The deadline for the PDRoms Coding Competition isGMT +1 23:59 2nd November 2003. As the deadline has not been promoted that good I will also accept entries from your TIMEZONE but the 2nd November and 23:59 stays same!!! – Kojote
I just released a bugfix update to my homegrown game Yahtzee. Here is whats changed:
- – fixed bug where if ‘Fives’ score was not filled in the game would still end if all the rest of the scoresheet was filled in- added a short delay when you roll the dice (in addition of it not rolling until you release the START button) as some people rolled twice by accident- fixed infinite yahtzee score bug. you could keep selecting yahtzee on the scoresheet for additional points on 2nd+ yahtzee.- removed dice roll SFX as it was causing problems after a few games, not sure why
You can download the release fromGP32Emu. Please leave any feedback, bugreports etc on the forum posthere. Thanks to Shotaway&Neomorpheus for giving feedback on the previous release.BTW: I just need to make one change to Darts and I will release a new version of that either later today or tomorrow.
Thomas Jentzsch, allready famous for homebrewn Atari 2600 games like Thrust and Jammed, released anther game. This time it’s a simple platform jumping game. You can get more details plus download at AtariAge.http://www.atariage.com/forums/viewtopic.php?t=36751
The guys at Shaken-Bytes updated their game LapiGP. The changes:
random game mode highscores sound bug fixed (damn GpRectFill…) new intro screen showing tileset info modifiable tileset
I just wrote down some fresh news regarding”Giana’s Return”yesterday. You can read those news at:http://www.gianas-return.de
Finally I fixed up the prizetable. Sorry for the delay but I was in talk with a company and the deal didn’t work out. On this place a big thank you toRocco/Liksangwho contributed another 30$ coupon to the allready avaliable prizes.http://www.pdroms.de/pdrc1-rules.php
Manuel ported an old classic arcade game from 1976 called”Ace”to the Atari 2600. More information can be obtained from the AtariAge-Webboards.http://www.atariage.com/forums/viewtopic.php?t=36450/
PCE Advance is now up to version 4.9, the changes:
Fixed lockup when no game was found.Optimized writes to yscroll reg.Added a little fade when entering the menu.Added Exit to normal PCEAdvance.Now saves config also when exiting.B-button is not recognised when leaving menu.
Scherzo stopped the work on NesterGP which was a NES emulator for the GP32. Thanks toGP32xfor the sad news. You can get Scherzo’s full comment on his page.http://www.sch3rz0.com/nestergp/index.php
Are you keen on a 2D Counter-Strike like game? RR4 is on the way to bring you such a game. Thanks toGP32xfor the news.
Notes concerning version 0.6: – the posting of the shootings is provisional, I do not have yet a pallet of definitive color… – in the same way for the players (you me etonnes), I must still do all the sprites of the 2 equipes. – idem for the chart, I use CS rips for this version, version ADIC will be made with not copyright?graphics (even if it means to arise 1 version ‘ classique’ of the play except ADIC, with original CS graphics) – the equilibrage of the weapons and the equipes is still to make, it may be that you die in less than 3 seconds on this version – I am conscious of the fall of the framerate at certain times of the part, and I already reper?ome parts of the code to be optimized – in this version, you are in the equipe anti terrorists, accompanied by 3 club-footed – you deal with the equipe terrorists made up of 4 club-footed – the weapons are selected aleatoirement at the beginning of the part (use Select to change weapon, the club-footed ones are on the other hand constrained to keep the same weapon all the part) – there is no yet objective other than to kill all the enemies (not hostages, or of bomb with desarmer) – the part acheve when you die or all the members of oneof the 2 equipes died (not of messages of congratulations or other) – you do not have for the moment that 3 weapons at disposal: gun, shotgun or machine-gun (in the final version, they more and better will be parametr? (a number of balls per salvo, time between each salvo, time of recharging, Nb of ammunition, ray of impact, etc…), and will include/understand grenades also) – the chart used is a chart of test (without any interest other than to allow me to test ‘ the invisibilit?well hidden blocks) – the enemy shootings are visible even if they are hidden by 1 wall, it will be corrected later – there is for the moment no graphic interface, approximately, I have even all graphics to make, but that will come 🙂