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STPPWii v0.1 (Test) (Wii Game Port)

STPPWii is a port of “Simon Tatham’s Portable Puzzle Collection”, based upon Ledow’s GP2X SDL port.

Further release notes:

There are bugs aplenty, and the documentation sucks, but the puzzles are mostly playable. Main issues are mouse droppings here and there. I will improve the documentation shortly; in the mean time you are welcome to mash buttons merrily.

Unzip all to /apps/stppwii and you’re good to go.

You will need a classic controller and/or a keyboard as well as the wiimote. Basic mouse functionality is via the wiimode (a, b, 1/2 for left, right, and middle-click) – classic controller buttons are all used for various functions.

The music files are huge: get them from here: [ledow’s site] – they are optional of course.

I’m setting up Google Code hosting for this project and will get the source hosted there soon; until then you may download the zip file from here.

If anyone knows why 7-zip upload fails every single time I try it here, please let me know! I’d love to host the files with 7-zip – the executable is too big for regular zip (2 MB limit)…

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Neko Project II Wii v0.1 (Beta 3) (NEC PC-9801 emu for Wii)

Neko Project II Wii not to be confused with Neko Project II!

Neko Project II Wii is a port of the PC-9801 (PC98) emulator, Neko Project II. It was brought to life by the fantastic progress on the SDL-Wii port by Tantric. Neko Project II was originally written by YUI.

Further release notes:

When you start Neko Project II Wii, you will be presented with the main menu. Load a disk and run! USB Keyboards are now supported too!

There are 2 files that are required by Neko Project II Wii. This is the font.bmp file, and the x68kfont.rgb file. They must be placed in SD:/PC98/DATA/ as font.bmp and x68kfont.rgb, respectively. x68kfont.rgb is included in this download, but font.bmp is not, for legal reasons. Floppy and Hard Disk images must be stored in SD:/PC98/ROMS/

To get the last built version, there is a directory on the Neko Project II Wii Git called np2hbc. Copy this to SD:/apps/ and put the files required by Neko Project II Wii on the SD card, and go!

In order to build Neko Project II Wii, you will need the latest devkitPro, LibELM, µSync, and libwiikeyboard.

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LibELM v1.4 (Wii misc)

LibELM is a FAT driver, like libfat. However, LibELM is based on the amazing ELM FatFs driver by ChaN. LibELM has a devoptab so you can use stdio functions (fopen, fread, etc.)! Directories and LFN filenames are supported! Completely usable for everything! 1.3 is the True Final release, if there are any bugs, please report them on the talk page, and I will fix them A.S.A.P.

LibELM is Wii only at the moment, and supports SD card, USB stick, and should support SDGecko, but SDGecko has not been tested.

In order to use LibELM, you must also have uSync linking with your project (unless you disable reentrancy). You must also call uSyncInit() before using LibELM!

Release notes:

1.4 is now out! Many bugs should be fixed, and several new features have been added. Check it out. Requires the latest uSync and has a version header too.

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uSync v0.2 (Wii misc)

µSync is a small, lightweight mutex/synchronization library written in C. It is meant to be as small and fast as possible. It is used in LibELM for reentrancy support, but was released as a separate library, as it may have other uses.

Changes:

Added a Makefile for BootMii, and a small header for version detection

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Santas Sacks v1.0 (iPhone Game)

Santa’s Sacks is a festive two player game. Each player will take turns to remove as many sacks as they like from a single row. The winner is the player that removes the last sack.

There is a way of winning every time. So it could be a nice way of winning a free pint when challenging friends and family.

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Kumpa (Android Game)

K’UMPA is the ancient Inca word for “ball.” In the game K’UMPA, you control a ball and move it through the dangerous labyrinths of an ancient Inca temple. With the help of the gods, ancient spellcasters have protected the sacred place inside the temple complex from being entered by faithless pagans. To advance into the deeper levels of the temple, you need to activate enough energy fields in the area you are exploring to be teleported to further parts of the Inca temple. But beware – the ancient god Hawcha will punish tardiness in exploring the temple on pain of death.

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