Nintendo DS News
ErrorA released his Dart game 2Dart for Nintendo DS.
Features:
– 301 and 501 game mode
– Single or double player mode
– Keep score by touching dartboard
– Game statistics (dart count, dart average, highest score, lowest score, etc.)
– Flip screens (to switch between right- and left-handed users) (use L and R key)
http://forum.gbadev.org/viewtopic.php?t=16138
PAlib Portable is a simple to use, GUI app which will copy the devkitPro folder, and patch various files to allow you to compile on machines without even install devkitPro or PAlib. PALib is a programming library useful for mostly game coders.
http://forum.palib.info/index.php?topic=5953.0
Cid2Mizard released Trucmuche DS for Nintendo DS. This is one of the most famous games of the newspaper “La Voix du Nord”. You have to complete 50 puzzles by discovering hidden objects.
Features:
– 50 Levels.
– Rom in English and French.
– Adapted to-right and left hand.
– Saving the increase in FAT.
Thanks to www.nintendomax.com for the news!
http://cid2mizard.dev-fr.org/p4069/2008-10-14-trucmuche-ds.html
Jayenkai released Centipong for Nintendo DS.
Release notes:
My latest “It’ll grow over the next few weeks” DS project.
Centipong!
Already on the PC along with online highscores, “Focus” rounds, and different pod types.
I’ve finally gotten round to redoing it, and popping it on the DS.
Missing Features
There’s no Focus round yet, but that’s planned.
I’ve not added all the pickups in.
I’ve yet to add additional niceness, too. Like… The titlescreen’s really really basic!
http://forum.palib.info/index.php?topic=5947.0
zzo38computer has updated his Xy-Mini emulator.
Changes:
I posted the fixed version now. Now it works correctly.
Xyds: http://zzo38computer.cjb.net/nitro2/Xyds/
XYMTOOL: http://zzo38computer.cjb.net/xym/xymtool.zip
To use XYMTOOL to patch a .nds or .ds.gba or .sc.nds file:
xymtool -f xymfilename -p xyds dsfilename
XYMTOOL includes source-code. It also includes TILEMAKR and MAPMAKER, which are used to create tile sets and maps for XY-MINI (monochrome tile mode only). 8ted can also be used to create tile sets for XY-MINI (but TILEMAKR has a few features that 8ted doesn’t have). If you want to use XYMTOOL on a operating system that isn’t Windows, you have to compile it using FreeBASIC.
http://forum.gbadev.org/viewtopic.php?t=16125
Xsystem is a filebrowser by hacker013.
Release notes:
Include:
– File Browser.
– JPEG viewer (gba-jpeg) (max size 256 * 256).
– Brainfuck Interpreter.
– Text viewer.
– GUI (woopsi GUI).
– NDS launcher (Link’s rebootlib).
– Calculator.
– Debug Console.
http://forum.gbadev.org/viewtopic.php?t=16084
Pac has updated his First Person Shooter AlienDS for Nintendo DS.
Release notes:
Well, thanks everyone for the encouragement and sugestions. First I’ve uploaded a new version, that includes some of the improvements some of you have mentioned.
First is the new control style with the stylus, complete with mirroring for left handed people(thank my brother for that). Of course it’s optional, there’s a menu at the beginning. Though you can use the stylus to look around, you can’t look up and down, not because it’s difficult to implement but because you can’t do it in the original control scheme. Also everything in this game it’s at the same height, no need to look up and down.
I also have updated the radar/map thing, now displays the enemies too, the catch is that it only shows them when they move, it’s a motion sensor!, so it’s still tense. There is too a new decorative element, a light column thing, I think it looks good.
About other things, I don’t think I’ll code a tool set for this. The game it’s almost at the point I wanted it to be so I’ll probably start something else. When that happens I’ll release the source code, though I don’t think it’ll be that useful, it’s ugly and full of hacks. Anyway there are still things I want to do with this! Right now I’m trying to implement a random level generator, so the game can keep fresh, will see how that works. Also more decorative elements and interactive things like barrels or something, that’s easy to do.
http://forum.gbadev.org/viewtopic.php?t=16126&postdays=0&postorder=asc&start=15
Inferno is an operating system for creating and supporting distributed services.
Inferno was first made in 1995 by members of Bell Labs’ Computer Science Research division to bring some principles of Plan 9 from Bell Labs over to other systems. Inferno is a distributed operating system based on three basic principles borrowed from Plan 9:
* Resources as files: all resources are represented as files within a hierarchical file system
* Namespaces: the application view of the network is a single, coherent namespace that appears as a hierarchical file system but may represent physically separated (locally or remotely) resources
* Standard communication protocol: a standard protocol, called Styx, is used to access all resources, both local and remote
[Text taken from Wikipedia]
Changes:
– fixes to screen.c
– r4ds reads and arm7/touch.c
http://code.google.com/p/inferno-ds/
Sonic is the development name for ritz’s homebrew nintendo ds 3D game project. Some notable features include skeletal animation, static & dynamic point lights, shadow volumes, skyboxes, picking, gravity and object & environment collision detection. In the near future he will build the game logic, a.i., scripting and maybe an interactive 3D map builder for easy world creation and object & creature placement.
Changes:
added a dragon for fun, nothing else
Thanks to www.nintendomax.com for the news!
http://www.daftcode.net/
Pac released his First Person Shooter AlienDS for Nintendo DS. This games uses the Nitro Engine.
Release notes:
I’m new here (and to ds development) and I wanted to get some feedback on this game I’ve been developing this past week. It’s a little FPS, with aliens! At this point it’s still a work in progress, only 3 levels, very few SFX and just one weapon, but I think there is already enough to show and get some suggestions.
In each level there is a blue key hidden that is needed to open the exit door. Also, some credits, I used the NitroEngine to help me code this, very nice!
http://forum.gbadev.org/viewtopic.php?t=16126