Nintendo DS News
ooomar released the final version of DS-Me. It’s a shell replacement application for Nintendo DS and includes apps like notepad or paint.
Quote:
I have finnaly finnished DS-Me and i will not contiune it again. I may restart it later but for now this is v4.5 [FINAL] EDITION. I am now thinking about making a Game called Alarm.
Thanks to http://nintendomax.com/viewtopic.php?t=12056&f=19 for the news.
http://dsgamemaker.com/forum/viewtopic.php?f=58&t=5156
A new and most likley the last update of PALib is here. PALib is an easy to use NDS programming library useful for mostly game coders.
Quote:
Ok, there’s this devkitARM r31 update that breaks PAlib. Been encouraged to fix it on #palib IRC and here it is.
http://www.palib-dev.com/forum/index.php/topic,629
relminator released his techdemo “Bullet Rel DS” for the Nintendo DS.
Quote:
Bullet Hell Engine Done!
I was a little busy with life for the past month since my dad “went under the knife”.
But I coded like crazy for the past 3 days (ave. of 4 hours a day) and I recoded my bullet hell engine from scratch.
Bullet Rel Download (with source)…
features:
1. All Fixed-point engine
2. Data driven interface
3. Less memory usage
4. Easier to use than the PC version
5. Patterns are easy to make
BTW, you might want to lessen the “num_turrets” var to 1 just to see all the patterns so far. Those are the only ones I made this morning. LOL
Thanks to http://nintendomax.com/viewtopic.php?t=12042&f=19 for the news.
http://rel.betterwebber.com/junk.php?id=107
ManuSO is a shell application with various tools and games.
http://www.nintendomax.com/viewtopic.php?t=12040&f=19
DSx86 is a PC emulator for Nintendo DS. It’s purpose is to allow you to run old DOS games on your Nintendo DS game console.
Changes:
New IRQ handling using self-modifying code, which makes the whole emulator about 8% faster than before. More info in my previous blog post.
Keyboard handling changed to support extended key codes. This will allow the mapping of some new keys like the right control key to an NDS button. Again more info in my previous blog post.
Screen update mode “Direct” was removed. It was only used in the MCGA mode, and it only speeded up certain games (Wing Commander series, mostly) by a small amount. Having that mode around meant I had to write double code for all MCGA/VGA graphics memory and BIOS operations, so now I finally got fed up with doing that.
AdLib emulation changed from effective 13-bit waveforms to 15-bit waveforms (and full 16-bit with rhythm instruments), which means that AdLib audio now has quadruple volume.
AdLib rhythm instruments (Bass Drum, Snare, HiHat, TomTom, Cymbal) implemented.
Covox/Disney Sound Source/Parallel port DAC audio device emulation added. Thanks sverx for the idea!
Sound Blaster Direct DAC audio output mode supported (SB DSP command 10).
Sound Blaster auto-init 8bit DMA audio output mode supported (SB DSP commands 1C, 48 and DA).
Fixed the BLASTER environment variable to state the SB type as T3 (SB 2.0) instead of T4 (SB Pro 2.0), as only mono audio is supported. Some games (Hocus Pocus, for example) attempted to use stereo FM sound when the type was T4, resulting in no AdLib audio.
Graphics problems in Gods are fixed.
Some new EGA opcodes added.
http://dsx86.patrickaalto.com/
Lonewolf DS – Flight From The Dark has been updated!
Changes:
– Recompiled with a more stable SDK and the latest version of the game engine.
Thanks to http://www.nintendomax.com/viewtopic.php?t=12014&f=19 for the news.
http://www.projectaon.org/staff/frederic/index.php
Lonewolf DS – The Caverns of Kalte has been updated!
Changes:
– Recompiled with a more stable SDK and the latest version of the game engine.
Thanks to http://www.nintendomax.com/viewtopic.php?t=12013&f=19 for the news.
http://www.projectaon.org/staff/frederic/index.php
Lonewolf DS – Fire On The Water has been updated!
Changes:
– Recompiled with a more stable SDK and the latest version of the game engine.
Thanks to http://www.nintendomax.com/viewtopic.php?t=12015&f=19 for the news.
http://www.projectaon.org/staff/frederic/index.php
Sam Kitsune released a demo of his game “Cream and Cheese” for the Nintendo DS.
Quote:
It did take me a while to make, but I finally created a demo of a game I thought of half a year ago. If you know me, or at least heard my name somewhere in cyberspace, then you know my devotion for a certain Sonic character, Cream the Rabbit. What inspired me was to create a game that pretty much represented her in a way that the game can be fun. So yeah, it was hard, but I thought of about having to control both Cream and her chao friend, Cheese. Thus, the concept of “Cream And Cheese” was born . . . in a nutshell.
This game took full advantage of the DS’s controls and touchscreen to another level. You control both Cream and Cheese! Cream is controlled in the top screen by the control pad, and Cheese is at the bottom screen where the touchscreen is his controls. The goal is to travel though a maze and reach to the teleporter together. Using teamwork is critical because there are obstacles that will get in their way.
As of now, this game provides animations for both characters, added objects, background, level design, a timer, and a demonstration on the focus of the game. It doesn’t have sound and music, a splash screen, enemies, some kind of particle system, custom fonts, or any features that feels like a real game. You can only play one level.
Thanks to http://www.nintendomax.com/viewtopic.php?t=12017&f=19 for the news.
http://www.palib-dev.com/forum/index.php/topic,620.0.html