Gameboy Advance News
NEO Summer Coding Contest 2008 (GBA misc)

The Neo-Guys are holding another Summer Coding Competition. Deadline is 20th August 2008. Systems permitted are GBA, NDS and PSP.

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The rules of NEO Spring coding contest 2008:

[1] All original entries will get +5 “original score ” , but the second entry (same project from last contest but improved, and just enter one more time again ) will don’t get any “original score” in this contest.

[2] With this contest we will keep to use the new judge way still — everyone can become the judger! You just need test all contest entering and submit your very detailed test report to us , and you must give out your own top 10 winner judgement, from here you can find the “TOP REVIEWER” sample — http://www.neoflash.com/forum/index.php/board,108.0.html

We will keep the new award — “NEO TOP REVIEWER” too, we will check all review reports and choose top 6 from NDS division and top 6 from PSP division too, so will have 12 top “NEO Professional Reviewer” will get our prize.

[3] The No.1 winner from last Neo contest can’t use their same project (even it has updated a lot) to enter this contest again.

[4] You can enter the PSP/NDS/GBA’s GAME contest and APP contest at the same time, without any limit.

[5] You must put the splash screen of “NEO Summer coding contest 2008” to your production.

[6] If your production have enter other contest before, you can enter this NEO contest still.

[7] If your project can support NEO Motion function, then you will get +5 “Motion Score”.

[8] You don’t need public your source code, but if you can PM to us for refer will be welcome.

The top 10 prize list for NDS(GBA) and PSP contest,4 divisions are same:

The No.1 : US$300 cash , OR choose anyone item from the final NEO product prize list.

The No.2 : US$200 cash , OR choose anyone item from the final NEO product prize list.

The No.3 : US$100 cash , OR choose anyone item from the final NEO product prize list.

The No.4 ~ No.10 : can choose anyone item from the final NEO product prize list.

The top 12 NEO Professional Reviewers (6 from NDS/GBA division and 6 from PSP division) can choose anyone item from the final NEO product prize list too.

Thanks to http://www.dcemu.co.uk for the news.

http://www.neoflash.com/forum/index.php/topic,5206.0.html

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HVCA v1.40 (NES emu for GBA)

HVCA is a Nintendo Entertainment System emulator for Gameboy Advance.

Thanks to http://www.1emulation.com for the news.

http://mc68882.s53.xrea.com/agb/

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Happy Birthday GBAdev.org (misc)

GBAdev.org the main heart of the english homebrew Gameboy Advance scene (and now also the Nintendo DS scene) is having birthday and turns eight years!

Congrats from the whole PDRoms staff!

http://gbadev.org/index.php?showinfo=1366

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NGPAdvance v0.1 (NGPC emu for GBA)

FluBBa released a NeoGeo Pocket Color emulator for GBA.

Release notes:

New emulator! Woho! Well just like the Wonder Swan emulator this is really slow. It doesn’t support any kind of saving so some games won’t work correctly or at all. Other games have graphical glitches and are really slow. Some games doesn’t work and it’s really slow. It is indeed slow but there are a few things you can do to speed it up a little bit. You can turn off the Z80 for some games (experiment when to turn it on/off) and you can lower the clock of the TLCS-900 cpu.

*First release most things implemented except flash/save..

Thanks to http://www.1emulation.com for the news.

http://www.ndsretro.com/gbadown.html

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Powder (Build 106) (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. Author of this piece of software is Jeff Lait.

Changes:

Updated 32×32 icons from Ibson the Grey that have the new weapons.
Describe Ricochet. (Malte Helmert)
Extra regen for being full occurs even if you have a ring of regeneration worn. (Malte Helmert)
Regenerating magic when hungry occurs deterministically. (Malte Helmert)
Sleeping creatures are not damaged by light attacks.
Creatures who can’t eat won’t be hungry or full, regardless of pre-poly state. (Tobias Pierce)
Port to the GP2X by David Parker, done original for version 104, has now been rolled into the official build process. (David Parker)
Fix a type mismatch passing a structure as a pointer (!!) which surprisingly only caused problems on some platforms. (Peter Roozemaal, with patch)
Attempted to move all systems to va_copy – I hope I’m not longer using any old enough compilers that complain. Apparently MSVC still lacks va_copy. (Peter Roozemaal)
Some liches were locked up in a secret room as a temporary measure until I do a proper fix for AI opening doors. (The Rani)
Pushing a boulder against another boulder now has a full stop. (FEG)
Remove redundant to in bind soul description. (David R. Shultz)
Anachronistic reference to jello replaced by jelly. (R. Dan Henry)
Improved message for losing water walk (R. Dan Henry)
Pax will now grant Endure Hunger and Teleport. Tlosh will grant Preserve. Klaskove will grant Blunt Weapons. (R. Dan Henry)
+10 flaming swords have been overpowered because the +10 counts as a pure damage bonus to both the flame and regular sword attack, effectively giving +20 damage. To mitigate this, enchantment bonus is now only added to the base sword damage, not any bonus artifact or fire damage. Further, the enchantment is rolled against so you get +1d10 damage rather than +10. This doesn’t effect +1 weapons, but provides a sliding penalty for the overpowered weapons tossed around by H’ruth.
Fixed source code comment that lied about ways to charge lightning rapiers. (Adam Boyd)
You can really eat water elementals now. I hope.
There is now a mini icon for the rapier. It is the same as the sword in all builds but Ibson the Grey. You may guess who motivated this inclusion. (Ibson the Grey)
The Leather Helm now has its own tile icon so you can tell it apart from iron helms on the dungoen floor. (Jan Milewski, Ibson the Grey)
Speaking of which, the Ibson the Grey tileset has caught up to all the current tiles and also sports distinct male and female clothing.
Casting wizard eye and possess will now be noticed by the gods. (R. Hamaker, Bridget Farace)
When you choose a god or forget a spell there is now a confirmation.
Your current god is reported when you level up. (Meddyan)
An entry on the wiki was ret-conned to be correct.
Skills and spells don’t show up in the intrinsic list if they’ll show up later anyways. (R. Dan Henry)
Torches classified as weapons rather than misc, so thus should no longer change their properties when artifacts become or unbecome being torches. (David Damerell)
Jumping will noise your feet as expected.
After you have filled your highscore list, you will get the option to pick a starting god to avoid having to start-scumm to get equipment suitable for different gods. (Derek S. Ray)
Option to pick a random name. (Sam Goldfield)
Firing upwards with ice/fire wand no longer affects the square you are on.
You can now zap lightning rapiers. (Bunnyriffic)
Special rooms now have their doors flagged so creatures will not open them until you do – this should avoid out of depth creatures wandering the dungeon and killing you. (Derek S. Ray, Brendan)
Remove forbidden double knowledge from description of bleeding wounds skill (David R. Schultz)

Note: While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading.

Thanks to http://www.dcemu.co.uk for the news.

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

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Anguna v0.95 (GBA Game)

Anguna is a Gameboy Advance homebrew game created by Nathan Tolbert, featuring art by Chris Hildenbrand.

It is a short but exciting action-adventure game, reminiscant of the original Legend of Zelda.

Anguna includes:

5 dungeons and a large overworld to explore
Multiple weapons and items including: a sword, bow & arrows, bear traps, dynamite, lantern, magic boots, and more
Many hidden rooms, secrets, and powerups
Lots of interesting enemies and boss monsters

Anguna is available as a free download. To play it, you will either need to play it on a gameboy advance emulator, such as Visual Boy Advance, or write it to a writable gameboy cartridge. Alternatively, you can download a windows installer from here which includes everything you need to play Anguna on windows.

For those that are interested in obtaining a physical cartridge of Anguna to play on their Gameboy Advance, please contact the author, and for the price of the writable cartridge (which varies between $10 and $15 dollars, depending on what is available) plus shipping. It will be written to a cartridge and sent to you.

Changes:

-fixed viewing map in caves would lock up game

Thanks to Nathan Tolbert, the author himself, for the news via http://www.pdroms.de/phpbb/viewtopic.php?f=6&t=452 where you can also discuss about this marvellous game.

http://www.tolberts.net/anguna/

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Anguna v0.94 (GBA Game)

Anguna is a Gameboy Advance homebrew game created by Nathan Tolbert, featuring art by Chris Hildenbrand.

It is a short but exciting action-adventure game, reminiscant of the original Legend of Zelda.

Anguna includes:

5 dungeons and a large overworld to explore
Multiple weapons and items including: a sword, bow & arrows, bear traps, dynamite, lantern, magic boots, and more
Many hidden rooms, secrets, and powerups
Lots of interesting enemies and boss monsters

Anguna is available as a free download. To play it, you will either need to play it on a gameboy advance emulator, such as Visual Boy Advance, or write it to a writable gameboy cartridge. Alternatively, you can download a windows installer from here which includes everything you need to play Anguna on windows.

For those that are interested in obtaining a physical cartridge of Anguna to play on their Gameboy Advance, please contact the author, and for the price of the writable cartridge (which varies between $10 and $15 dollars, depending on what is available) plus shipping. It will be written to a cartridge and sent to you.

Changes:

-fixed room in desert dungeon where you could walk off the top of the screen using boots
-fixed issue where exiting overworld areas diagonally didn’t
transition to next area
-removed tree with missing trunk from overworld
-fixed random pixel palette swapping in main menu when you toggle between new game/continue
-added collision at south end of large river, to avoid walking off edge of world
-enemy database now clears when new game selected

Discussion: //phpbb/viewtopic.php?f=6&t=452

http://www.tolberts.net/anguna/

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ReBoy v1.0 (Alpha) (GBA Application)

ReBoy is a 7 channels 16 steps sample based sequencer for the GameBoy Advance.

http://pouet.net/prod.php?which=50652

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S3M Plus (GBA Application)

Aiken did some more work on his SM3 player.

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I finally cracked my head and decided to re-write the sound mixer (not the routines) and now I have ANOTHER S3M player. Though it doesn’t take RAW files, it works pretty well and works a lot like Krawall (eg. modules.s, samples.s, modules.h, gS3MPlaySFX, etc.).
Though it’s a bit slower than Krawall, this mixer mixes at a higher quality (18157Hz), which I have optimized until I cracked my head and realized there WAS no room for optimization. >.<" So, yeah. Enjoy guys. (READ THE README FILE FOR INSTRUCTIONS! Lol.)

http://gbadev.org/demos.php?showinfo=1363

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Nicky Boum 2 v0.2.0 (GBA Game)

Nicky Boum 2 is the successor of Nicky Boum.

http://cyxdown.free.fr/nicky/

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