News

Time Baby v11b (PSP Application)

Art updated his clock/time application “Time Baby”.

Changes:

– Implemented Flamez PSP fire effect demo by Midnight, optimised and ported to PSP by Fanjita,
modified for use with PSP graphics library, and variable positioning by Art.
– Fixed display bug when resuming from standby.
– Improved font for time announcement duration setting screen.
– Intro sequence is slightly faster than previous versions.
– Shutters open faster than they did previously in plasma clock mode.
– HOME button can be configured to power off by editing the last byte of the config file.
– Face buttons are locked when plasma screensaver is active, although the program still runs underneath.

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AmplituDS v3.1 (NDS Game)

You are in control of the ship. You can move it left and right, to let it hover over another lane. In the picture above, for instance, the lanes are coloured red, orange and blue.

When hovering over one of these lanes, you will notice dots on them. On the blue lane for example, you see them being yellow. Those dots are actually targets, and your goal is to shoot them all without missing one. Sounds easy enough, no? The catch is that the targets are aligned to either be on the left side of a lane, in the middle of a lane, or on the right side of a lane. On the blue lane in this picture, you can clearly see the pattern being [ left, right, left ] each time. You need to hit the right buttons in order to be able to shoot down the targets.

The targets are placed on the rhythm of the music. That should make things a bit easier for you. The music of a lane will only play if you’re shooting down all the targets in the right way (ie: not missing one). If you succeed to do that for a while, the lane blows up and the music associated with that lane will play on. For the red lane, that music is usually the drums section. After having shot down a lane, I suggest going to try an other available lane as soon as possible, to rack up your score. Each consecutively succesful destroying of a lane not only gives you points for all the targets you hit, but also increases the multiplier, making your score even higher!

Now, there are also powerups available in the game. These are: autoblaster, freestyle and scoredoubler. Autoblaster destroys an entire lane for you. If you failed a lane, and use the autoblaster to destroy it anyway, you’ll get your old multiplier back (yay!). Freestyle is you scratching on the touch-screen to get points and creating a nice melody yourself. Scoredoubler is exactly what you’d expect it to be; it doubles the scores you’d otherwise receive for a short time.

That’s it. If you want to know more about the concept, please read FAQs and such on the game on which AmplituDS was based on. That should help out. Maybe one day, I’ll put a quick video of this game online as tutorial.

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ScummVM DS v0.11.1 (Beta 1) (NDS misc)

ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!

Since there were bugs found in a few of the ScummVM engines, ScummVM 0.11.1 will be released to fix them. There are no new features compared to the 0.11.0 release.

Here is the first beta version of the 0.11.1 release of ScummVM DS. It needs lots of testing.

Thanks to http://www.dev-fr.org for the news.

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

OpenTTD DS (Alpha 5) (NDS Game Port)

The Nintendo DS port of Open Transport Tycoon Deluxe has been updated – This version comes mostly with sound effects and a few other fixes/features. As usual any bug reports are very welcome.

Changes:

based on r12083
Major new feature: stereo sounds effects!
Sounds require additional memory. Currently up to 200KB might be used for the sound samples. Therefore crashes due to memory shortage (especially on bigger maps) could be more frequent.
Music is still not working due to the lack of a ARM7 midi library
sounds are also played for tiles on the border of the screen
config options and patch settings are now saved
more comprehensible error messages when files from the original game are missing
screenshots in BMP format are working (normal and giant)
(the debug console won’t be drawn onto a screenshot)
added a loading screen and a an exit screen
code cleanup to fit OpenTTD project structure

Thanks to http://www.dev-fr.org for the news.

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

PocketNES (20-02-2008) (NES emu for GBA)

Dewit has updated PocketNES once again. It’s considered a buggy alpha, so use it with cautation.

Fixed bugs
* Less crashes when using compressed roms

New Features
* Rewrote the Background Tile update system, so now it delays changes to the nametables until the next frame, so that the graphics synchronized properly. No more disappearing ? blocks in Super Mario Bros. (Punchout and 4-screen mirroring is currently broken)

Optimizations
* Games run much faster in this version
* Replaced some memory filling/copying loops with faster multi-register writing code
* Very heavy optimizations to PPU status reads, almost makes PPU hack unnecessary
* Now stores fixed PRG bank inside Fast Video RAM instead of slow cartridge slot, huge speedups for this reason

What’s broken:
* PPU Hack does nothing right now
* PUNCHOUT is broken
* TQROM and Mapper 74 are broken
* 4 screen mirroring is broken
* Savestates are buggy
* Don’t try to use the cheat finder right now.

Internal changes which only make sense if you’re the developer
* Moved some code out of IWRAM, including the multiplayer link code. (it’s still there, just no longer wasting fast memory)
* Different timeout system

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Virtual Dieter (Build 7) (A2600 Game)

Dodge the food coming at you. If you touch a food, your stomach grows bigger. You get one point for each group of food you let pass to the other side. The game ends when your stomach gets to the other side of the screen.

Changes:

Problem solved, sprite redesigned.

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