News

iPhoneToday v0.8b (PPC Application)

iPhoneToday aims to be an iPhone Today style interface for Pocket PC’s.

Aimed features:

– Multiples screens (With animates transactions)
– Notification on icons for calls, sms, etc
– Is a Today (No problems when we push the home button, no problems with incoming calls, …)
– Compatibility with others todays (By example: Date Today and iPhoneToday after), today height configurable
– QVGA, VGA, WVGA… (The user define the icon size and height screen)
– Icons configuration in xml (you can to do copy & paste to other device)
– Write on C++
– For now, only 62Kb + Icons in memory

Changes:

– Simple animation on launch (you must check “launch animation” for each icon)
– Load icon from exe or lnk if you not set a icon
– Transactions in circles for change page
– Fix crash on delete icons
– Changed wifi and bluetooth notifications to green
– NOT fixed the problem with slow animations on reload the plugin… (you must to do softreset for fast animations)
– Fixed crash on edit icons (When we push “OK” the program was crashed) (0.8b)
– Little change in launch animation (In 0.8 it have a little jump before to launch the application) (0.8b)

Source

This article is over 2 years old — the linked page may have changed, moved, or been taken over since then.

Opera Mobile v9.7 (Beta 1) (PPC Application)

Opera Mobile is a solid well know webbrowser. The latest branch has reached beta stage so go and get it. The final release will be commercial, as usual, while this beta is free.

Link: ftp://ftp.opera.com/pub/opera/winmobile/970b1/

Source

This article is over 2 years old — the linked page may have changed, moved, or been taken over since then.

Shunting Puzzle (Coleco Vision Game)

Shunting Puzzle by Philipp Klaus Krause is a game entered in the recently held PDRoms Coding Competition v4.01 ( //phpbb/viewforum.php?f=105 ) – sponsored by http://shop.gp2x.de – http://www.flashlinker-shop.com – http://www.superfighter.com – http://www.gamekool.com – http://www.slanina.pl & ph0x.

This is a simple shunting puzzle for the ColecoVision. It has two levels corresponding to the classic Inglenook and Timesaver shunting puzzles.

Move the joystick forward / backward to move the engine.

The first fire button activates and deactivates decoupling mode. In decoupling mode a blue decoupling cursor appears and marks the decoupling position. It can be moved along the train by moving the joystick left/right. The second fire button decouples (and leaves decoupling mode).

Switches can be operated using the numbers on the keypad. Current switch positions are signaled by the point indicators next to the switches.

Discussion:

Source

This article is over 2 years old — the linked page may have changed, moved, or been taken over since then.

Droplets (GBA Game)

Droplets by Herman Samso is a game entered in the recently held PDRoms Coding Competition v4.01 ( //phpbb/viewforum.php?f=105 ) – sponsored by http://shop.gp2x.de – http://www.flashlinker-shop.com – http://www.superfighter.com – http://www.gamekool.com – http://www.slanina.pl & ph0x.

Goal is to collect a given sequence of jewels and gems to reach the next level.

Discussion: //phpbb/viewtopic.php?f=91&t=5968

Source

This article is over 2 years old — the linked page may have changed, moved, or been taken over since then.

Skipp and Friends (SNES Game)

Skipp and Friends by Mukunda Johnson, Ken Snyder, Steven Velema and Hubert Lamontagne is a game entered in the recently held PDRoms Coding Competition v4.01 ( //phpbb/viewforum.php?f=105 ) – sponsored by http://shop.gp2x.de – http://www.flashlinker-shop.com – http://www.superfighter.com – http://www.gamekool.com – http://www.slanina.pl & ph0x.

The object of the game is to move all three characters to the EXIT in each level. Each player has 2 limited special abilities that you may use to help advance through the level. The in-game status bar displays the name of each ability and how many times it can be used during that level.

For example, Apple’s two abilities are CARDKEY and SCREAM. Using CARDKEY next to a door will cause it to open and detract one CARDKEY point (you need at least one point to open a door). Her SCREAM stuns nearby enemies for a short period of time.

All three players must be alive and to the exit to complete the level. If you get yourself stuck, press START to pause and then SELECT to restart the level.

After you complete each level a 4 letter password is given to you so that you may resume the game using the Password option at the title screen, after your system has been shut off.

Discussion: //phpbb/viewtopic.php?f=87&t=5967

Source

This article is over 2 years old — the linked page may have changed, moved, or been taken over since then.

Factory Bots (GBA Game)

Factory Bots by Nicholas Scheltema is a game entered in the recently held PDRoms Coding Competition v4.01 ( //phpbb/viewforum.php?f=105 ) – sponsored by http://shop.gp2x.de – http://www.flashlinker-shop.com – http://www.superfighter.com – http://www.gamekool.com – http://www.slanina.pl & ph0x.

The purpose of the game is to control the movement of robots on a factory floor, and get them to take raw material from a Dispenser, put them in a Processor, then take the processed material and drop it into a Collector.

This is accomplished by placing instructions on the factory floor grid, and when a robot passes over the instruction, it obeys it. Instructions including turning four different directions, and performing an action. The action that is performed is dependent on what is nearby, this will either be picking up a nearby object, dropping a carried object, or nothing; if nothing applies. It’s also possible to introduce additional robots to a stage.

There are other obstacles that need to be overcome, such as reaching the different coloured buttons that control the various machines and barriers, and reaching conveyor belts that may be needed to transport objects across a stage.

Each stage requires a sequence to be planned, and played out over and over again until at least 5 pieces of processed material are collected. Timing plays an especially important role in successfully getting the robots to perform the set sequence, so play often involves adjusting the location of instructions to alter it slightly.

The number of instructions available are limited per stage. Solving each stage requires careful use of the available instructions to perfectly plan a successful sequence.

Discussion: //phpbb/viewtopic.php?f=91&t=5964

Source

This article is over 2 years old — the linked page may have changed, moved, or been taken over since then.

Apollonia v0.04 (PSP Game)

Codetactics updated their multiplatform, 3D, top down, arcade style helicopter game Apollonia.

Changes:

Features
* Chase camera – The default camera view is from behind the helicopter, rather than from isometrically above. The original (retro) camera view can be selected from the controls screen.
* Player profiles – Player names and data can now be saved to a database.
* Enhanced particle effects -รƒล These are used for missile impacts and bullet to ground impacts.
* Airstrike! – An A-10 Thunderbolt II can be called using L+R trigger. Includes audio.
* New Apache model.
* Ingame messages can be printed to the HUD.
* Briefing screens – To add meaing to the madness, there are short mission descriptions for each mission (excludes Instant Action).
* Three new missions.
* Friendly tanks.
* Player Statistics – Mission data is saved to a player’s profile. This includes flight time, accuracy, deaths etc.
* Post mission score board -รƒล The score board summarises statistical data of a just completed/failed mission.
* New Ammo and Health display on the HUD.
* The player helicopter can start some missions airborne.
* New factory building.
* Existing buildings have been scaled more accurately.
* Tweaked existing missions so that the player is less likely to be overwhelmed.

Under the Hood (for your interest)
* Particle Engine, Terrain and rendering optimisations.
* Splash Screen fixes.
* You can now shoot through destroyed buildings so that units inside them can be hit.
* Using the sqlite database for player data.

Known Issues
* Sometimes there is incorrect textures loaded (very elusive).
* Three Player Profile limit.
* High memory usage. Beware of too many PSP background processes.
* Suspend mode not supported.
* There is a delay between the mission being won/lost and the scoreboard being visible. This is because of the time taken to write data to the database.
* Slow load times; about 8 seconds (minus Sony logo).
* Some instances of near plane clipping of the terrain resulting in small amounts of unrenedered terrain.

Source

This article is over 2 years old — the linked page may have changed, moved, or been taken over since then.

By