Balrog has updated his NDS Lua game FireGhouls. Goal is to kill various beasts and monsters.
Thanks to http://www.nintendomax.com/index.php?topic_id=10912 for the news.
Balrog has updated his NDS Lua game FireGhouls. Goal is to kill various beasts and monsters.
Thanks to http://www.nintendomax.com/index.php?topic_id=10912 for the news.
Lampe is a (flashing) light application for the Nintendo DS. The program has a few options and even allows you to set colors etc.
libXM7 is a C library to play XM modules on Nintendo DS using only ARM7 resources (thus freeing your ARM9 from that task).
The use of XMs as a background music in your games allows much more flexibility compared to the old MOD format: more channels, multisample instruments, envelopes, panning and so on. In addition, the XM format is very well known and widespread among composers who compose music using their favourite tracker. Moreover, the reproduction of the tune will not use ARM9 resources as all the necessary elaboration is carried out by the ARM7. With LIBXM7 all you have to do is load the module and fire.
Changes:
[add] MOD support added for 4 and 8 channel modules subtypes:’M.K.’,’M!K!’,’FLT4′,’OCTA’,’CD81′,’FLT8′
[add] MOD support added for 1 to 16 channel modules subtypes:’TDZx’,’xCHN’,’xxCH’
[add] On-the-fly sample change feature, for ProTracker MOD modules
[add] It’s possible to select different replay modes
[add] It’s possible to select different panning modes and panning ‘apertures’
[XM7_LoadXM() ARM9 XM loading function:]
[bug] XM7_LoadXM() now will load instrument envelopes (both volume&panning) and settings (fadeout/autovibrato) even if the file has been saved with SkaleTracker
Discussion: http://forum.gbadev.org/viewtopic.php?t=16993
XM7Play by sverx is a simple XM player based on libXM7. It plays XMs and most common format MODs with up to 16 channels directly from your FAT memory card.
Roman Adler has released “Stoppuhr DS” which is a stopwatch with a little lapcomputer.
Features:
– works like a real life stopwatch
– pretty accurate compared to other DS stopwatches
– DS firmware look and feel
– lapcomputer (logging laps, checkpoints, records)
– top screen can be turned off (X button) to save energy
Thanks to http://www.nintendomax.com/index.php?topic_id=10904 for the news.
Reversi DS is an open source (GPL licensed) Reversi game for the Nintendo DS. It features an intelligent computer opponent and an intuitive touch screen interface. It is developed to run on the Nintendo DS using 3rd party homebrew capable media or on Nintendo DS emulators.
Thanks to http://www.nintendomax.com/index.php?topic_id=10899 for the news.
Get all of Munky’s Blocks in order.
Woopsi is a Nintendo DS GUI library for rapidly creating user interfaces for homebrew software. Modelled after the AmigaOS windowing system.
Release notes:
Version 0.41 is now available.
This version contains the usual set of bugfixes, optimisations and new test projects. The SDL compatibility layer has been greatly improved in this release – I compiled a quick test for the GP2X F-200 and it now runs at the same speed as the DS version.
New features are limited to some more graphics functions. It is now possible to draw bitmaps in greyscale, and convert a region of a bitmap to greyscale.
Downloads available from SourceForge:
http://www.sourceforge.net/projects/woopsi
– Fixes:
– Removed Gadget::unregisterChildrenFromVBL() declaration from gadget.h as the function does not exist.
– Graphics::dim() draws to correct dimensions.
– GraphicsPort::dim() clips properly.
– BitmapButton::getPreferredDimensions() returns the correct size.
– AnimButton::getPreferredDimensions() returns the correct size.
– Anim button animation continues playing correctly when clicked if disabled.
– ListBox::getPreferredDimensions() returns the correct size.
– ListBox::draw() clips more effectively.
– Removed getEditableData() bodge from bitmap classes; all interaction with bitmap data happens through bitmap methods.
– Moved IK bitmaps out of demo folder/NDS into animbutton test.
– ScrollingListBox::getPreferredDimensions() returns the correct size.
– SliderHorizontal and SliderVertical produce correct values when they are showing a range of values large enough for the grip to be artificially enlarged.
– Scrollbar buttons scroll by amount based on max/min values and height of slider rather than arbitrary value.
– Removed ScrollbarVertical and ScrollbarHorizontal setButtonScrollAmount().
– AnimButton animations pause when the button is disabled.
– DMA copying function uses DMA for RAM->VRAM copies.– New Features:
– SDL framebuffer code merged into FrameBuffer class.
– Added label test.
– Added button test.
– Added DOS batch files to build examples and tests.
– Added grayScale() function to GraphicsUnclipped, Graphics and GraphicsPort.
– BitmapButton greys out when disabled.
– Added bitmapbutton test.
– Added drawBitmapGreyScale() function to GraphicsUnclipped, Graphics and GraphicsPort.
– AnimButton greys out when disabled.
– Added animbutton test.
– Added listbox test.
– ListBox greys out when disabled.
– Added scrollinglistbox test.
Plofs DS is all about saving the poor little Plofs. The game is a bit similar to the legendary Lemmings games known from several platforms.
Video in Action: https://www.youtube.com/watch?v=6m1iUe58Lzg
Thanks to http://nds.scenebeta.com/noticia/plofs and http://www.nintendomax.com/index.php?topic_id=10894 for the news.
Super Maze is a maze game for Nintendo DS. You have 60 seconds to complete each maze – can you get to the exit and collect any bonus items too?