Nintendo DS News
Eponasoft are uncovering their first NDS game production called “Mysterious Song” (remember the PCE version recently).
There is currently no download available.
http://palib.info/forum/modules/newbb/viewtopic.php?viewmode=flat&type=&topic_id=3995&forum=9
Woopsi is a Nintendo DS GUI library for rapidly creating user interfaces for homebrew software. Modelled after the AmigaOS windowing system.
Release notes:
A few more changes, the most interesting being:
– No need for PALib. SteveH from the GBADev forum kindly wrote a patch to remove it. Woopsi now ships with two makefiles – one lets you use it with libnds (no PALib required), and one lets you use it with PALib.
– Skinnable screens and windows.
– Animation class and animated buttons.
– Support for 1bpp font bitmaps.
Here’s the complete changelog:
– Fixes:
– Gadget::hideChild() was only hiding previously-hidden children.
– Gadget::hideChild() was moving an iterator in the wrong direction.
– Gadget::closeChild() was moving an iterator in the wrong direction.
– Gadget destructor closes children correctly.
– Gadget::moveChildToHiddenList() was incorrectly reducing the decoration count.
– Gadget::moveChildToDeletedList() was incorrectly reducing the decoration count.
– Gadget destructor did not close hidden children.
– Children and hidden children deregistered from VBL when destructed.
– Woopsi no longer automatically switches screen focus when a screen closes.
– Renamed screenbase and windowbase files back to screen and window.
– Renamed WindowBase class back to Window.
– Swapped Bitmap class for Bitmap struct.
– GraphicsPort now works with const references to clipping rects.
– Fixed GraphicsPort::drawBitmap() clipping on top screen.
– Fixed GraphicsPort::drawFilledRect() clipping on top screen.
– Removed SuperBitmap::newBitmapGraphicsPort() as the top screen offset code in the GraphicsPort made it unworkable.
– VBL count increased before child VBL functions called.
– Font class initialises _isMonochrome variable correctly.
– GraphicsPort and SuperBitmap reset font colour correctly when using colour parameter.
– Window drag initialisation moved into WindowBorderTop gadget.
– Removed Window::checkTitleBarClicked().
– Added const-correctness and implementation hiding to Font classes.
– Removed Gadget::GadgetType enum and all references to it.
– Improved const-correctness of GraphicsPort class.
– BitmapButton works with const u16* bitmap data instead of non-const.
– Swapped bool cast for flag setting in Gadget constructor with PALib-style double logical NOT construct.
– New Features:
– Skinning system.
– Added MonoFont class for 1bpp font support.
– Split Font class into Font and FontBase classes.
– Added Animation class.
– Added GraphicsPort::drawRect().
– PALib is optional.
– Added AnimButton.
– Added GraphicsPort::drawBevelledRect().
– Removed Gadget::drawIntOutline() and replaced with GraphicsPort::drawBevelledRect().
– Added Gadget::getXXXColour() functions.
– Added Gadget::getOutlineType().
– Added AnimButton test.
– Added new ROM icon.
http://sourceforge.net/projects/woopsi
Wizlon updated his guitar tab viewer and drum machine for NDS.
Release notes:
No messing round here, because I’ve got something huge. It’s a drum machine. I always fancied jamming along to some slick beats, throwing a few chords around, climbing the fretboard in a frenzy of off the wall improvisation, but I never really got round to it because the whole effort sounds empty without a backing beat. I’ve tried drum machines before but they were either too complicated or far too simple, that’s why I created the drum machine for TaBbed.
I’ve kept the whole idea simple, while offering enough complexity to have fun with it. Essentially you have your drum board, place dots on each instrument using your stylus, when the time line hits the dot, the drum sounds. You can adjust the speed using the speed control, the lower the number, the faster the beat (I will improve this in later versions). You can also mix this up by bringing in the sequencer, the sequencer is held on the top screen, each channel has its own drum board, independant speed and can be repeated as many times as you need. You won’t enable the sequencer unless you hit the play button, the sequencer will play each channel as many number of times as you specified and will loop until the stop button is pressed. Easy as that, for maxiumum effect connect your ds up to your amp or powered speakers, you neighbours won’t know what him ’em.
I will be making more changes to the drum machine as versions go by, namely loading your own drum samples as well as saving and loading sequences. If you have any suggestions or improvements then give me a shout. Enjoy.
http://www.suspectsoftware.co.uk/wp-content/uploads/2007/12/tabbed2.zip
Noda posted a screenshot of his upcomming game Marble. Currently it’s in prototype stage and a download is not available.
http://www.playeradvance.org/forum/showthread.php?t=16901
Advanced Sound Library is exactly what it’s telling.
Features:
* MP3 engine:
– mp3 is decoded on the arm7, so use nearly no CPU time on the arm9
– stereo & surround modes available (surround works even for mono mp3s)
– up to 44Khz/stereo/96Kbps, though I recommend using 32Khz/stereo/80Kbps max, which is enough for the DS and works great with up to +25%/-100% pitching
– support real-time pitching (changing the playing speed of the mp3)
– support real-time volume and panning change
– the mp3 can be paused and restarted
– the mp3 can be set to loop automatically
– support playing from RAM and streaming from FAT or EFS
– you can disable the mp3 engine if you want, to get 2 more channels
* Audio engine:
– can use the whole 16 DS channel or only the first half (so you can use an external mod player, for example)
– support standard or surround/fx mode (16 channels in standard mode (-2 if mp3), 8 in surround/fx mode (-1 if mp3))
– simple sound playing using a priority system: if no channel is available, stop a sound that has less priority than the new one to play it, or skip it if all sounds have more priority.
– possibility to reserve a particular channel so it won’t be used in the channel pool by the priority playing system. You can then manage the reserved sound channels manually.
– surround or pseudo-reverb can be activated per sound (works great with mono sounds)
– support real-time volume, panning and pitch modifications for each sound
– support sound looping
http://www.playeradvance.org/forum/showthread.php?p=162485
Mot Mot Motus is a sort of wordgame for Nintendo DS. For now it’s only available in english language.
http://orion-jones.dev-fr.org/p3776/2007-12-13-mot-mot-motus-v0-3.html
Flashcart OS: Slot-1 Edition is a homebrew OS for Slot-1 Flashcarts. Current features include a boot menu, MoonShell booting, and boot to GBA.
Changes:
New features include skinning support! The only bug now is the no GBA booting when booted from the GnM. If you really need to try to boot GBA when used as bootme.nds, you can boot from DSOrganize. R4/M3 Simply skins may be used with little modification. See Skinning.txt in the ‘fshl’ directory.
http://forum.gbadev.org/viewtopic.php?t=14658
Seb cam up with a 3D Rubik’s Cube game for NDS called “DSCube 3D”.
Release notes:
I’m very proud to present my very first game you can actually call finished. It’s a little rubik’s cube sim for the nintendo DS. It features a fully 3D rubik’s cube that can be rotated using the stylus, put it on one block and slide to the next block. rotate the entire cube using the D-pad, L and R can be used to zoom.
I’ve tested it on a ezflash V, if it works or doesn’t work on other hardware I would like to know. Other suggestions and/or comments are welcom.
Best regards,
Seb
http://palib.info/forum/modules/newbb/viewtopic.php?post_id=23139#forumpost23139
PuzzleManiak is a port of the marvelous Simon Tatham’s Portable Puzzle Collection on Nintendo DS. All 27 games are ported on NDS: Tents, Dominosa, Mines, Bridges, Light Up (aka Akari), Pattern (aka Picross), Net (aka Netwalk), Untangle (aka Planarity), Sudoku (aka Solo), Galaxies, Slitherlink (aka Loopy), Blackbox, Mastermind (aka Guess), Map, Filling, Solitaire (aka Pegs), Sixteen, Fifteen, Slant, Rectangles, Netslide, Samegame, Unequal, Flip, Inertia, Twiddle and Pyramid (adaptation of Cube).
Changes:
The bug that was freezing Galaxies in mode ’10×10′ and some little graphic bugs have been solved.
The loading screen has been a little been improved.
Lib ‘dswifi 0.3.4’ has been integrated.
If you’re upgrading an (not so) old version of PuzzleManiak, take care to not delete your scores files (the one that end with .sco in the pzmk folder).
http://www.puzzlemaniak.com/blog/index.php
Here comes a new release from Sylus101 called “GIF/Card Viewer for Magic the Gathering Cards”.
Release notes:
Well, if there happens to be any issues with this I’ll ask a mod to take it down and I’ll take down the links to the gifs, but that aside, it’s pretty harmless so I figure what the hell.
I hope there are a few players out there who’ll like this, but if not, I’m sure I’ll just not receive any replies to the post.
It’s a simple app, not sure how/if it’ll work on a slot 2, but just put all the gifs in a folder called gifs on the root of your micro flash card. Tap the icons to enable or disable viewing that type of card by color, type, set, or rarity. Has sets from Ravnica to Lorwyn, no core sets though but I’ll surely be adding them as well as previous sets likely back to Mirrodin. Here is a split up archive of the gif files, currently 1830 of them. The nds file is attached in a zip. I’ll put up the .gba and sc.nds dumps too if anyone wants. Oh, and it’ll need to be dldi patched in case your card doesn’t to it automatically.
http://palib.info/forum/modules/newbb/viewtopic.php?viewmode=flat&type=&topic_id=3979&forum=28