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Woopsi v0.43 (NDS misc)

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

Release notes:

– Fixes:
– ListBox draws correctly when dragged (clipping problem from 0.41).
– Multiple fixes to the PackedFont set of classes.
– bmp2font checks the default Windows location for grit.
– bmp2font adds fonts to the WoopsiUI namespace.
– bmp2font follows #ifdef/#endif guard style.
– bmp2font uses more appropriate casing for filenames, etc.
– CycleButton redraws correctly when released if it contains no options.
– Label and subclasses recalculate their text position and redraw when their fonts are changed.
– TextBox does not attempt to move cursor when clicked if it contains no text.
– TextBox cursor moves correctly when clicked if a PackedFont font is used.
– Template project no longer references Gadget::Rect.
– MultiLineTextBox redraws and adjusts text position when font is changed.
– ListBox does not attempt to draw item -1 in list.
– PackedFontBase::isCharBlank() returns the correct value.
– Renamed DefaultStyle class to GadgetStyle.
– Instance of GadgetStyle created at Woopsi startup instead of using static properties of DefaultStyle class.
– Removed systemFont global; relying on defaultGadgetStyle instead.
– Removed tinyFont global; Debug class now creates its own instance.
– TinyFont follows class pattern used by Jeff’s PackedFonts.
– Graphics::floodFill() no longer gets stuck in an infinite loop.
– Moved logos out of demo data folder and into new logos folder in bmp.
– Removed unused bitmaps from demo.
– Added missing FileListBox class.
– ScrollbarHorizontal passes font object (via style) to Gadget constructor correctly.
– BitmapWrapper::getData(x, y) no longer causes a compiler warning.
– Removed PAGfx binary from demo.
– Removed zombie.c file from demo and replaced with bmp2bitmap-generated class.
– Removed bittest files from demo and replaced with bmp2bitmap-generated classes.
– Removed all_gfx file from demo.
– Uses stack instead of heap for converting chars to strings.

– New Features:
– Added packedfonts example.
– Added dozens of packed fonts.
– Replaced font pointer in gadget constructors with a pointer to a GadgetStyle object.
– Changed default font to NewTopaz.
– Added old system font under the name Topaz using the same class pattern as the TinyFont.
– Added defaultstyle example.
– Built with devkitARM r27 and libnds 1.4.0.
– Replaced FontBitPacker with bmp2font, a .NET app that can convert a BMP to any of Woopsi’s 4 font formats.
– Added bmp2bitmap, a .NET app that will convert a BMP to a Woopsi BitmapWrapper class.
– Added font2bmp, a .NET app that will produce a BMP from a Windows font.
– Added font2font, a .NET app that will convert a Windows font directly to a Woopsi font class.
– Added new GadgetEventHandlerList class and moved event raising code into it from the Gadget class.
– Duplicate gadget event handlers cannot be added to a gadget.
– Added build and deploy batch files for libwoopsi.
– Tests all build against libwoopsi instead of the raw Woopsi source.
– Most examples build against libwoopsi instead of the raw Woopsi source.

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OpenBOR v0.2 (Dingoo Linux misc)

OpenBOR (Open Beats of Rage) is an open source engine to play Beats of Rage.

Beats of Rage is a freeware open source video game and moddable game engine made by Senile Team ( http://www.senileteam.com/beatsofrage.html ) and inspired by Sega’s classic Streets of Rage series. The term “moddable” means that the program allows users to create their own content, and thus their own beat-’em-up game, which is then called a “mod”.

Beats of Rage was first made available for download November 2003. It was not advertised in any way other than by word of mouth, yet it soon gained enormous popularity.

Changes:

– Fixed 16bits colors issue, now mods like ‘Ryuko no Ken Nekketsu’ displays correct colors;
– Fixed memory calculations issues;
– Based on OpenBOR v3.0 build 2536.

Source: http://boards.dingoonity.org/dingux-releases/openbor-dingux-port-v0-1/

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Zero Gravity v1.1 (Dingoo Game)

jo3_sum released his debut Dingoo game for native Dingoo OS.

The game is called Zero Gravity. The rules are extremely similar to Connect 4, but with a few twists. A player can insert his or her own pieces from any angle of the playing field falling into the opposite direction. And sometimes spaces are covered by black spots which block the way for falling pieces. First player to have their pieces 4 in a row wins!

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