News

Lockjaw v0.45 (GBA Game)

LOCKJAW is a free software implementation of the so-called Soviet Mind Game, a highly popular computer puzzle game that involves guiding tetrominoes into neat stacks in a well. This game was designed in the mid-1980s by Russian game designer Alexey Pajitnov and was first implemented in a software product called TETRIS(R).

Changes: v0.45 (2008-04-20)

* New unified speed curve system: less code, more tables, for future loading from a file (bug 0040).
* All speed curves except Rhythm and Rhythm Zero have been ported to the new system. Notably, Master has been rewritten based on the tables from the wiki, and Exponential uses sections. The lock delay speeds up as brutally after 600 pieces as always.
* Added kludge in the basic makefile that allows building on *BSD and GNU/Linux: ‘make linux’ (patch by kesiev).
* ljpath: Fixed a couple misspellings in the non-Windows code path (reported by kesiev).
* ljpath: Supports libfat when running on Nintendo DS.
* A few descriptions of options have been shortened to fit into the new GBA/DS look (reported by Bloodstar; patch by caffeine).
* Writes result and options text to standard output as well as to lj-scores.txt. This allows you to do ‘lj | postprocessor’ even if you can’t do ‘tail -f lj-scores.txt’ (requested by kesiev).
* DS: Writes result and options to /data/lockjaw/lj-scores.txt.

Thanks to http://www.nintendomax.com for the news.

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QBert (24-04-2008) (A2600 Game)

jbs30000 has updated his QBert remake for A2600.

Release notes:

I said I wasn’t going to post any more updates until I was finished with my QBert game, but after re-writing the code, from scratch (literally) over and over again (something like 5 times or so), and getting this far, I just had to post an update.

Coily is now in the game. I made him move half as slow as QBert because since the pyramid is smaller than the arcade or 2600 version, Coily could catch up to QBert very quickly when he moved at full speed. He still can cause problems at his slow speed though, and when I’m finished with the game there will usually be 2 enemies on the screen, so that will make things harder still.

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PuzzleManiak v0.9 (iPhone Game)

Alex has udpated the port of PuzzleManiak for iPhone.

Changes:

– fixes some bugs (but Loopy is still crashing, sorry)
– add a ‘random game’ button
– improve sudoku and pattern grids size
– save last level played

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J2ME PhoneME v0.1 (J2ME emu for GP2x)

Quote:

Zaxxon, an italian GP2x user, just made a J2ME PhoneMe porting, that means the possibility to run java mobile phone games on GP2x.

Unluckly Zaxxon has no time to do further releases, so this code needs mantainers! If you’re interested in this project and you think you can improve it , try to do a release! The GP2x community will be grateful for your efforts.

I packed this release using the stuff Zaxxon kindly posted on the italian forums (with his permission), so the project is free for everyone (especially those that want to improve it ;).

It already has very good compatibility and speed, the only issues are the lack of sound and minor cropping problems because of the different resolutions from phone to phone games. There’s also a bindable key to rotate the screen and a method which produces configuration scripts and binds the buttons for games.

This is also an interesting solution for cross-platform homebrew (Mobile Phone-GP2x) using J2ME (Java for Mobile).

Read the readme file I did for further details, here’s the release http://archive.gp2x.de/cgi-bin/cfiles.cgi?0,0,0,0,1,2554

(24/4/08: Edited slightly for readability, though some things not changed due to ambiguity – Tobriand)

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IPSMS v0.7.1 (PPC Application)

IPSMS is a tool for sending SMS via SMS77, SMSBug, Voipbuster (nonoh, sparvoip, voipstunt, webcall Direct, VoipWise, 12voip, dialnow, justvoip etc.) and your cellular network provider.

Changes:

– added: new multifunction buttons actions (SMS77 gateway status, Show log window, Show SMS counter, Refresh contaclist, check credits)

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Organic Lock v0.8.1.5 (PPC Application)

The whole point of the program is to unlock you device not with some alphanumeric sequence or a simple key combination, but with a sequence pattern of points on screen.

Then the sequence entering screen is shown, where you need to repeat the configured sequence by taping the moving shapes. Device is automatically locked after soft-reset.
Going to check compatibility/add with different screen lockers (like S2U2) in future versions. Locker does not consume any resources while screen is locked. It is only activated when unlock is initiated.

Current version is in beta stage, so chances are there might be some quirks here and there.

Changes:

– New unlocker – Static picture with absolute positioning (others have relative).
– Config stored in program folder now.
– A bit more user friendly configurator. Shows order of entered points with letters. Loads previous settings.
– Possibility to unlock device with a special ‘panic’ key.
– Letters are shown instead of numbers in unlocker screen.
– Option to automatically lock after soft-reset.

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Adventure Game (Cave In) v2.17 (A2600 Game)

Atarius Maximus has udpated his “Adventure Game” aka “Cave In”.

Quote:

David Exton has been hard at work on a label for Cave In, and his final version looks fantastic. Take a look here: http://www.atariage.com/forums/index.php?automodule=blog&blogid=248&showentry=4769#comment9609

I’ve been testing the game again today, and everything is looking good. I made one minor change to the difficulty levels, you now start out with the gun in game one and never lose it. The gun upgrade room is still in that level, however the upgrade will never appear since you’ll never need it. I now need to start working on updating the instruction manual, as the most recent version I posted is now out of date – several things have changed.

Here’s a quick review of the difficulty level differences:

Default options – shots cannot fire through walls, enemies will die after attacking 7 times, shield can be used to kill enemies when you have no gun – just press the fire button when you’re on top of them.
Gameplay Notes: Enemies will not drop a gun for you in Games 2 & 3 until after you’ve found the gun for the first time. You cannot exit a locked cave until after you’re in possession of the crown piece.

Game 1 – Beginner
enemies move at normal speed and never have a fast attack
no health reduction when changing rooms
keys are always hidden in the same rooms
You start out with your gun, and you will never lose it.

Game 2 – Intermediate
enemies move at normal speed with occasional fast attacks
1 point health reduction when you change rooms only after you are down to 3 health blocks left
key locations are randomized
You start out with no gun – you will have to find it.

Game 3 – Advanced
enemies move at top speed all the time
1 point health reduction when you change rooms at all times
key locations are randomized
You start out with no gun – you will have to find it.
falling rocks in the locked caves will fall twice as fast

There are just a few minor issues that I know are still in the game, that will likely not be fixed – mostly due to space issues. There’s less than 20 bytes free now out of 32k, changing anything now is very difficult.
Enemy explosions are not red when you’re in posession of the shield.
If you drop the shield inside the inivisible maze, it changes to the wrong size when dropped. There is no effect on gameplay.
The healthpack/gun upgrade may appear in unaccessible location – I’ve minimized the probability of it happening, but it might happen sometimes.

No more updates are planned for the game now – please post if you find any more bugs. I’ve tested the latest version of the game on my CC2 and everything seems to work fine. I know of two other issues that were reported when I was working on this back in February: getting stuck in a wall, and the bullet remaining on the screen as an unmovable dot that disappears after you leave the room. Hopefully those bugs have been elimintated, as I’ve not been able to reproduce them in this version. Of course, I had an extremely difficult time reproducing them back then too.

Edit: I posted a minor revision (v217). Unless any more bugs are found, this will be the final version.

Steve

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