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This game was inspired by the old game PipeMania, although it changed a lot during development. Your task is to cool down the ball coming from the start field. 100 levels, increasing difficulty, pipes in 4 colors, special tiles, multiple balls.
http://dl.openhandhelds.org/cgi-bin/dingoo.cgi?0,0,0,0,25,411
Added Sep 6, 2010, Under:
Caanoo
Ken’s Labyrinth is a first-person shooter DOS game, released in 1993 by Epic Megagames (now called Epic Games). It was mostly coded by Ken Silverman. Ken’s Labyrinth is graphically similar to id Software’s Wolfenstein 3D in that the levels were designed using a grid-based plane, resulting in perpendicular walls and textureless floors and ceilings. Arguably its most astounding feature was the existence of interactive sprites and textures, like slot machines.
http://dl.openhandhelds.org/cgi-bin/caanoo.cgi?0,0,0,0,30,491
Added Sep 6, 2010, Under:
Caanoo
Warehouse Panic is a time management stress game where you have to divide your attention between junction points in a warehouse as you sort the hordes of oncoming crates.
Crates are delivered from trucks and it is your job to sort them to their correct destination based on their color. Sounds easier then it is.
http://dl.openhandhelds.org/cgi-bin/caanoo.cgi?0,0,0,0,25,492
DaedalusX64 is the continuation of the original Daedalus PSP port by StrmnNrmn and other contributors. It is a GPL Open Source project.
Changes:
[+] Adaptive audio matches sample rate to frame sync% in advanced menu (tnx Salvy for menu options)
[+] New DMA transfer mode using VFPU
[+] 16bit screen mode as compile option on Config/Release/BuildConfig.h (taken from Kreationz patch)
[~] Minor fixes for Audio
http://forums.daedalusx64.com/viewtopic.php?f=12&t=2640&start=0
Sound Way is based on a Nintendo’s Electroplankton minigame. You can interact with arrows to create a melody in differents music scales. The game don’t have any goals and targets, only music, the universe and you.
Thanks to http://www.nintendomax.com/viewtopic.php?t=12404&f=19 for the news.
http://www.palib-dev.com/forum/index.php/topic,700.0.html
Woopsi is a Nintendo DS GUI library for rapidly creating user interfaces for homebrew software. Modelled after the AmigaOS windowing system.
Release notes:
Woopsi 0.99.4 is now available. It now has its own website, which contains the latest release:
http://woopsi.org
Woopsi development has moved from SourceForge/SVN to BitBucket/Mercurial, so the sourcecode repository can now be found here:
http://bitbucket.org/ant512/woopsi
This latest release mainly includes bugfixes.
Fixes:
– All makefiles no longer create .ds.gba and .sc.nds binaries.
– Fonts include doxygen comments.
– Amended return type of some font properties (Lakedaemon).
– Reorganised PSD and BMP files.
– Prevented demo build process from unnecessarily including BMP files.
– Fixed divide by 0 when content size is 0 in SliderVertical and SliderHorizontal::resizeGrip().
– SDL fixes.
– GraphicsPort maps between co-ordinate systems more accurately; fixes clipping problems.
New Features:
– Built with devKitARM r31/libnds 1.4.5/default ARM7 0.5.14.
– Setting MultiLineTextBox’s max rows to -1 forces it to retain all text.
– Added getCharTop() to font classes.
– Various minor .NET tool improvements.
– Added Gadget::checkCollision(Rect&).
– Added drawBaselineText() to Graphics and GraphicsPort classes (Lakedaemon).
– Added freetype outline font class (Lakedaemon).
– Added Install.bat install script for Windows users.
– Python bmp2font script updated to match output of .NET tools.
Thanks to http://www.nintendomax.com/viewtopic.php?t=12392&f=19 for the news.
http://forum.gbadev.org/viewtopic.php?t=14332&start=75