News
BlindAssistant vCF001 (PSP Application)

Blind Assistant is an attempt to realize a software that can help men and children that are blind or visual impaired. The software is designed to run not on complex and expensive hardware devices, but on simple and cheap devices as Sony Playstation Portable (PSP).

Blind Assistant uses Nanodesktop tecnology for windows environment, it is able to speak with the user using ndFLite, a porting of the speech synthesis engine originally developed by the Carnegie Mellon University and it is able to recognizes the name and the position of the people that are present in that moment in your room, using complex algorithms (as Intel EigenFaces, PentLand PCA or SIFT).

The face recognition tecnology is provided using ndOpenCV, a porting realized by the author of the program of the original Intel OpenCV libraries. Filippo Battaglia’s version of ndOpenCV improves the Intel code because the algorithms have been modified in way to use EMI (Enhanced Mathematical Interface), an API integrated in Nanodesktop system and written totally in assembly that is able to use Sony VFPU to improve the necessary computations.

Using EMI, we can obtain the necessary CPU power.

At the actual stage, Blind Assistant is able to recognizes the name and the position of a face, in a set of n different faces. In a second time, we’ll add other features as GPS support or collision avoidance.

The software supports the Sony GoCam webcam or the Eyeserver tecnology. It works on Sony PSP-FAT or Sony PSP-SLIM. The program is able to auto-update itself using wireless connections.

http://visilab.unime.it/~filippo/BlindAssistant/BlindAssistant.htm

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Quick Flasher v2 (PSP Application)

Quick Flasher is a simple application for Fat an Slims PSPs with custom firmware 3.71m33 and 3.80m33. This application gives you the possibility of keeping 5 themes in your memory stick and flash them wherever you want simply and confortably. Remember that this software touches files in flash0.

http://forums.qj.net/f-psp-development-forum-11/t-release-quick-flasher-theme-v2-for-cfw-380m33-133381.html

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PSPIRC v1.1.2 (PSP Application)

PSPIRC is a basic IRC client for the PSP.

Changes:

– No more lag/issue with IR keyboard !
– /notice message are now properly displayed
– Add /clear command

http://zx81.zx81.free.fr/serendipity/index.php?/archives/277-PSPIRC-IRC-Client-for-PSP-v1.1.2-keyboard-fix.html

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DScratch (22-01-2008) (NDS Application)

DScratch is a little audio manipulation software running on Nintendo DS, which ables you to play with an .wav audio sample, a recorded audio sample or even audio streaming from DS’s embedded mic; you can pitch, scratch, rewind, mute and apply effects on the sound. Moreover, DScratch sends MIDI through wifi connection, which ables you to control external applications, like a VJing software or audio sequencer, and can be motion-controlled.

http://gorgull.googlepages.com/home2

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Samba DS-Linux (NDS Application)

sonny_jim just finished porting SAMBA to DSLinux and it should be showing up on the official builds on Kineox shortly. This will allow you to connect to your DS using standard Windows Networking.

http://forum.gbadev.org/viewtopic.php?t=14901

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WireWorld DS v0.1 (NDS misc)

Release notes:

WireWorld DS is a DS port of a cellular automation under the same name.

So far it has:
– basic WireWorld implemented
– editor builtin

Well, it’s my first DS homebrew.

WireWorld has 4 states:
space – represented by black
wire – represented by gold
spark – represented by red
tail – represented by blue

Spark changes to tail.
Tail changes to wire.
Wire changes to spark if it’s surrounded by 1 or 2 sparks.

Even with so simple rules, it’s able to implement many stuff in it.

Thanks to whole #dsdev for helping me fix all the bugs.
Source code will be offered if anybody will want.

http://asiekierka.boot-land.net/wireDS.nds

http://forum.gbadev.org/viewtopic.php?t=14902

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Powder (Build 100) (NDS Game)

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.

After 5 years the coder Jeff Laid pulls out the 100th release of Powder. The game is available for Gameboy Advance, Nintendo DS, Linux, Windows and MacOS X.

Changes:

Remove flash when clicking on inventory items. (Richard Quirk)
Properly remove base item from inventory during drag. (Richard Quirk)
Creatures have only 30% chance of doing a last-ditch self-poly rather than always doing so. A bit less optimal from their point of view, but more playable from our point.
Dequipping items using drag-and-drop leaves the cursor at the source position, not the end position, as the end position isn’t where the item ends up anyways.
Verb List in the Command Menu now named Command Menu to be more clear. (Grothias)
Keybinding for the Command Menu, ‘V’, added, so you can restore your Command Menu if you drag it off without doing a full reset. (Grothias)
ActionBar settings should now be properly reset on every version upgrade, avoiding the embarassing bad settings seen in the 098->099 upgrade. (Richard Quirk)
FullScreen option changes to Windowed when you are already in Full Screen. (Kantaphon Tongmee)
Identify spell allows you to use the stylus to select an item.
Top row of ActionBar is mapped to F1-F15 on SDL platforms. (I don’t have a machine with F13-F15, so can’t confirm if they work) (David Damerell)
Top action bar shows up when in cast or command menu mode even if action bar is disabled. This is because it allows you to assign your F1-F15 keys.
Pressing F1-F15 during Command Menu or Zap screens will bind your current command/spell to the relevant slot, so there is no need to invoke your mouse.
Soul Suckers will properly target you when you are more than one square away.
When you look around with the stylus you will no longer replicate your original overlay icon. (Richard Quirk)
[DS] When I made [X] and [Y] remappable, I also accidentally swapped their meaning. Since the swap was done in the last month while the original meaning was around for 10 months, I’ve decided to swap them back. This means [X] is now Verb List, or [Start] equivalent, and [Y] is Inventory or [Select] alias. The rational is that the relative location of [X] and [Y] line up with [Start] and [Select] If you grew used to the swapped version, remember that you can remap them back by hitting [Select] in the Command Menu. (Matthew Rollins)
The Dip and Identify menus require you to chose a Checkbox or X button rather than just picking what you click on first. This allows you to explore your items with the stylus to figure out what you want to act on.
Moved the help icon to the top left which, thanks to the keyboard shortcuts, means hitting F1 gives you help.
Having a custom tileset will no longer cause you to revert to the classic tileset after ever load. (Matthew Rollins)
One new room.
Linux .tar.gz extracts into a powderXYZ directory rather than to the current directory, better matching the expectations of people on that platform.
Windows, DS, and GBA users now have a .zip format since .tar.gz can be hard to figure out on Windows platforms.

http://www.zincland.com/powder/index.php?pagename=release

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Powder (Build 100) (GBA Game)

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.

After 5 years the coder Jeff Laid pulls out the 100th release of Powder. The game is available for Gameboy Advance, Nintendo DS, Linux, Windows and MacOS X.

Changes:

Remove flash when clicking on inventory items. (Richard Quirk)
Properly remove base item from inventory during drag. (Richard Quirk)
Creatures have only 30% chance of doing a last-ditch self-poly rather than always doing so. A bit less optimal from their point of view, but more playable from our point.
Dequipping items using drag-and-drop leaves the cursor at the source position, not the end position, as the end position isn’t where the item ends up anyways.
Verb List in the Command Menu now named Command Menu to be more clear. (Grothias)
Keybinding for the Command Menu, ‘V’, added, so you can restore your Command Menu if you drag it off without doing a full reset. (Grothias)
ActionBar settings should now be properly reset on every version upgrade, avoiding the embarassing bad settings seen in the 098->099 upgrade. (Richard Quirk)
FullScreen option changes to Windowed when you are already in Full Screen. (Kantaphon Tongmee)
Identify spell allows you to use the stylus to select an item.
Top row of ActionBar is mapped to F1-F15 on SDL platforms. (I don’t have a machine with F13-F15, so can’t confirm if they work) (David Damerell)
Top action bar shows up when in cast or command menu mode even if action bar is disabled. This is because it allows you to assign your F1-F15 keys.
Pressing F1-F15 during Command Menu or Zap screens will bind your current command/spell to the relevant slot, so there is no need to invoke your mouse.
Soul Suckers will properly target you when you are more than one square away.
When you look around with the stylus you will no longer replicate your original overlay icon. (Richard Quirk)
[DS] When I made [X] and [Y] remappable, I also accidentally swapped their meaning. Since the swap was done in the last month while the original meaning was around for 10 months, I’ve decided to swap them back. This means [X] is now Verb List, or [Start] equivalent, and [Y] is Inventory or [Select] alias. The rational is that the relative location of [X] and [Y] line up with [Start] and [Select] If you grew used to the swapped version, remember that you can remap them back by hitting [Select] in the Command Menu. (Matthew Rollins)
The Dip and Identify menus require you to chose a Checkbox or X button rather than just picking what you click on first. This allows you to explore your items with the stylus to figure out what you want to act on.
Moved the help icon to the top left which, thanks to the keyboard shortcuts, means hitting F1 gives you help.
Having a custom tileset will no longer cause you to revert to the classic tileset after ever load. (Matthew Rollins)
One new room.
Linux .tar.gz extracts into a powderXYZ directory rather than to the current directory, better matching the expectations of people on that platform.
Windows, DS, and GBA users now have a .zip format since .tar.gz can be hard to figure out on Windows platforms.

http://www.zincland.com/powder/index.php?pagename=release

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Jump N Bump v1.51b (PSP Game Port)

MK2k has just submitted his updated package of Jump N Bump, which now supports 1.0 and 3.x additional to the 1.5 kernel.

This is a game for the whole family. You are cute fluffy little bunnies and hop on the other bunnies’ heads.

At the beginning you are in the menu, where you have to jump over the tree trunk if you want to play and walk right. Then you’ll enter the arena. The aim is to jump on the other bunnies’ heads…

http://pdroms.de/files/1495/

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Heartlight PSP (Xmas Preview) (PSP Game)

MK2k has just submitted his updated package of Heartlight PSP, which now supports 1.0 and 3.x additional to the 1.5 kernel.

Written in C using SDL, Heartlight PSP is a clone/remake of the classic Epic Megagames’ Heartlight, developed by Chaos/xLand Games originally released in 1994, since 2006 under a Creative Commons license. Get the original at http://www.classicdosgames.com/epic.html

Goal: Get Percival the dwarf collect all hearts in each level and reach the open door. Sounds easy? Well, let 20 X-Mas Levels teach you the opposite.

Thanks to MK2k for the release.

http://pdroms.de/files/1448/

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