News

Squish Em (06-12-2007) (A2600 Game)

vdub_bobby has updated “Squish Em”.

Release notes:

Update!

Biggest change is the music! All four musical cues are in: beginning a game, starting a new life, reaching a new level (i.e., every 16 floors), and grabbing a suitcase. Though the new-level music comes in one floor too early. Also got the background wah-wah-wah-wah sound in as well. These sounds translated very well from the A800, I think they sound pretty good.

I played around with the pocka-pocka sound for when you are moving/climbing, but I couldn’t get it to sound right and I can’t quite figure out how they get that exact effect in the A800 game – I found the notes for that but I can’t find where or how they vary the volume (or?) to get the “pocka” sound. I’ll keep digging.

I also fixed the collision detection, now you won’t die if you hit a suitcase/bonus item from underneath.

Source and binary are attached in the zip file.

EDIT: I almost forgot! The legs-up and dying/falling sounds are in as well. They also translated very well, especially the legs-up sound. The dying one not so well, though it’s close enough that I’m cool with it.

Basically, I’m running into two problems with translating the sound: First, the Atari 800 pure tones are divided down from 64 KHz (is that exact?) while the 2600 pure tones are divided down from 31.44 KHz. So it’s sort of close to half the frequency, so if I divide the frequencies in half then the result is pretty close. Of course, when I divide the frequencies in half I also lose a bit of precision, so it I’m losing accuracy in two ways. The other problem is that the A800 can divide it’s base frequency by 1-256, while the 2600 only can divide by 1-32. This hasn’t been a problem as much as I thought but, for example, the falling/dying sound is not nearly as smooth on the 2600 since if I change the frequency as fast as the A800 does I quickly run out of frequencies! I might look into some trickiness with switching to a different AUDCx value to get some lower frequencies, but I think it sounds OK right now so it isn’t a priority.

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ScummVM GP2X SVN Test Release (04-12-2007) (GP2x misc)

DJWillis let Guyfawkes of http://www.emuholic.com know that he has released a new test release of the port of ScummVM to the GP2X.

Here are the release notes:

To coincide with the open testing requests for DreamMaster’s new Lure of the Temptress engine and the recent testing requests for additional games using the AGOS engine I have done a quick SVN build of ScummVM for the GP2X.

This should also serve as the first testing pre-release of the upcoming version of ScummVM (due early next year).

Bug reports welcome on any supported engine or aspect of the port. Please put them in the tracker (or at least on the GP2X ScummVM forum) or they really stand very little chance of being fixed 🙂

Both the F100 and F200 (touch screen) are fully supported but as usual this build is, as yet, untested due to the fact I lack a GP2X.

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Read Japanese v0.089 (Beta) (PSP misc)

This application tries to improve your Japanese reading skills.

Changes:

-change background for session in options menu
-options menu added
-on startup, a random background is loaded
-first installment of Kanji learning
-English translation for Kanji added
-added code to prevent doubles while training kana
-switch from heartbeat mode to statemode
-Complete Set of new Graphics and Pictures
-tons of minor bugfixes

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PSP Filer v4.5 (PSP Application)

Mediumguage has done it again! PSP Filer a file explorer with few extras has been updated.

Changes:

general:
– added French and Serbian mode.
– reduced EBOOT size.
– added a column to rip UMD – see “” section in readme.english.txt.

filer:
– fixed a bug that some kind of zip format could not be extracted. (warning: Filer still does not support encrypted zip)
– fixed a bug that some kind of mp3 could not be played.
– added a directory-size calculation mode. use L key to toggle (6 patterns): drawn by bytes, Kbytes, Mbytes, by bytes (with directory), Kbytes (w/d) and Mbytes (w/d)
– changed default directory color into 00FFFF.
– changed specifications when aborted UMD ripping, to remove the unfinished ripped file.
– added a feature to show FW version and whether the PSP is slim or not in HELP screen. (even if running on PSP slim, under FW version less than 3.71, it is considered as a normal PSP)
– added a feature to use extra 32MB memory for RAMDISK if PSP slim. (test version)
– added a feature to view extra 32MB memory by memory viewer if PSP slim.
– added a feature to see memory usage occupied by RAMDISK files on RAMDISK device info.

text viewer:
– fixed a bug that a file larger than 2kb in CSO file could not be drawn correctly.

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SD-BOOT v0.1 (GC Application)

News from theskeen.com:

Resident coder Emu_Kidid has released one fantastic piece of homebrew software. SD-BOOT allows you to boot homebrew and your legal backups using a SD -> GameCube adapter like the SD-Gecko. You can find more information and help test the software and add to the compatibility list by visiting it’s official release thread.

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Pocket PC Section – open now! (PPC misc)

During the past two days, we have opnened a Pocket PC section. We are proud to announce it’s official opening with 50 downloads. Please provide the creators with feedback and donations if possible.

Have fun!
Your PDRoms-Team

P.S.: Blame Mollusk for this 😉

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iPhysics v0.8 (iPhone Game)

You play with crayons and physics. The goal of the game is to move the red ball so that it collects the stars. You can cause the red ball to move by drawing physical objects.

Changes:

Multi-segmented lines!
Background music!
Foreground images in levels (masks)
Targets can be defined to send the player to another level, and now you can have multiple targets, and only when all of them have been touched the game continues.
Possibility to create joints on balls and targets

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