Nintendo DS News
A new beta release of PALib is here, it’s a programming library useful for mostly game coders.
Changes:
Warning: BETA, may contain serious bugs due to massive changes
[Makefiles] I Added two makefiles in the PAlib source so now ‘make’ works again.
(Only concerns linux user, windows user can just continue to use the .bat file)
[PA_Locate] I put back that function into PA_Stuff.c
[PA_16cPutPixel] It now ‘sets’ the pixel instread of just making a logical-or (|)
(May be slightly slower, please report back about it, so we can decide about changing it back)
[UserInfo] Fixed Personal Message and Name
[Keyboard] PA_InitCustomKeyboard fixed (It still used the old PAlib-Keyboard structure name)
[PAlib] Removed the Blank array and replaced every DMA_Copy it was used by with DMA_Fill
(What a memory waste, 260000 Bytes just for zeros…)
!!! Because the Blank array was used all over the PAlib sources, it may be that the alternative
!!! solution doesnt work as expected
!!! Mainly affected by this are background Clean & Init functions
[Examples] /Bitmap8-16bit/Fake16bit: replaced ” with ‘/’ in the #include to gain compatiblity with linux …
[Examples] /Sprites/Effects/ DrawOnDblsize & DrawOnSprite: replaced Blank with NULL
http://forum.palib.info/index.php?topic=7048.0
Remote Touch DS; mouse and keyboard from your DS!
Release notes:
– Media Control Extended (MEX) – good for Media Center or similar.
– Keyboard fully calibrated and working with key press sound for comfort.
– Remote restart or shutdown of your computer – good for those late night movie sessions where you just want to shutdown your computer directly from the comfort of your bed.
– Added support for a “rtds_settings.txt” config-file on your cartridge with connection data – look in README.txt for more info.
http://forum.gbadev.org/viewtopic.php?t=16687
a128 released a video of a racing game he is working on for the Nintendo DS.
Quote:
I posted some videos of a racing game for the Nintendo DS I developed in 2008. The game runs in 60 FPS, the video quality is bad because I have a cheapo cam. Some game elements are inspired by Mario Kart DS. I will finish this game in a few month, after i did the sequencer Seno DS.
Link: http://a128.blogspot.com/2009/06/videos-of-racing-fun-ds-nds-2008.html
http://forum.gbadev.org/viewtopic.php?t=16728
Mr. Single Game Arcade emulator for Nintendo DS, Copper, brings us Mr. Do and variants, if you do own the appropriate ROM images, which are not inculded with the emulator.
Supported ROMs:
Mr. Do!
Mr. Do! (prototype)
Mr. Do! (Taito)
Mr. Do! (bugfixed)
Mr. Lo!
Mr. Du!
Yankee DO!
Mr. Do’s Castle (set 1)
Mr. Do’s Castle (set 2)
Mr. Do’s Castle (older)
Mr. Do vs. Unicorns
Do! Run Run (set 1)
Do! Run Run (set 2)
Do! Run Run (Do’s Castle hardware, set 1)
Do! Run Run (Do’s Castle hardware, set 2)
Super Pierrot (Japan)
Mr. Do’s Wild Ride
Jumping Jack
Kick Rider
Thanks to http://www.nintendomax.com for the news.
http://www.dev-fr.org/index.php/topic,4246.0.html
Touch the screen next to flamethrower storage to acquire a flamethrower. Once you have a flamethrower, press A and let things burn!
Changes:
-hangun
-second carry on weapon
-missile does’nt fly all the way around if you click at an angle of greater than 384
http://forum.palib.info/index.php?topic=7413
XM7Play by sverx is a simple XM player based on libXM7. It plays XMs and most common format MODs with up to 16 channels directly from your FAT memory card.
http://forum.gbadev.org/viewtopic.php?t=16722
libXM7 is a C library to play XM modules on Nintendo DS using only ARM7 resources (thus freeing your ARM9 from that task).
The use of XMs as a background music in your games allows much more flexibility compared to the old MOD format: more channels, multisample instruments, envelopes, panning and so on. In addition, the XM format is very well known and widespread among composers who compose music using their favourite tracker. Moreover, the reproduction of the tune will not use ARM9 resources as all the necessary elaboration is carried out by the ARM7. With LIBXM7 all you have to do is load the module and fire.
Changes:
[add] Instrument panning envelope is now supported
[add] Instrument ‘auto’ vibrato is now supported
[add] Amiga frequency table mode (MOD native mode) is now supported
[bug] Effect Hxy (slide global volume) now has memory effect
[bug] Effect EDx (note delay) now retrigs last note and his envelope when specified on a ’empty’ line
[bug] Effect E9x (note retrig) now retrigs instrument envelope too
[bug] Effect Lxx (Set volume envelope position) now starts working in the first tick
[bug] Instrument finetune parameter 3 LSB are now ignored, as in FastTrackerII
[XM7_LoadXM() ARM9 XM loading function:]
[bug] XM7_LoadXM() now doesn’t fail while loading XMs containing multi-sample instrument with 16bits samples in it
Discussion: http://forum.gbadev.org/viewtopic.php?t=16722
http://wcms.teleion.it/users/cgq/nds/libxm7/
GameUP is a new utility for Nintendo DS that conclude the trilogy of Mik’s Up-Series homebrews (together with OsUp and SkinUP). This new program allows you to take ever your homebrew game archive up to date, giving the possibility to download all the best not-commercial games of the amateur scene. This homebrew works on all the flashcards that support the DLDI due to the direct access to the microSD that GameUP needs (for more info, check out the FAQ section).
Changes:
* New more clear font
* At the fist startup, GameUP will create a folder (in the root) that will be used to manage all the files Gameup needs (no more bmp and txt files spread into the card)
* Fixed a bug in listing game (repetition of some elements when print out a small list after a bigger one)
* New uploaded games are marked even on the DS through a small green mushroom next to their name into the list so you can see immediatelly what’s new in the game’s archive.
Thanks to http://www.nintendomax.com and http://www.gbarl.it for the news.
http://gameup.supercard.fr/index.php?lang=eng
Cobain updated his homebrew game project Closed to v1.7.
Thanks to http://www.nintendomax.com for the news.
http://www.kracus.eu/index.php?id=8
The R6 stores a .SAV file for the last played game in the directory of the next chosen game and this directory may well change, which leads to a savefile that cannot be found by it’s corresponding game. This is a problem for each user who likes to store games in different directories, for example in order to sort them by genre or year.
R6 Save Relocator automatically finds deserted .SAV files on your Neoflash R6 and tries to find their correct location and moves them back there.
If R6 Save Relocator just finds one deserted .SAV file for a game, it moves that .SAV file automatically. If it finds more than one .SAV file, the user may select the one that should be used and can either choose to keep the others or delete them from the R6.
The current move is actually a copy and delete afterwards. This is because libfat doesn’t unfortunately support the rename function. Feel free to update the sources if you like!
http://www.mk2k.net/serendipity/index.php?/archives/28-R6-Save-Relocator-1.0.html