Nintendo DS News
POWDER is a roguelike game, which is not a port of an existing roguelike. It is built around replayability and long term ergonomics, not short term learning. Author of this piece of software is Jeff Lait.
Changes:
Your tame creatures now have a heart badge beside them to identify them as such.
Switching to a different tile res will no longer cause a crash. (Inu)
Building the tile choice list now comes from the internal allbitmaps.h rather than being hardcoded, so Ibson the Grey’s tiles will show up as expected. (Inu)
Entering a level with active lava/water from a level which has no active lava/water, when the new level is already created and previously visited this game, will no longer stop the updating of said lava and water. (Nathan Bogue)
Hopefully backspace will work on OSX. (Nathan Bogue)
Jumping in space prohibited if you lack spacewalk. (Nathan Bogue)
Jumping when buried prohibited. (Nathan Bogue)
Kobold thieves are pluralized properly. (Nathan Bogue)
Living frosts are now bloodless. (Nathan Bogue)
Digging upwards on special levels has more sensible results. (Nathan Bogue)
Remove the console window on Windows.
Shattered trees will drop their occupants. (Nathan Bogue)
Items that fall down holes will no longer be mapped. (patch by Richard Quirk)
PSP Makefile should be happier with newer devkits. (patch by Joe Buck)
Left and Right on menus will scroll fast, just like L and R do, but this also applies to the command menu where L and R are the quick bind keys. (patch by Joe Buck)
[SDL] Shift-arrow will swap with a critter, Alt-arrow will jump. (patch by Andreas Bohm)
ctype.h is included in map2c.cpp now. (Ben Hjelt)
New tileset from Chris Lomaka.
One new room.
Load game shows up first in the menu if it is available to make it harder to accidentally choose new game. (Enrique Garcia Cota)
While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading.
Thanks to http://www.nintendomax.com for the news.
http://www.zincland.com/powder/index.php?pagename=release
Car Playing is a simple surviving game. Avoid to crash with things.
http://microlua.xooit.fr/t395-CarPlaying.htm
libProgressBar seems to be a “progress bar library” for uLua DS.
http://microlua.xooit.fr/t409-libProgressBar.htm
Locked in an eternal subterranean battle, two earthworms fight to the death in an exciting one-on-one everything-goes fight to the death! Armed with an extensive arsenal of weapons ranging from a simple Shotgun to a Big Nuke, these worms give it their all to come out of the battle victorious.
That’s right, you’re a worm. You move through an underground terrain filled with rocks and holes through which you have to dig your way to outsmart and/or escape from your opponent. You have to live (or die) with whatever weapons you’re given at the start of the battle. If you don’t like a weapon you chose, your only hope is to catch one of the bonuses that appear randomly throughout the level. These bonuses are also your only rescue when running low on health, so they’re very important to increase your chances of survival!
Quote:
Changes:
– Added dirt/rock texture
– Added map display
– Added ninjarope rope
– Banned some weapons by default (see Known Bugs)
– No more interlaced level drawing!
– You can now save and share your levels!
– Levels are saved in ‘/data/lierods/lierolevels/’, unless you
made a folder called ‘lierolevels’ somewhere else, then they’re
saved there
– Level editor doesn’t crash anymore
– Fire to respawn changed to Jump to respawn
– Options are now saved; can be reset in Options menu
– File is ‘liero.options’ in root of flashcard
Fixes:
– Fixed ninja rope bug; now works long-range too
– Worm can no longer be hit while he is dead
– Fixed Map Change on Hit location bug
Current Features:
– Gameplay almost identical to the original
– All of the original weapons (see Known Bugs)
– Built-in level editor
– Simple AI opponents
– All original game modes (Kill ’em All, Game of Tag, CTF and Simple CTF)
– Map display
To-Do (in semi-particular order):
– Multiplayer support
– Allow custom weapon/object/special object-options, as well as custom graphics
– Add ‘Floating Mine’-like glowing (red glowing pixels)
– Add level textures other than rock and dirt
– Names on bonuses
– Make AI ‘smarter’
– Maybe different AI levels (Easy, Normal, Hard?)
– Sound
– Blood
– Laser view
– Flash effect and camera shake
– Fix ninjarope (enable length adjustment, disable Skywalker worms)
– Stats screen? (Display kills/lives/time/flags per worm)
Known Bugs:
– Greenball is dirt texture instead of green
– Big Nuke uses up all sprites, and quite possibly corrupts your game
– Bullet type weapons and ‘bullet’ splinters have an incorrect color
– Weapons that don’t work correctly:
– Laser and controllable weapon types
– Fan
Credits:
– Programmer: Schmendrick Schmuck
– Original Game & Graphics: Joosa Riekkinen: http://www.liero.be/
– Special Thanks: PAlib community: http://forum.palib.info/
Thanks to http://www.dcemu.co.uk/vbulletin/showthread.php?t=258686 for the news.
http://forum.palib.info/index.php?topic=5633.0
maRk2512 updated his remake of the Amiga game Stone Age.
Changes:
– ROM is compiled with the latest version of PAlib (090801, libnds 1.3.7). Hope this fix problems with some flashcards.
– Bugfix for map 61 (Thanx to ‘astroraptor’ – i think you really love this game… )
– Improved endsequence – enjoy!
http://forum.palib.info/index.php?topic=6355.30
Hexxagon DS is a remake of an old DOS board game played on a hexagonal board. Each turn a player can move one of his own pieces by duplicating it onto an adjacent tile or simply jumping one tile further. All enemy pieces next to the piece just moved will change color and turn into the player’s pieces. Once the board becomes full, the player with most pieces wins.
Click a piece to select it an show all possible moves for this piece. Click on a highlighted tile to move or re-click the piece to deselect. For green outlines to piece will duplicate, for yellow outlines it will jump.
Changes:
– some new ingame graphics/animations
– started working on Menu system
– Multi-language support (currently English and German)
Discussion: http://forum.palib.info/index.php?topic=7976.0
http://ryouarashi.blogspot.com/
Woopsi is a Nintendo DS GUI library for rapidly creating user interfaces for homebrew software. Modelled after the AmigaOS windowing system.
Release notes:
– Fixes:
– Removed framebuffer-hitting code from DimmedScreen gadget and replaced with call to GraphicsPort::dim().
– ListBox removes itself from its ListData object when deleted.
– Keyboard example shows cursor.
– Moved DimmedScreen into woopsi folder as an official gadget.
– CycleButton::getPreferredDimensions() populates rect with correct values.
– Const fixed Gadget::getRefcon().
– Gadget::disable() and Gadget::enable() redraw the gadget by default.
– Fixed clipRectToHierarchy() bug introduced in switch to non-recursive function in last release.
– RadioButtonGroup redraws when resized.
– RadioButtonGroup returns correct dimensions from getPreferredDimensions().
– Updated copyright notice in defines.h.
– Bitmap::getPixel() works correctly for large bitmaps.
– Bitmap::drawBitmap() flushes mem correctly for DMA copy.
– Gadget::show() clears rect cache of sibling gadgets with a lower z-index to ensure that they do not draw over the top of the newly-shown gadget.
– A disabled gadget that overlaps another now intercepts clicks correctly, no longer allowing them to fall through to the gadget below.
– New Features:
– TextBox and MultiLineTextBox cursor moves when d-pad left/right are pressed and gadget has focus.
– Added tests folder:
– CycleButton test;
– RadioButtonGroup test.
– Added BinaryFile class to bonus folder.
– Added BitmapIO class to bonus folder – load/save BMP files using libfat.
– Added BitmapLoader example.
– Added SuperBitmap::drawBitmap() overload to handle Bitmap objects.
Google Code Page: http://sourceforge.net/projects/woopsi/
Thanks to http://www.nintendomax.com/index.php?topic_id=10741 for the news.
http://forum.gbadev.org/viewtopic.php?t=14332&postdays=0&postorder=asc&start=60
Sonic AS is a music player for Nintendo DS and GBA.
Changes:
– DS runs with variable channel count (to allow stuff like libnds sound)
– GBA mixer code has been heavily optimized
– Music code has been revised
– Fixed pitch bend stuff
– Added SFX code
Thanks to www.nintendomax.com for the news.
http://forum.gbadev.org/viewtopic.php?t=16894
libProgressBar seems to be a “progress bar library” for uLua DS.
http://microlua.xooit.fr/t409-libProgressBar.htm