News
POWDER is a roguelike game, which is not a port of an existing roguelike. It is built around replayability and long term ergonomics, not short term learning.
Changes:
Dequipping a non-equipped item no longer dequips the corresponding equipped itemslot.
Option menu has an option to disable the Action Bar to placate the churlish users out there.
If a creature misses themselves, it is no longer “Herself misses Wazerli the imp.” (Clare Boothby)
A massive refactoring of the message system has occured. In particular, I have abolished all of my stack buffers and the rotating ring of dynamic buffers in favour of dynamic memory allocation. This means I don’t have to worry about buffer overruns any more, and hopefully likewise won’t have stack overruns on the GBA anymore. No doubt in this process I’ve created more typos, however. Please report any weird text swiftly.
If you change dungeon levels while possessing a creature (like a Wizard’s Eye) and release control on the other dungeon level, you will now properly return to your previous dungeon level. (Mark Ehlke)
To aggressive refactoring made swords and clubs burn up in fire rather than just state-change. (Richard Quirk)
One new room type.
WARNING: In this release, scrolls of enchant weapon and remove curse will crash the game. So will random uncursing from gods. You are discouraged from playing this version.
http://www.zincland.com/powder/index.php?pagename=release
POWDER is a roguelike game, which is not a port of an existing roguelike. It is built around replayability and long term ergonomics, not short term learning.
Changes:
Dequipping a non-equipped item no longer dequips the corresponding equipped itemslot.
Option menu has an option to disable the Action Bar to placate the churlish users out there.
If a creature misses themselves, it is no longer “Herself misses Wazerli the imp.” (Clare Boothby)
A massive refactoring of the message system has occured. In particular, I have abolished all of my stack buffers and the rotating ring of dynamic buffers in favour of dynamic memory allocation. This means I don’t have to worry about buffer overruns any more, and hopefully likewise won’t have stack overruns on the GBA anymore. No doubt in this process I’ve created more typos, however. Please report any weird text swiftly.
If you change dungeon levels while possessing a creature (like a Wizard’s Eye) and release control on the other dungeon level, you will now properly return to your previous dungeon level. (Mark Ehlke)
To aggressive refactoring made swords and clubs burn up in fire rather than just state-change. (Richard Quirk)
One new room type.
WARNING: In this release, scrolls of enchant weapon and remove curse will crash the game. So will random uncursing from gods. You are discouraged from playing this version.
http://www.zincland.com/powder/index.php?pagename=release
Added Dec 25, 2007, Under:
iOS
Lyrics.app is a lyrics viewer for iPhone by novi.
http://novi.10.dtiblog.com/
ChristmasXed is a Christmas-themed version of the puzzle game Xed, with more than 2000 levels !
Move the blocks left or right, and form groups of 2 or more to have them disappear…
Though it sounds simple, every move can block you from winning, so be carefull ! Lets see if you can finish every level with the minimum number of moves…
http://www.xflib.net/index.php?action=games&name=ChristmasXed
Added Dec 25, 2007, Under:
GP2x
ZODTTD didn’t forget the GP2x community and ported his recent PSX4iPhone over to the GP2x.
Release notes:
Hi everyone!
I said I’d be back with a release of psx4gp2x when I learned more from trying other platforms, and here I am…with a new build of psx4gp2x! (IMG:style_emoticons/default/smile.gif)
Keep in mind this is a test build. Think of it as a rough beta.
– There’s no pretty interface, as it’s the standard old psx4gp2x GUI. I will soon move over to allowing it to interface with a menu system.
– There’s no support for BIOS emulation (HLE) in this build, though it will be enabled in future releases. For now, you will need a PSX BIOS, either bios41a (I hear this is a great BIOS!) or scph1001.bin, but it MUST be named scph1001.bin (all lowercase) and be placed in the psx4gp2x directory where the psx4gp2x.gpe is.
– Save states may or may not work. Haven’t tested them yet.
– Memory card in-game saves should work.
– Lots of stuff needs tweaking.
If you really want to see how things improved, play Buster Bros Collection from the previous release and compare it to this one. I was playing a very nice game with this latest build with sound enabled (sounded good!), no interlacing, and frameskip 1/2 and it was great.
Remember this is based on psx4iphone private beta v0.1.2 which is implementing my modifications to frameskip. Some games get graphical glitches or prefer a certain frameskip setting. If you see a flashing black screen glitch, just change the PSX Cycle and make it lower until it goes away.
You will also notice that even on really high frameskips, especially in 3D games, things dont go much faster and are still fairly smooth. This is due to the way these games are programmed. Not all frames can be skipped in the render process, so sometimes a really high frameskip in these games gives a slight performance boost but still keeps things smooth. Help me find out what settings should be default.
Here’s a direct download link to psx4gp2x v0.1.2 beta/test build:
http://zodttd.com/psx4gp2x/psx4gp2x_0_1_2_t1.zip
Installation is the same as previous psx4gp2x releases. Fairly standard stuff, but since I dont have it all written out right now, I’ll leave it to experienced users.
EDIT: I’ve set up a psx4gp2x section in my very active forums at www.zodttd.com. Though it seems its pretty empty currently.
http://www.gp32x.com/board/index.php?showtopic=39811
You use the stylus to move your character (Reimu Hakurei) around, pressing the up button on the d-pad (right button) to shoot at the boss. The rest of your time is spent dodging bullets.
http://palib.info/forum/modules/newbb/viewtopic.php?viewmode=flat&type=&topic_id=4034&forum=9
Platdude found himself having to traverse some levels. Within each level were a set of Xmas trees, and he found that if he turned all of the Xmas tree lights on, he could get out the door.
http://palib.info/forum/modules/newbb/viewtopic.php?viewmode=flat&type=&topic_id=4032&forum=9
The goal of this project is to create a port of NetHack for the DS utilizing the unique features of the DS to create an easy-to-use NetHacking experience.
Changes:
Support binding R+[Up, Down, Left, Right].
Support binding the map panning functions to keys, just like any other command.
Support binding extended commands to keys.
The map can now be panned by tapping-and-dragging with the stylus.
Faster text rendering in menus, text windows, etc.
Implemented a clone of hpmon.
Added menucolors support.
Changed the palette files so they’re plain text, rather than packed binary.
Fixed a bug where one couldn’t enter additional chorded commands until the chord key (R or L) was released.
Fixed a couple tap-and-hold bugs in the command window.
Various keyboard mode fixes and enhancements
F1 now enters key config mode.
Fixed bug where you couldn’t toggle the keyboard off when holdmode and cmdwindow were both disabled.
Arrow buttons on the keyboard are now mapped to movement keys (this also works with number_pad mode).
Fixes for number_pad mode:
Setting number_pad in defaults.nh no longer causes NHDS to crash.
Direction keys in key config mode are mapped to the number keys if number_pad is on.
Repeat commands are triggered with ‘n’ if number_pad is on.
http://frodo.dyn.gno.org/~brettk/NetHackDS
A new snapshot version of PSP Tube is out. PSP Tube allows you to watch Youtube videos on your PSP.
Thanks to http://www.dcemu.co.uk for the news.
http://nekomimi.cafe.coocan.jp/wiki/?%CA%AA%C3%D6#a24210f3
Choice is a homebrew organizer & launcher for your PSP.
http://forums.qj.net/showthread.php?t=130292
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