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No Friction v0.1.0.1 (Pandora Game Port)

No Friction is a simple puzzle game – You control a rolling ball that has to collect the green dots and make it to the end of each level. The ball can only be sent rolling if it’s sitting still, and it only stops when it hits a wall; it can’t change direction once it’s moving. It sounds simple, but there are 20 progressively harder levels – only a master can beat them all, and piece together the code that reveals the solution to Level X. There is also a secret level, and the entrance is hidden underneath a breakable block somewhere in the game.

http://repo.openpandora.org/?page=detail&app=nofriction-friction-1397

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jvgs v0.5.0.0 (Pandora Game Port)

jvgs is a minimalistic platform game by Jasper Van der Jeugt. This game takes place in a world much like ours, which has started fading away. At a point where nearly everything has gone, a poet finds himself, alone in a strange world of danger. He starts a journey along the broken stream of thoughts that’s left.

http://repo.openpandora.org/?page=detail&app=jvgs

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Rick Dangerous II (WIP 1) (GBA Game)

Alekmaul just released a Nintendo DS remake of Rick Dangerous II and already works on a Gameboy Advance version. The game code is based on Foxy‘s Rick Dangerous II disassembly from the commercial Atari ST version, but also features enhancements to it. Gameboy Lovers, Alekmaul is back! 🙂

Hum what is that WIP 😛 ??

Thanks to Alekmaul himself for the information.

http://www.facebook.com/profile.php?id=100000452629706

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Gebabbel v0.4.0.1 (Pandora Application Port)

Gebabbel is a Qt4.3 Frontend for the famous gpsbabel (included in the pnd), a tool to convert GPS file formats back and forth. Gebabbel wraps the complexity of gpsbabel in a (hopefully) easy to use graphical user interface.

http://repo.openpandora.org/?page=detail&app=gpsbabel-gebabbel-15886

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Liquid War 5 v5.6.4.2 (Pandora Game Port)

Liquid War is a unique multiplayer wargame. Its rules are truely original and have been invented by Thomas Colcombet. You control an army of liquid and have to try and eat your opponents. A single player mode is available, but the game is definitely designed to be multiplayer, and has network support. This is the second port of this game to the Pandora, while this being the most recent one. Port by lunixbochs.

Changes:

No changelog

http://repo.openpandora.org/?page=detail&app=liquidwar

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Tetanus On Drugs v1.0.1.0 (Pandora Game Port)

Damian Yerrick’s Tetanus On Drugs is a Tetris game with a rotation twist. Ported to Pandora by lunixbochs.

Changes:

1.0.1: fixed background music

http://repo.openpandora.org/?page=detail&app=tetanus

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Forget Me Not v1.0.0.0 (Pandora Game Port)

Pandora port of Nyarla LabsForget Me Not, originally for iOS, Windows and OSX.

Indie games I like: Forget-me-not

http://repo.openpandora.org/?page=detail&app=forgetmenot.zxdunny.2994

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DaedalusX64 (Revision 736) (N64 emu for PSP)

DaedalusX64 is the continuation of the original Daedalus PSP port by StrmnNrmn and other contributors. It is a GPL Open Source project.

Release notes:

Revision: 473
Author: Salvy
[~] Simplified ObjLoadTxtr abit
Revision: 472
Author: Corn
[!] Optimized Yoshi memrect for a small speed up when moving
[!] Fixed compile warning in S2DEX
Revision: 471
Author: Salvy
[!] forgot this
Revision: 470
Author: Salvy
[+] Implemented S2DEX ObjRectangleR (untested, I can’t find any game taht uses it.. but it should work fine)
Note : All S2DEX funcs are now implemented, S2DEX is fully supported 🙂
Revision: 469
Author: Salvy
[+] Implemented S2DEX ObjRectangle (Pokemon Puzzle League is now playable) Note : You need a savestate to get in game
[!] Refactor S2DEX codebase (bye bye redundant code)
[!] Several clean ups in S2DEX
Revision: 468
Author: Corn
[!] fixing a blend to make sun rays transparent in XG2
Revision: 467
Author: Corn
[!] Semi fixed Extreme-G2 with a hack(does not clear zbuffer and uses setprimdepth on geometry)
[!] Made old TMEM implementation compatible with recent changes in S2DEX
[!] Big overhaul on Debug Dlist formating to make it easier to read
Revision: 466
Author: Salvy
[+] Implemented S2DEX ObjSprite (Bomberman 64 – The Second Attack! is now playable)
Revision: 465
Author: Corn
[!] Improved texture check accuracy for Yoshi
[!] small speed up for texture check
Revision: 464
Author: Corn
[!] Fixed broken sprites in Yoshi
Revision: 463
Author: Salvy
[!] Optimized Draw2DTextureR and Draw2DTexture
[!] Remove 4:3 viewport fix for S2DEX, no longer needed
Revision: 462
Author: Salvy
[!] Implemented proper sprite rotation (Fully fixes all the issues I had in Yoshi yay, also animations work now)
[+] Added blendmode for dust in Yoshi
Note : Rendering is now complete for Yoshi \o/
Note(2) : For some reasons one vertice is missing :/, will figure out later..
Revision: 461
Author: Corn
[!] Fix for TUC in OOT and MM
[!] Simplified S2DEX checks in GBI2
Revision: 460
Author: Salvy
[!] Videos, cut scenes etc are now rendered in Neon Evangelion, also fixes crash in intro, as well as several glitches in game.
PS: Rendering is now complete for this game 🙂
Revision: 459
Author: Corn
[~] some clean up in Audio List code
[~] some clean up in PSPrenderer
Revision: 458
Author: Corn
[!] Fix for Yoshi audio (tnx Salvy for tracking it down)
Revision: 457
Author: Salvy
[+] Implemented S2DEX ObjLdtxRect (Draws the Intro logo, (cool)command screen and HUD in Neon Evangelion)
[+] Enabled calls to ObjMtx and SubMtx ucode used by Neon Evangelion
[!] ALLOW GBI2 to use S2DEX ObjLdtxRect
Revision: 456
Author: Salvy
[!] Fixed crash in yoshi when pressing R
[!] Fixed 4:3 mode not working in S2DEX
Revision: 455
Author: Salvy
[+] Implemented S2DEX ObjLdtxSprite (this renders pretty much everything in Yoshi) – Yoshi is now playable \o/
Note : Sprites are inverted, will figure out later
Revision: 454
Author: Salvy
[+] Implemented S2DEX ObjMoveMem (Used for sprite rotation)
[+] Implemented S2DEX ObjLdtxRectR (renders text, smoke, and items in Yoshi)
[!] Replace texture->Touch() with texture->UpdateIfNecessary() in S2DEX (Corn)
Revision: 453
Author: Corn
[+] Add correct triangle culling for DKR (speed up)
[+] Blendmodes for DKR car slids and plane streamers
Revision: 452
Author: Corn
[!] proper blend for Mario Kart 64 (see balloons at race start among other things)
Revision: 451
Author: Corn
[+] Fixed texture update/purging with hash
[+] Added blendmode to MK64
[!] changed buttons in Debug Dlist single stepping frames->(SELECT) Exit debug->(HOME)
Revision: 450
Author: Corn
[!] Small speed up avoiding doing texture hash twice if a texture needs updating
[!] Avoid reloading textures used by S2DEX if still in use.
[!] Avoid scaling down temporary texture buffer below 128kB (should be ok for most games)
Revision: 449
Author: Salvy
[!] Allow GBI2 to use S2DEX ObjLoadTxtr
Revision: 448
Author: Salvy
[!] Fixed bgcopy
Revision: 447
Author: Corn
[+] Added hack for more thorough texture check in Yoshi
[!] WIP for S2DEX
Revision: 446
Author: Salvy
[!] Fixed Yoshi BG stretching in the edges (I’m sure BGCopy is now broken, I’ll fix it later :P)
[!] Use old texture update (temporarily)(slow as hell), pretty much to show up Yoshi BG is rendered perfectly

http://forums.daedalusx64.com/viewtopic.php?f=12&t=2640&start=0

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Block Dude (14-10-2011) (PSP Game)

Mid of October 2011 cmbeke released a remake of Block Dude, known from the TI-83 and TI-84 calculator. It includes all 11 levels and uses the same passwords as the calculator version.

http://wololo.net/talk/viewtopic.php?f=2&t=8991

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FeOS (WIP 1) (NDS OS)

Developer fincs is currently working on FeOS, an open source OS for Nintendo DS. Currently FeOS supports loading relocatable code, basic console I/O, ARM7 code loading support and a native libnds-based DS video API.

http://forum.gbadev.org/viewtopic.php?t=17761

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