app=milk.sorr.shake
GemRB (Game engine made with pre-Rendered Background) is a portable open-source implementation of Bioware’s Infinity Engine.
It was written to support pseudo-3D role playing games based on the Dungeons & Dragons ruleset (Baldur’s Gate and Icewind Dale series, Planescape: Torment). It should run on GNU/Linux, Microsoft Windows, OS X, possibly other UNIX derivatives and more. It is licensed under the GPL.
http://repo.openpandora.org/?page=detail&app=gemrb-jurnd.001
Daphne is an open source Laserdisk Arcade emulator.
Here are the instructions to make it work:
1.) In your appdata directory of the SD-Card, where Daphne is located, create a directory named daphne.
2.) In that directory create the folders “framefile” and “roms” (without quotes).
3.) Copy your zipped roms into the rom directory.
4.) Copy your framefiles into the framefile directory.
5.) Run the PND and select the rom and the framefile.
6.) You will be asked, if you want to have a scoreoverlay over your video. Choose if yes or no.
7.) You will be saked, if you want to stretch the video to fullscreen (800×480) or if you want to preserve the aspect ratio (640×480). Choose, if yes or no. (Scaling is done with Notaz SDL)
8.) Your game should run now.
Discuss about the port here.
http://repo.openpandora.org/?page=detail&app=daphne-daphne-25097
PCSX-ReARMed is yet another PCSX fork, based on PCSX-Reloaded. It has no relation to PSX4ALL, PSX4Pandora or PCSX4ALL (other than being PCSX derived) and has the source available. The main feature it has is Ari64’s dynarec, modified to suit PCSX. There is a bit of NEON for color space conversion too. The compatibility should be close to the PC version.
http://repo.openpandora.org/?page=detail&app=package.pcsx_rearmed.notaz
Nyancat goes Atari 2600! Brought to you by Tjoppen, released at Evoke 2011.
“Geek ’em Up” is a side scrolling shoot ’em up. Did you ever ask yourself how your favorite game genre would look as a shoot ’em up? In Geek ’em up each level is designed after a different game genre.
Features:
– 3 Levels, each with a unique design
– Boss battles
– 8-Bit soundtrack
– PowerUps
Changes:
-Improved volume control
-Added save function
-Fixed parts of the background disappearing in level 2
Vim is a highly configurable text editor built to enable efficient text editing. It is an improved version of the vi editor distributed with most UNIX systems. Vim is distributed free as charityware. gVim is an improved version of Vim with a graphical user interface!
DS2x86 by Patrick Aalto is a PC emulator for Nintendo DS. It’s purpose is to allow you to run old DOS games on your Nintendo DS game console. DS2x86 is a port of DSx86 port using the SuperCard DSTwo’s MIPS processor, therefor it will just run with such a card.
Changes:
* New TPMXScale and TPMYScale ini file parameters. These can be used to adjust the TouchPad Mouse scaling for each game. The default values (when the parameters have not been given in the INI file) are 1.0 for both. You need to experiment with different values to find the best scaling factor for each game. Note that changing these might still not make the TPM work in a certain game, as the game might not use the mouse in a way that is compatible with the touchpad mouse emulation. These new parameters should help in some games, though.
* The key repeat function in the keyboard emulation was fixed so that it repeats the actual key that was pressed, not just the non-enhanced version of the key. This will help with the stuck cursor key problem in Frontier.
* The graphics mode detection code has been enhanced, so that both methods of entering 240-row Mode-X graphics modes (either 320×240 or 360×240 as in Albion) will be detected, and the correct graphics mode initiated.
* The program size has increased somewhat. The size increase is due to the new paging / virtual memory -enhanced opcode handlers. This work is still in progress and thus games that use virtual memory will still not work. The updated opcodes should work like before, and the slowdown caused by the new code should be very marginal, but let me know if you find something that worked before but does not work any more. There is a chance that I have broken something when doing the virtual memory support changes.
DSx86 is a PC/DOS emulator for Nintendo DS written by Patrick Aalto. It’s purpose is to allow you to run old DOS games on your Nintendo DS game console. Some of the older games run quite good and bring back memories.
Changes:
* New TPMXScale and TPMYScale ini file parameters. These can be used to adjust the TouchPad Mouse scaling for each game. The default values (when the parameters have not been given in the INI file) are 1.0 for both. You need to experiment with different values to find the best scaling factor for each game. Note that changing these might still not make the TPM work in a certain game, as the game might not use the mouse in a way that is compatible with the touchpad mouse emulation. These new parameters should help in some games, though.
* The key repeat function in the keyboard emulation was fixed so that it repeats the actual key that was pressed, not just the non-enhanced version of the key. This will help with the stuck cursor key problem in Frontier.
* The graphics mode detection code has been enhanced, so that both methods of entering 240-row Mode-X graphics modes (either 320×240 or 360×240 as in Albion) will be detected, and the correct graphics mode initiated.
* DSx86 has been built with libNDS 1.5.3, which should allow write access to the SD card when using Sudokuhax. I have no way of testing this feature, so it might work, not work, or corrupt your SD card completely! Please use caution and back up your SD card before using this version with Sudokuhax!
* This new libNDS version 1.5.3 had the same problem as the 1.5.0 version I had been using, where ARM7 (or at least the AdLib audio emulation) freezed after a few seconds of playing AdLib audio. In 1.5.0 I got everything to work when I disabled all references to the i2C code, commented out the secondary ARM7 IRQ table handling, and removed the whole i2c.c source module from the libnds7.a sources. I did the same thing with the 1.5.3 version sources and built the libraries again, and that seemed to help again. I don’t know why the i2C code is incompatible with my AdLib emulation, but as long as this hack works it is not a big problem for me.
* DSx86 also has much faster Smooth scaling routines in the 320×200 256-color modes (MCGA and Mode-X). The new code is courtesy of “sverx”, who kindly spent some time looking at my scaling code and inventing various speed tricks that hadn’t occurred to me. For example, the new code uses DTCM for the palette lookup table, instead of the actual (and slow) BG_PALETTE VRAM memory I had been using. The 75%/25% weighted average calculation is also much faster. The new smooth scaling code is still a lot slower than Zoom, Scale or Jitter modes, but it is noticeably faster than before. Thanks again to “sverx”!