Nintendo DS News
RiverCrossingDS v0.25 (NDS Game)

RiverCrossingDS is a puzzle game for the Nintendo DS by MangledLftThumb. The title is very fitting and already tells you what the game is about.

The screenshot shown above is from version 0.1 but should give a proper impression.

[Feb 16, 2007]
Including latest version w/ a few more puzzles, some flash screen animation + hiker/log checking logic.
Removed older versions ….

http://palib.info/forum/modules/newbb/viewtopic.php?post_id=15619#forumpost15619

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Ball Buster! (16-03-2007) (NDS Game)

Basically the point of the game is to clear the board of similar colored balls and get the best score you can. The more similar colored balls you clump together, the higher the score.

Hello all,

This is my first submission to the Nintendo DS homebrew scene. Hopefully the first of many… It has some striking similarities to a game on PocketPC’s … I won’t name any names 😉

The usual blah blah blah stuff applies — I hold no responsibility if it blows up your DS (it shouldn’t).

Big thanks to the guys that created PALib.. I would not have been able to crank this out as quickly as I did without their stellar library and docs.

Also a big thanks to Grymmjack for providing a music track and digging out all of his old Mod tracking tools!

Known Bugs:
The sounds get a little screwy with the music on. Not sure if this is PALib or me.

Controls:
Use the stylus for highlighting the balls.
Use the Left Trigger to reset your game board.
Use the Right Trigger to toggle the music on and off.

Ball Buster was created using devkitpro and PALIB.

http://elusion.atekphoto.com/nds/index.htm

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Arcomage v0.99 (NDS Game)

Acromage has been recompiled recently. It now works with the “M3 DS Simply” backup card.

Thanks to http://www.playeradvance.org for the news.

http://playeradvance.org/forum/showthread.php?t=3746

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PAlib 070316 (NDS misc)

PAlib is a NDS development enviroment by Mollusk and contributors.

PAlib 070316 : Community Build

New Stuff
———

[3DSprites] Added PA_Init3D2Banks(void) and PA_Reset3DSprites2Banks(void) to use 2 banks instead of 1, but it removes the backgrounds from screen 0…

[3DSprites] Added functions to load from gif files. Check the example to see how it works. This is much slower than the normal texture functions

[3DSprites] Added PA_3DSetSpriteAlpha(sprite, alpha) and PA_3DSetSpritePolyID(sprite, polyID (0-64)) and the example… Sprites must have different polyIDs to alphablend. You might want to set the sprites to different priorities too 😉

[FATlib] Added Sumiguchi’s FAT example (http://palib.info/forum/modules/newbb/viewtopic.php?topic_id=2556&post_id=16028#forumpost16028)

[Sound] PSG support added, check example for more info

[BgWrap] PA_SetBgWrap(u8 screen, u8 bg, u8 wrap) added, for RotBg, 8bit, and 16bit backgrounds. Usefull if you need to scroll around 8bit/16bit backgrounds. Thanks to mastertop for the tip

[BgTrans] Added PA_BgTransCenter(u8 screen, u16 type, u8 invert, s16 state); and the example…

[Transitions] Added BrightnessFade2 and the example

[ModPlayer] Added PA_SetModVolume(0-127) and PA_GetModVolume(), plus a nice example

[ModPlayer] Added PA_SetModChanPan(u8 channel, u8 pan) and PA_SetModPan(u8 pan), with the example, as always

[Hardware] Now auto-turns off the DS on lid close by default. You can change that by using PA_SetAutoCheckLid (if you want to have it always on, or have your custom CheckLid).

Updated Oldies
————–

[PAGfx] Now returns an error message if you give it wrong filenames (typo or name starting with a number)

[ModPlayer] Abrexxes updated the modplayer, should with more mods now (http://palib.info/forum/modules/newbb/viewtopic.php?post_id=16043#forumpost16043)

[Sound] Repeat is back. Also added PA_PlaySoundRepeat(PA_Channel, sound) and an example using it.

Things Fixed
————

[Sprite] PA_SpriteTouched now works in all corners, sorry

[DSMotion] Fixed

[GifToTile] Cedric fixed a memory leak, thanks

[3DSprites] Textures were overlapping when using very large sizes, fixed

[3DSprites] Textures were overlapping when using very large sizes, fixed

[3DSprites] Fixed width/height, now supports non-square textures/sprites. Added rectangle example with 256×32 sprite

[3DSprites] Fixed Priorities on DS

[16bit] PA_Draw16bitRect should be fixed

http://www.palib.info/

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Jogo Nave (Beta) v0.0000001 (NDS Game)

Miaudito has released his first NDS Game, as you can guess from the version number it’s still in pretty early stages.

http://palib.info/forum/modules/newbb/viewtopic.php?topic_id=2597&forum=9

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DSMIDIWiFi gets DSerial support (NDS misc)

The Nintendo DS hardware offers a variety of possibilities for creating music as well as interacting with music. TheRain first had the idea of using the DS as a MIDI controller and created the DSMIDI, a DS cartridge that adds a standard MIDI port to the DS that can be used by homebrew DS software.

But since making a DSMIDI requires soldering skills and is rather dangerous, we came up with another idea: Using the DS as a wireless MIDI controller. The MIDI signals are sent to the computer via Wifi, and a server program forwards them to MIDI applications.

Later, support for natrium42’s, DSerial was added, enabling MIDI input and output via standard oldskool MIDI cables.

2007-03-13 – DSMIDIWiFi gets DSerial support and becomes DSMI

Sure wireless MIDI is awesome, but it still requires a PC if you want to connect your DS to your MIDI keytar, MIDI modded NES or whatever weird MIDI gear you might have. So far, the solution to this dilemma has been TheRain’s DSMIDI. But unfortunately it requires some skill to build and only supports MIDI output.

Now, with natrium42’s, DSerial it’s possible to connect MIDI devices to the DS easily (instructions here). This method supports both MIDI in- and output.

So, DSMIDIWiFi has now become DSMI (DS Music Interface) and supports both MIDI over WiFi and DSerial – whichever of the two is available. You can even use both connections at the same time, for example to use the DS as a wireless MIDI bridge.

The example apps are DSerial-ready now as well. The current version is a pre-release that doesn’t yet support MIDI input via DSerial, which I will implement once I have the hardware 🙂

NitroTracker will soon get support for MIDI Keyboards and other controllers connected via DSerial. Given sufficient demand, natrium42 can probably be persuaded to mass-produce the MIDI-cables for DSerial 🙂

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

http://dsmi.tobw.net/index.php?cat_id=0

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Avoid ’em all v1.03 (NDS Source Code)

t4ils has released the source code of his game “Avoid ’em all”. Version 1.03 is considered to be the final version of this game.

http://www.playeradvance.org/forum/showthread.php?t=5346

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DSQuake (Pre-Release) (NDS Game Port)

yackom has released an early version of DSQuake, along with a video hosted on YouTube. You can find the link to the video on his page as we don’t integrate those.

It’s been a long while since an update. I’ve gotten quite a few emails suggesting that the project was dead but no- my intention in going public before was only to find help in developing on this project. I found a person that has been a great help in developing DSQuake, The Lord of the Pings (LOTP), fitting as he did most of the networking code.

With that said I would like to announce a pre-release of DSQuake available to download here. Since this is a pre-release it isn’t in the full state that we wish to have it, things like better hardware support, graphics glitches, missing dynamic lights, better sound and possibly music and of course better optimized code for the DS.

The shareware of Quake is currently all we support. Which isn’t so much of a technical limitation but because the optimization for the DS of the media in the Quake Pak files isn’t fully automated just yet and without the tools we cannot obviously support the full game because distributing the full game isn’t an option.

DSQuake also currently only supports the flashcards that work in the GBA slot of the DS and emulate a GBA cartridge, the Supercard, M3 and so on or are of the older style Flash Linker types. It currently doesn’t support any of the fat only supported devices or any DS slot 1 devices. Sorry to the ones with hardware that isn’t supported, we may be able to support those in the future.

There is another port of Quake to the DS being run by a friend Simon Hall which is a completely separate effort and our projects don’t share some of the same limitations as mine so please check it out!

Basic sound works and now textures work and the game does looks quite good now and the frame rate is quite playable but it does get somewhat choppy in some sections of the game.

Networking is in fact working for those who want to deathmatch but only in client mode we haven’t got a DS to connect to a DS in network mode yet, but connecting two or more DS to a PC host works fine. It works great locally but the original quake protocol wasn’t designed to work behind NATs which are very common these days so LOTP to developed a tunnel program which can sit between DSQuake and the Quake server. So playing on the internet is also possible with this program. It needs to be run on both client and server side so look into the .bat files for more information.

When starting the game you can press up and down to select the level you wish to play or watch the demos, and press start to make the selection. The controls for the game are the touch screen looks around like a mouse, shooting done with the L button, and jump by either double tapping on the screen or pressing R. Changing weapons is done on the very basic HUD we have now on the top of the bottom screen Pressing the weapon number switches to that weapon. To network or for other reasons to operate the game by the text console is done by Hitting select at the start of the game, but make sure to have a wifi connection configured with the DS, then you can telnet into the DS and operate the Quake command console by doing things like ‘connect x.x.x.x’ to connect to an ip address.

Thanks everyone and I hope you enjoy the port so far.

-john

http://dsquake.blogspot.com/

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MIDI In and Out Hardware for DS (NDS misc)

Natrium42 posted schematics, pictures and brief instructions for connecting MIDI input and output to DS to the DSerial Wiki. MIDI output is very easy, because it requires no components besides wire and a 5-pin DIN connector. MIDI input, on the other hand, requires a 3.3V optocoupler because MIDI uses a current loop to prevent introduction of noise.

http://natrium42.com/blog/?p=48

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DualChannel Beta 3 (NDS Application)

Grizzly Adams has released a third beta of DualChannel.

Notes from the author:

You’ll need 80×48 pcx icons for all your applications, some samples are included. Applications are looked for in the Apps and Applications folders of your card if present. Upto 60 files can currently be indexed by this menu. This is due to the fact all the icons are loaded at boot.

Many features are still not implemented. A default skin is included, feel free to make your own skins. The loader has a early dldi patching function that tries to find a dldi patch matching the card the file is on. If this doesn’t work try any alt versions of dldi patches for your card or removing all the dldi patches from the folder. The dldi patch filename must match the 4 letter cardid (SCSD SCCF NMMC NJDS R4DS…) if it is to be found.

http://grizzly.thewaffleiron.net/dualchannel/

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