Nintendo DS News
Mankind’s oldest enemy, the decimal numbers 1 to 5 have launched another audacious attack and it’s up to you to stop them. They have one weakness – they self destruct when they are combined to make the number ten. Select numbers with the stylus and make tens to save the world.
How to play:
– Numbers have to be on the same horizontal line and add up to 10.
– All hope is lost when the numbers break through the top of the screen.
Changes:
– Power up tiles – plus, minus and bomb.
– Difficulty level select.
– In game levels – numbers advance faster the higher the level you’re on.
– Basic scoring.
http://forum.gbadev.org/viewtopic.php?t=16312
Infantile Paralyzer updated his his legendary shell application “MoonShell”.
http://mdxonline.dyndns.org/2009/01/moonshell-version200-beta4.shtml
Copete23 released a demo of his platform game Evelonth.
Quote:
Hello, after much suffering here I leave my additions as coder, this is my new project, Evelonth, this is the demo of the first chapter, as I have decided to divide it into chapters, which I will create (if you like, of course). however, this demo is not the whole chapter.
Thanks to www.nintendomax.com for the news.
http://nds.scenebeta.com/noticia/evelonth
Copper has released an Arcade machine emulator, specialized in emulating 1942.
Release notes:
– First release
– Compiled with libnds 1.3.1
– The rom file is unzipped automatically by the emulator
Thanks to www.nintendomax.com for the news.
http://www.dev-fr.org/index.php/topic,4032.msg38529/topicseen.html
maRk2512 updated his remake of the Amiga game Stone Age.
Changes:
Press X + L to restart the map.
http://forum.palib.info/index.php?topic=6355.0
XM7Play by sverx is a simple XM player based on libxm7.
Changes:
1st: Now it loads also squeezed XMs. No more loading errors, hopefully. 🙂
2nd: It includes a little sample optimizer (well, I’m still working on it…) that optimizes samples that would probably have detuning problems (or even don’t play at all) if played without manipulation. (You can temporary disable the optimizer by holding L or R key while pressing A to play a module, this way you can hear the differences)
3rd: It uses libnds 1.3.1 . Well, not so important for you, actually 😉
Very important: If you use this tool to test the XMs you want to use in your homebrew and you read that a sample has been optimized, then optimization of the sample directly in the XM is recommended so that libxm7 can play it properly. Read the section “Getting the most of your tune” of the libxm7 documentation for more details.
Feedback appreciated, especially if you find a module that can’t be loaded. And sorry, there’s still no GUI…
http://forum.gbadev.org/viewtopic.php?t=16313
Woopsi is a Nintendo DS GUI library for rapidly creating user interfaces for homebrew software. Modelled after the AmigaOS windowing system.
Release notes:
Fixes:
– ListBox::setAllowMultipleSelections() works correctly.
– Replaced byte and short iterator variables with ints.
– Compatible with devKitPro v24 and libnds 1.3.1.
– Renamed “DynamicArray” to “WoopsiArray” for compatibility with dkp24.
– Made libnds makefile the default instead of PALib.
http://forum.gbadev.org/viewtopic.php?t=14332&start=45
Chocobo Joust is a Joust style game (the old arcade game with the knights and flying ostriches/vultures) but with a touch of a Final Fantasy.
http://forum.palib.info/index.php?topic=6426.0
Infantile Paralyzer updated his his legendary shell application “MoonShell”.
http://mdxonline.dyndns.org/2009/01/moonshell-version200-beta3.shtml
Mankind’s oldest enemy, the decimal numbers 1 to 5 have launched another audacious attack and it’s up to you to stop them. They have one weakness – they self destruct when they are combined to make the number ten. Select numbers with the stylus and make tens to save the world.
How to play:
– Numbers have to be on the same horizontal line and add up to 10.
– All hope is lost when the numbers break through the top of the screen.
Changes:
– Added some new graphics.
– Pressing ‘up’ in game advances the numbers by a line.
– Fixed situation where tiles could get ‘stuck’ after a drop.
http://forum.gbadev.org/viewtopic.php?t=16312