News

PSPIRC v1.1.0 (PSP Application)

PSPIRC is a basic IRC client for the PSP.

Changes:

– New graphics designed by Delight1 herself !
– Display all user flags in the user list menu
– IRC Channel name is now automatically added in command /TOPIC, /KICK and /MODE
– Command /MSG is now supported (alias to /PRIVMSG)
– Command/Text line history
– Command completion in the console window ! (see readme for details)
– You can now paste the name of an existing tab in the console line
– Bug fix in /TOPIC command (only the first word was taken into account)
– Bug fix in the new input line feature
(the text was messed up when line size was greater to the width of console window)
– Bug fix in the help menu (only first lines were displayed properly)

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Cave In (RC 1) (A2600 Game)

Atarius Maximus has released a release client of his game “Cave In”, which previously made it in the news as “Adventure Game”. The game is pretty comple.

Here are the release notes:

I’m nearly complete with my new Adventure game, which has been about 6 months in the making. It’s written using mostly batariBasic, however I’ve got a little bit of pure ASM in there, most notably for the high resolution titlescreen. It’s a 32k game and uses the superchip for a higher resolution playfield. It’s a quest type game with 160+ different rooms to explore and specific goals that have to be accomplished – I’m including the latest version of the instuction manual that has all the details. I’m also including a map of the game which is farily current, but some room designs have changed since I last updated it. Also, the current version of the manual has lots of spoilers, just as a warning. For more info about the game, check out the thread in the 2600 basic forum here: http://www.atariage.com/forums/index.php?showtopic=108757

The reason I’m posting here is I was hoping someone might be able to provide a little assistance with adding some music to this game – either in the titlescreen, in-game, or in the closing screen after you’ve beaten the game. Several people have suggested that the game would be much more ‘complete’ with some music, and unfortunately it’s beyond my skills as a programmer to create a song on the 2600 that anyone would actually want to hear. The titlescreen is already written in ASM, so it might be easier for an experienced programmer to plug in a song in that portion of the game. I’ve included that code as a separate attachment. I realize that it’s a pretty big favor to ask, and if no one is up for it that’s ok. I still wanted to share the game with everyone who frequents the homebrew forum.

I like the game as is without any music, but adding it would defintitely put a finishing touch on it. Any other comments or suggestions are welcome. Is there anyone here who might like to assist?

Thanks!
Steve

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Schoolbus v0.1 (A2600 Game)

The story is that you are a schoolbus driver and there is a storm that took a lot of powerlines down and you have to drive to school without running off the road or into downed powerlines. It is basically currently just a side-scrolling driving game where you get more points by driving faster and longer. Have fun!

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Gianas Return WIP (GP2x Game)

Here are some progress news from the Giana’s Return homepage:

Gianas Return (Beta 06-11-2007)
Please note this beta is not publicรขโ‚ฌยฆ Changes:
New tileset for world 1 (not final, should follow soon)
New credit screen (replaced the 5 other credit screen, compressed information)
New langage selection screen (with new flags)

discouraging feedback
we actually find it quite amusing if people try to discourage usรขโ‚ฌยฆ we know the project takes some time already, we know many people are waiting for the final of gianas return, but people who try to demotivate wont be the winners

please flame now, thank you! ๐Ÿ˜‰

update 5th november
things seem to speed up a bit, as everyone is willing and ready to finish the project as soon as possible.

our new gfx guy is having slight problems with the engine it seems, he might need some attempts to fully understand the used engine and provide perfect results, but we are on the way. if everything goes straight, there will be new screenshots in the next three days.

our artist jayne, responsible for storyline and handdrawn backgrounds will have some time again from 7th novemeber on. this means we can expect progress in this matter.

some translators are already contacted, as soon as the storyline has been finalized, the texts will be sent out for translation into different languages. this will make giana a multi language game ๐Ÿ™‚ we will keep the storyline short, so donรขโ‚ฌโ„ขt expect a fully featured book a la harry potter ๐Ÿ˜€

we really want to push out the game in the next two months and we will do our best for this, but please everyone – the game is done, when itรขโ‚ฌโ„ขs done. the public beta which was spreading around was a small failure as it contained bugs, which destroyed the gamefun pretty easy, we donรขโ‚ฌโ„ขt want to have something like this again. we want a 101% product and not a 95% oneรขโ‚ฌยฆ itรขโ‚ฌโ„ขs also in your sense and will grant the fun you are looking for, at least for some hours ๐Ÿ™‚

translations
the ones who offered translationรขโ‚ฌยฆ confirmed are catalan, dutch and spanish – the other guys didnรขโ‚ฌโ„ขt reply to our e-mails ;ร‚ยด:(

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GoSub2 (Build 48) (A2600 Game)

GoSub2, the successor for GoSub has been updated… Build 48 is out!

Release notes:

With banks 6, 7, & 8 to fill up, now I can have around 80 mazes instead of just 20! Now it can’t possibly be too short! Bank 5 is where the Easter egg is, and banks 4, 6, 7 and 8 are where the mazes will be. Right now, though, banks 6, 7 and 8 are empty. And, if you want to design mazes for me, go right ahead. Each maze is 32 pfblocks wide and 15 pfblocks tall, and the beginning should be at the lower left-hand corner, and the exit can be anywhere on the right side. Here’s the first of many 32k revisions. I added two mazes, for a total of 11 so far. Only 71 more to go!

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PSP Doom v1.3 (PSP Game Port)

Chilly Willy updated his PSP Doom port:

Changes:

v1.3 is up! Networking finally works; you can also play against compatible PC/Mac/Amiga versions of DOOM. The GUI has been revamped to make it easier to set up and play a network game. You can now set the starting level and skill.

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DsKara v0.9 (NDS misc)

DSKara is a karaoke application for NDS. There are three versions available:

Bet On It – Zac Efron / High School Musical
Wake Me Up When Septembert Ends – Green Day
Work This Out – High School Musical

You need to find the music itself on your own, no one can help you with it.

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Woopsi v0.25 (NDS misc)

Woopsi is a Nintendo DS GUI library for rapidly creating user interfaces for homebrew software. Modelled after the AmigaOS windowing system.

Changes:

V0.25 (20071105)

– Fixes:
– Added vector to store hidden gadgets, reducing the complexity of maintaining gadget lists and focus.
– Removed all screen dimension magic numbers and replaced with defines.
– Tidied up a lot of the code.
– Gadget deletion queue now handles solely in the VBL events.
– Optimised TextWriter by preventing it from drawing empty glyphs.
– Changed TextWriter into a static class.
– Optimised TextViewer so that it uses much less memory.
– Text font and glyph font now sent around hierarchy instead of each gadget creating their own font.
– Improved Font class.
– Removed 8-bit code from Bitmap class.
– General refactoring and code tidying.
– Made EventHandler methods virtual instead of pure virtual.
– Split gadget events into “raiseXEvent()” and “x()” functions.
– Clicking a gadget automatically notifies its parent that it is the new clicked gadget.
– Moved dirty child redraw function into gadget class.
– Added horizontal clipping to rect splitting functions.
– Fixed SuperBitmap border.
– Relevant gadget methods are now virtual for subclassing.
– Removed all unnecessary all_gfx includes.

– New features:
– Added non-draggable screens and windows.
– Added show/hide gadget functionality.
– Added ability to hide a window instead of closing it when the close button is clicked.
– Added closed/hidden/shown events.
– Added monochrome output to Font class and definable text colour.
– Added drawText() function to SuperBitmap class.
– Added window depth button.
– Added enable/disable gadget.
– Started work on alert requester.
– Moved text data manipulation out of TextViewer into a separate class.
– Added Gadget::moveTo method.
– Added Gadget::resize method.
– Added resize event.
– Added move event.
– Added value change event.
– Added window resizing (API only).
– Added radio buttons.
– Added radio button groups.
– Added “clicked” glyphs for screen and window depth buttons.
– Most gadget action methods (click(), moveTo(), etc) return bools to indicate success or failure.
– Added enabled/disabled events.
– Added checkboxes.
– Added NDS screen flipping and support for top NDS screen.
– Added screen flipping gadget.
– Updated screens to swap to front when clicked.
– Added a variety of gadget depth manipulation functions.
– Split Woopsi library code into separate directory for ease of integration in other projects.

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fMSX v3.4.5 (MSX emu for PSP)

fMSX PSP is a MSX emulator for PlayStation Portable.

Changes:

MSXMUSIC and MSXAUDIO emulation can now be toggled on and off at any time
FDD (Floppy Disk Drive) activity indicator – displays an icon whenever the virtual floppy drive is busy
Optional (and discouraged) hi-resolution renderer for screen modes 6, 7 and text-80

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