News

Looking for Wii porter (Wii misc)

A few people including myself were working on a remake of Sqrxz and require someone to port it to Wii as fast as possible.

The Wii port is closed source (of course the porter will get the source to do his part) and supposed to be Freeware and entered into the Nintendomax 2010 Wii Coding Competition. It’s deadline is ending on THIS SUNDAY!

The game is already working on Pandora, PSP, Wiz, Dreamcast and Windows and should be easy to port, as it’s using SDL.

Please get in touch with Kojote ASAP if you want to help out! Of course you would be getting your full credits and fame ๐Ÿ™‚

More details are either on http://wiibrew.org/wiki/User:Kojote/Sqrxz or http://www.sqrxz.de

http://pdroms.de/contact/

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KnightmareDS v0.3 (Alpha) (NDS Lua Game)

Knightmare, known in Japan as Majou Densetsu, is a 1986 MSX vertical scrolling shooter computer game. The player is a knight, Popolon, who has to fight his way through several levels to defeat Hudnos and rescue Aphrodite. [Text from Wikipedia]

KnightmareDS is a remake of this game for Nintendo DS written using MicroLua.

Thanks to http://nintendomax.com/viewtopic.php?t=11883&f=19 for the news.

http://microlua.xooit.fr/t589-Shoot-them-up-KnightmareDS.htm

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FB4NDS v1.4 (NDS Application)

“FB4NDS” (Facebook for Nintendo DS) is a Facebook application for Nintendo DS.

Changes:

* Fixed bugs in ram disk management.
* Fixed a bug in cyassl library (login error -12).
* Added support for EZ 3in1 Plus. (Not tested, please report me suggestion and bugs)
* Added new friendships request capabilities.
* Added avatars in Notifications Feed.
* Added support for PNG images.
* Added support for GZIP connections.

Discussion: http://forum.gbadev.org/viewtopic.php?t=17034

Thanks to http://nintendomax.com/viewtopic.php?t=11885&f=19 for the news.

http://code.google.com/p/fb4nds/

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Space Impakto DS (26-05-2010) (NDS Game)

This is an old-skool SHMUP type of game. So far this is only a basic engine.

Changes:

* Migrated the rendering engine to use the 3d core.
* Optimized the rendering a bit using GFX_VERTEX_XY instead of GFX_VERTEX_16. (depth is managed manually)
* Sprite rotation and clean stretch implemented
* Coded and BASIC(Freebasic) UV coord auto generator for my sprite images for ease of loading.

Thanks to http://nintendomax.com/viewtopic.php?t=11886&f=19 for the news.

http://forum.gbadev.org/viewtopic.php?t=17242

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