News

Colors (25-08-2008) (NDS Game)

NightFox has released an update of his puzzle game Colors. It plays similar to Columns, where you need to bring three identical colored gems, into a vertical or horizontal row, to let them disappear.

Release notes:

Finaly, and thanks to last PALIB, NighFox’s Colors will run on G6 / M3 Real. It’s same version of last time. I only recompiled it to make it works on “REAL” linkers.
Download: http://www.mediafire.com/?uuj85cw7nin

Regards
Fox

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AnyRegion Changer v1.1 (Wii Application)

AnyRegion Changer is an application which allows you to change various region and language settings on your Wii. It also allows you to install the System Menu of another region if you so desire. A full description of this utility can be found in the README file.

Changes:

Minor fix to sysconf lib (Should fix some -24578 errors)
Changed Identification Routines
Added System Menu Region detection
Added intro screen/extra warnings

Source

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Phoenix Game Engine v0.01 (PSP Lua misc)

Phoenix Game Engine (PGE) is a fully featured engine for game development written by InsertWittyName and MK2k. PGE Lua is the Lua wrapper of that engine.

Release notes:

-= FEATURES =-

pge.controls – Handling button and analog input.
pge.dir – Directory access and file system operations that deal with directories.
pge.file – File access and file system operations that deal with files.
pge.font – TrueType font loading and drawing.
pge.gfx – Graphic primitives drawing.
pge.math – VFPU math module.
pge.mp3 – MP3 playback for background music.
pge.net – Net and socket functions.
pge.texture – Image loading and drawing.
pge.timer – Timer module.
pge.usb – USB functions.
pge.utils – Utility functions for using the dialogs and retrieving system information.
pge.wav – WAV loading and playback for sound effects.
pge.zip – ZIP file access and extraction.

PGE Lua uses a port of the latest Lua release 5.1.4, which has been optimised specifically for the PSP.

PGE Lua comes with 23 fully commented samples demonstrating how each module is used.

Alongside that, full documentation is available via the homepage: http://pge.luaplayer.org

There is an emulator for PGE Lua which runs on Windows, Linux, OSX and allows PSP-less development. This is almost complete and will be released at that time.

-= VIDEOS =-

Low resolution: https://www.youtube.com/watch?v=MT-9HJlmWkE

-= INSTALL =-

Copy the ‘pgelua’ folder to PSP/GAMEXXX/ (or PSP/GAME/ if your kernel is set to 3xx/4xx in the recovery menu).

-= KNOWN ISSUES =-

None as of this writing. With this being an initial release I would expect there to be a few undiscovered bugs. Let us know.

-= HOMEPAGE =-

http://pge.luaplayer.org/

-= CONTACT =-

tias_dp AT hotmail.com

-= DOWNLOAD =-

http://pge.luaplayer.org/lua/downloads/pgelua_001.zip

-= CREDITS & GREETS =-

Coded in pure C and asm using the homebrew PSPSDK.

Thanks to TyRaNiD for psplink, which was used extensively in debugging.

Thanks to all in #psp-programming on freenode.net, where quality homebrew is produced. Special thanks to those in #lua who know so much about Lua it scares me.

Personal thanks to romero126 and Soulkiller, who tested, provided feedback and helped me steer PGE Lua to where it is.

Massive thanks to Raphael and Tomaz – the work we did on triEngine helped me really understand what an engine is.

Biggest thanks to MK2k for joining the project midway through development and making it much more than I ever expected.

-= NOTES =-

Please be aware that this is not Lua Player.

PGE Lua is it’s own product and shares zero code with Lua Player.

For the C developers, the C API of Phoenix Engine will be released in due course, shortly.

PGE has been in development for over a year, it’s not some mis-match of code copied from other people. This is the real deal.

There are lots more plans in store for PGE and PGE Lua, a roadmap will be released shortly showing the expected development.

-= SUPPORT =-

For further help that is not supplied by the samples or documentation, there are forums for PGE at http://pge.luaplayer.org/

We are also on IRC, channel #psp-programming on irc.freenode.net, for one-to-one help.

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Dynamo 3 (PPC Application)

Dynamo is a cool, animated task manager for your PocketPC 2003/05/06 device. Say goodbye to boring text lists of running programs and instead manage your programs by sliding in images of all your running applications onto your screen. For each program on your device an image is saved and when you click the hotkey they all zoom onto your screen. Simply click the one you want and it will increase to fill the screen. Quickly seeing all the running programs is far more efficient than having to read through a text-based task list so Dynamo can make task switching a much faster, and cooler, experience.

Dynamo also allows you to quit programs from inside the image view meaning that it does everything your old text-based program manager could do.

As well as just looking generally cooler, Dynamo 2 offers far more customization than before and allows the whole application to be controlled using either your PDAs hardware keys or the stylus.

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Auto Lock (CSDEVCTRL) v3.27 (PPC Application)

Auto Lock (CSDEVCTRL) is another auto locking program which utilizes the Windows Locking for partial locking (phone related keys are active) or complete locking (no keys are active).

Changes:

24/08 – v3.27 – Added option for resetting the exchange server policy, keyboard slide to unlock,
activate the keys temporarily, Various fixes (in-call etc).

Source

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PALib (23-08-2008) (NDS misc)

A new release of PALib is here, it’s a programming library useful for mostly game coders.

Changes:

New stuff:
[Input] Added functions for using the Guitar Hero grip controller. See the example code in /examples/input/GHController for how to use them. These functions were contributed by BassAceGold.

[Input] Added functions for using the Taito Paddle controller. See the example code in /examples/input/TaitoPaddle for how to use these functions. Thanks to Yasu for figuring out how it works.

[FAT Loading] A whole new library for loading graphics and sound assets from FAT (EFS or regular FAT with DLDI) is introduced to PAlib thanks to NightFox! You can now easily load backgrounds, sprites with their palettes, textures, sound effects and other files from FAT. See the examples in /examples/FAT/FATLoading and the PAlib documentation (English only, sorry) for how to use these great new functions.

[8/16bit] A new “fake” 16-bit bitmap drawing mode by fincs. This simulates a 16-bit background using an 8-bit background by changing palettes every HBlank, and thereby frees up the large chunk of VRAM needed for a true 16-bit mode. See the included example in /examples/Bitmap8-16bit/Fake16bit or the PAlib documentation for usage.

[3DSprites] MaaS wrote a new function, PA_3DSetSpritePalCol, for changing 3D sprite palette colors on the fly.

[ARM7] Added a new arm7 core with only aslib and no wireless stuff, so it SHOULD work on M3/G6 Real. For increaed compatibility, this is now the default ARM7 binary, so be sure to select a different one in your Makefile if you need DSWifi or other ARM7 features. (See the readme file in the template folder for information on how to edit the Makefile to select a different ARM7 binary.)

Updated Oldies
[Installer] Updated the PAlib installer. All items are now optional and the root path is user-selectable.

[AS_Lib/Sound] Noda provided a new AS_Lib version and defines for EFS were removed. Using ASlib with EFSlib v2 now only requires including the efs_lib.c/.h files in your project.

[Sound] PA_InitASLibForSounds, PA_InitASLibForMP3 and PA_InitSound have been removed. You should now use the following methods to initialize AS_Lib in the mode you desire:

/* Init AS_Lib for mp3s */
PA_VBLFunctionInit(AS_SoundVBL); // easy way to make sure that AS_SoundVBL() is called every frame
AS_Init(AS_MODE_MP3 | AS_MODE_SURROUND | AS_MODE_16CH); // initializes AS_Lib
AS_SetDefaultSettings(AS_PCM_8BIT, 11025, AS_SURROUND); // or your preferred default sound settings

or

/* Init AS_Lib for sounds only */
AS_Init(AS_MODE_SURROUND | AS_MODE_16CH); // initializes AS_Lib
AS_SetDefaultSettings(AS_PCM_8BIT, 11025, AS_SURROUND); // or your preferred default sound settings

[Random] OlliPolli has improved PAlib’s Random functions. They are now faster, better and bigger (bigger random numbers, that is) and PA_InitRand is no longer needed.

[Text] ThemePark has made a very useful change to PA_OutputText and PA_OutputSimpleText. They now support newlines (n) in the body of the text.

[Backgrounds] Maple identified a problem with PA_DeleteBg and improved the function so that it now fully resets the background instead of just deleteing the tiles and hiding it. This should solve problems when switching between large map backgrounds and regular backgrounds on the same layer.

[Makefile] Removed –gc-sections from the Makefile. Thanks to Noda.

[Makefile] The Makefile in your project directory now only contains lines that will commonly change from project to project with the bulk of the Makefile being moved to /palib/lib/PA_Makefile. This should solve some updating issues and make editing the Makefile easier. Thanks to crash for this change.

[Examples/3DSprites] All 3DSprites examples have been updated so that PA_3DProcess comes after the vblank. This is the prefered method for rendering the 3D sprites and can solve a problem with flickering or tearing textures if a lot of 3D sprites are on screen.

[Examples/EFS_Lib] The EFS_Lib examples in /examples/FAT/EFS_Lib and /examples/Sound/ASLib_with_EFSlib have been updated to use EFS_Lib v2.0. Huge thanks to Noda for creating this wonderful library!

[Emulators] Updated all emulators (iDeaS, DeSmuME, No$GBA, NeonDS) and provided Linux versions where available (iDeaS, DeSmuME).

Things Fixed
[Mic/Sound] Fixed PA_MicReplay by returning the old PA_PlaySoundEx2 to the PAlib source. This also provides a rudimentary alternative sound engine when ASlib cannot be used.

[8/16bit Drawing] Fixed bug in PA_8bitDraw and PA_16bitDraw that caused unwanted lines to appear when turning drawing on and off while the stylus was held down. Thanks to Maple for the solution.

[BMP Loading] Fixed declaration in PA_GetBmpWidth and PA_GetBmpHeight that caused compiler errors for C++ users. Thanks to Frosty Chaotix and others for this.

[Video] dmig has fixed the long time error in PA_LoadVid, which should now be working.

[3DSprites] Fixed misdefinition in PA_3DUpdateSpriteAnims. This fix may help problems with flickering and tearing of textures. Thanks to SevenString for the catch.

[Sprites] Sylus101 fixed an issue in PA_ResetSpriteSysScreen that stopped sprite animations from working after the function was called.

[Sprites] Fixed PA_GetSpriteNCycles returning wrong type and inconsistent definition for spriteanims.ncycles. Thanks to Salz` for catching this.

[Input] Fixed bug preventing Pad.xxx.Anykey from recognizing the Y button. Thanks to ant512 for uncovering this bug ages ago and now it’s finally been fixed in the source.

[GIF Loading] ThemePark fixed a bug in PA_3DCreateFromGif and many transparency related problems in PA_GifToTex/GifToTiles. These functions are optimized and should be working properly now. See the exmaples for new usage.

[Pathfinding] AntonioND updated the PA_Astar path-finding function. It’s more efficient, returns an error value (-1) if there is no solution and a possible infinite loop bug has been fixed.

[Window] Schyzophrenic fixed an error in PA_EnableWin that prevented full declaration of layer priorities against the windows.

[Palettes] MaaS fixed bug in PA_SetSpritePalCol that caused corruption of sprites.

[General] Fixed PA_CloseLidSound. Thanks to unkwar.

[General] Finally fixed PA_PowerOff.

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