News

Visual Task Switcher v0.95 (PPC Application)

A Visual Task switcher in the style of Dynamo3.

Changes:

– bugfixs in VisualTaksConfig-Tool wich prevents app from starting
– fixes when switching portrait/lanscape mode (pictures will not be deleted)
– stability fixes
– you can prevent VT from scanning windows by setting ScanInterval to 0

http://forum.xda-developers.com/showthread.php?t=432213

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G-Watch v0.1.1 (PPC Application)

G-Watch is a stop watch which supports GPS devices. It keeps track of your distance, speed and altitude.

Changes:

[ADDED] Cumulative split time is displayed under the time of the current lap
[ADDED] You can resume the session you have stopped
[FIXED] Some small bugs

Discussion: http://forum.xda-developers.com/showthread.php?t=436160

http://www.ageye.de/index.php?s=gwatch/about

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G-Alarm v0.8.5 (PPC Application)

G-Alarm is an alarm clock with a special mechanism to wake you up. Before the alarm clock stops you need to guide a ball through a labyrinth.

Changes:

[FIXED] Volume control should work now on every device
[REMOVED] hidden option: safe mode volume control – there should be no more need for that
[UPDATED] Language: russian

Discussion: http://forum.xda-developers.com/showthread.php?t=422362

http://www.ageye.de/index.php?s=galarm/about

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AlienDS (13-10-2008) (NDS Game)

Pac has updated his First Person Shooter AlienDS for Nintendo DS.

Release notes:

Well, thanks everyone for the encouragement and sugestions. First I’ve uploaded a new version, that includes some of the improvements some of you have mentioned.

First is the new control style with the stylus, complete with mirroring for left handed people(thank my brother for that). Of course it’s optional, there’s a menu at the beginning. Though you can use the stylus to look around, you can’t look up and down, not because it’s difficult to implement but because you can’t do it in the original control scheme. Also everything in this game it’s at the same height, no need to look up and down.

I also have updated the radar/map thing, now displays the enemies too, the catch is that it only shows them when they move, it’s a motion sensor!, so it’s still tense. There is too a new decorative element, a light column thing, I think it looks good.

About other things, I don’t think I’ll code a tool set for this. The game it’s almost at the point I wanted it to be so I’ll probably start something else. When that happens I’ll release the source code, though I don’t think it’ll be that useful, it’s ugly and full of hacks. Anyway there are still things I want to do with this! Right now I’m trying to implement a random level generator, so the game can keep fresh, will see how that works. Also more decorative elements and interactive things like barrels or something, that’s easy to do.

http://forum.gbadev.org/viewtopic.php?t=16126&postdays=0&postorder=asc&start=15

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Inferno DS (12-10-2008) (NDS Application)

Inferno is an operating system for creating and supporting distributed services.

Inferno was first made in 1995 by members of Bell Labs’ Computer Science Research division to bring some principles of Plan 9 from Bell Labs over to other systems. Inferno is a distributed operating system based on three basic principles borrowed from Plan 9:

* Resources as files: all resources are represented as files within a hierarchical file system
* Namespaces: the application view of the network is a single, coherent namespace that appears as a hierarchical file system but may represent physically separated (locally or remotely) resources
* Standard communication protocol: a standard protocol, called Styx, is used to access all resources, both local and remote

[Text taken from Wikipedia]

Changes:

– fixes to screen.c
– r4ds reads and arm7/touch.c

http://code.google.com/p/inferno-ds/

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Sonic (r294) (NDS 3D Engine)

Sonic is the development name for ritz’s homebrew nintendo ds 3D game project. Some notable features include skeletal animation, static & dynamic point lights, shadow volumes, skyboxes, picking, gravity and object & environment collision detection. In the near future he will build the game logic, a.i., scripting and maybe an interactive 3D map builder for easy world creation and object & creature placement.

Changes:

added a dragon for fun, nothing else

Thanks to www.nintendomax.com for the news!

http://www.daftcode.net/

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G-Alarm v0.8.2 (PPC Application)

G-Alarm is an alarm clock with a special mechanism to wake you up. Before the alarm clock stops you need to guide a ball through a labyrinth.

Changes:

[ADDED] Stability, stability, stability and some bugfixes…
[ADDED] A new maze!
[ADDED] Language: chinese simplified

Discussion: http://forum.xda-developers.com/showthread.php?t=422362

http://www.ageye.de/index.php?s=galarm/about

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Irdeto Sage Key Decryptor v1.0 (PSP Application)

Irdeto Sage is a Irdeto based file encryptor/decryptor for PlayStation Portable.

Release notes:

Here is the first full version of Irdeto Sage.
You can currently change the private key with an arcade style rotator, and a basic file browser has been implemented to select files.

The Irdeto crypto algorithm is very strong despite security loopholes with smartcard hardware that allowed people to extract keys from them. You can attempt a brute force of the irdeto private key (HMK) with FMcard Windows program by Fatmate available here: http://www.geocities.com/qarqeaan2/programs.html provided that you have a matching Encrypted and Plain key pair which is given in the Irdeto demo mode of Irdeto Sage. It would in all probability, take many lifetimes to stumble onto the key.

The target file must be 20Mb or less, since the processing is done in RAM, and the program is compatible, and tested on the PSP fat.

http://forums.qj.net/showthread.php?t=145130

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AlienDS r1 (NDS Game)

Pac released his First Person Shooter AlienDS for Nintendo DS. This games uses the Nitro Engine.

Release notes:

I’m new here (and to ds development) and I wanted to get some feedback on this game I’ve been developing this past week. It’s a little FPS, with aliens! At this point it’s still a work in progress, only 3 levels, very few SFX and just one weapon, but I think there is already enough to show and get some suggestions.

In each level there is a blue key hidden that is needed to open the exit door. Also, some credits, I used the NitroEngine to help me code this, very nice!

http://forum.gbadev.org/viewtopic.php?t=16126

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