Playstation Portable News
This is a port of the Chipmunk Physics ( http://wiki.slembcke.net/main/published/Chipmunk ) by Slembcke including the demonstrations that come with it to the PSP. For graphics and user input the JGE++ Engine by Dr. Watson has been used.
Thanks to MK2k for the news.
http://www.mk2k.net/serendipity/index.php?/archives/11-Chipmunk-Physics-Demo-PSP.html
klinkdawg just released a new game called Astroid Escape. The point of the game is to make it through the levels avoiding all of the floating astroids.
http://forums.qj.net/showthread.php?t=137720
MK2k, a more or less known PSP developer, has just opened his own webpage. As expected it covers all of his PSP work such as
– Chess Clock aka Game Clock PSP 1.0
– Kakuro Nichiyou PSP 1.1
– Heartlight Deluxe PSP 1.0
– Jump ‘n Bump PSP 1.51b
– PSPFun 0.1 MULTi 2
– Tankw00rst PSP 0.1
– Sleep’n’Wake PSP 1.99 MULTi 8
– …
His work is worth checking, so if you haven’t yet, you know where to go 😉
http://www.mk2k.net/
NervOS is a multifunctional application for Playstation Portable.
Features:
Image Viewer – PNG and JPEG files
Music Player – MP3 files
Can run homebrew – PBP files
Can run ISO/CSO files
Can run UMD’s
Can load prx plugins (some prx plugins may not work)
USB Mode
Shows the current time – hours, minutes and seconds
Shows the battery life percentage
Shows CPU Speed.
Take screnshots – press Select
Task Manager – press L+R
Multi-tasking
After exiting from a game/homebrew, you are returned to NervOS.
Autoboot feature
Shows the volume in a volume bar
Theme Support
NervOS Configurator
Config.cfg file (configuration file)
USB Activated at Startup
Custom Text color (change it from config.cfg)
Changes:
Added:
New menu animation (when in music column, I have a new animation made but will be used on the net version)
Ability to change the CPU Speed from the configuration file.
CPU Speed is shown on the top bar.
Added a “Are you sure?” question when running something from NervOS.
Battery percentage is shown in red if it’s below 10%.
Displays “Charging” if the battery is charging.
Added “Control Panel” title to L+R Window.
You can change the text color of the Control Panel (L+R to access it).
Changed:
Fixed bug with the task manager.
You can have up to 1000 themes in your THEMES folder.
Fixed a file browser bug.
Fixed bug with the volume.
Now when exiting from something, you return to the same point as you were before (example: “when going into browse for tracks, then exiting it should put you back at the music menu rather than putting you at the USB”)
Removed the stop button.
No more crashes when pausing/stopping music and then loading music
again.
http://forums.qj.net/showthread.php?t=137631
POWDER is a roguelike game, which is not a port of an existing roguelike. It is built around replayability and long term ergonomics, not short term learning. Author of this piece of software is Jeff Lait.
Release notes:
This release is a bit late coming out due to my participation in the fourth annual seven day roguelike competition. My submission was Fatherhood.
Spent some time improving environmental interactions, adding some relatively useless spells that people more clever than I will find ways to abuse, and performing the usual grammar fixes.
An exciting change which hopefully you won’t notice is that the SDL based builds are no longer tied to a fixed 8×8 tile size. This was no small change as I had happily spread hard-coded constants everywhere, confident that the Gameboy Advance hardware wasn’t going to change on me. It never did, but POWDER escaped that world and now lives places where 8×8 feels a bit cramped. One intriguing tileset would be to build a 10×10 based set that would then run at a native res of 320×240. See the ArtPack for details. Note I said I hope you don’t notice this. No doubt, I have screwed up somewhere and some menu or stylus input won’t work properly – I look forward to having my error pointed out.
Note: While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading.
Changes:
[DS] Pressing keys on on-screen keyboard will move the button-based cursor to the pressed location.
Flavour text for empty bottles. (R. Dan Henry)
Zombies, skeletons, ghasts, and liches that are made by magic will have their original creature type prefixed to the name: rat zombie, tridude lich, etc. (Adam Boyd)
Trolls that resurrect inside lava will remain inside the lava rather than being teleported out. (Oohara Yuuma)
Acid Pool can now be cast at range rather than only on adjacent squares.
When you suffer system shock due to ending a polymorph or possession by dying a “You feel a little dead inside” is reported to alert you to the damage done. The Possess spell help has been updated to point out the dangers of dying while possessing creatures. (Derek S. Ray)
You can now wish for specific spells. Well, provided you can wish at all. If only you knew how to wish.
Wands of light will now slightly damage creatures and blind them for a turn or two.
Floating eyes that are blind can no longer paralyse you. (Michael Brough)
A Grow Forest spell that… grows a forest. I guess you could use it to block line of sight of those that chase you? (Adam Boyd)
Being hit by water has more consistent effects.
To hit bonus of weapons now shown in [] after weapon damage to make it clear that rapiers have a bonus.
A Down Pour spell to sodden excessively cheerful spirits.
Extra commas in the monster descriptions (R. Dan Henry)
The character dump will now give you your playtime and which platform you are playing on.
Option to turn off colouring of hp and mp. (David Damerell)
“Your spear glows grey” from Detect Curse spell now has punctuation. (Michael Brough)
Forest tiles can catch on fire and turn into forest fires. Be careful, these spread.
Support for tilesets with a base tile size other than 8×8 in SDL builds. (Ibson the Grey)
Your tileset, name choice, and button mappings are now saved with the highscores, not with your save game. This means the settings from when you last died or saved will be restored when you power back on again. (Matthew Rollins, Tim Allen, Robert, Irashtar, Matt, likely many others)
[PSP] Quit removed from PSP menu pending me figuring out how to properly boot back to the host system. (stabwound)
http://www.zincland.com/powder/index.php?pagename=release
New release from ted03.
Description:
Lock your PSP using this simple yet very useful application.
http://forums.qj.net/showthread.php?t=137618
Space is a Playstation Portable game coded by olimpikel and written using LUA Player HM v5.
More information in french language at it’s release thread.
http://xtreamlua.com/modules.php?name=Forums&file=viewtopic&t=3435
Mario Kart PSP by Dark_Momo is a Mario themed driving game, where your aim is to not crash into others, who come from your opposite driving direction.
http://xtreamlua.com/modules.php?name=Forums&file=viewtopic&t=3454
Chess Clock aka Game Clock PSP 1.0 is an Analogue Chess/Game Clock Simulation for the Playstation Portable. It is written in C++ using the JGE++ Engine by Dr. Watson and Chipmunk Game Physics library by Slembcke.
Features:
– Two connected clocks
– Each clock containing:
– a big clock pointer
– a small clock pointer
– a flag
– a star-shaped wheel for activity indication
– 2D physics simulation on the flags
– The pointers are rotating by an estimated angle velocity, so this app does NOT feature the most accurate clocks on the planet (it may vary by some seconds per hour)
For full details, please consult the readme.txt in the archive, which is available in english and german language.
Thanks to MK2k himself for the release (firstly released at PDRoms)!
http://www.pdroms.de/files/1615/
The autor of Cave Dig PSP released a bunch of new screenshots and some work in progress information.
Quote:
Though i’d drop by, and post a few more screenshots with this game, still not ready to be released, but is almost there, Screen Shots Below.
Ive been workin on this alot latley, after re-writing it twice over the past week (after running into memory and speed issues in lua (note: coded in lua as a prototype, later to be coded in C))
Ive finally got everything running smoothly again, but still have a few more things to add in, see below.
* Need to re-work current enemy, and add another 2 (for now)
* Need to add bubbles (similar to balloons, but if they touch you while floating up, or are touched by a monster, they pop, but the player can push these bubbles from side to side, like a balloon)
* Need to add some Animations in (player dieing, player entering level, player exiting level)
* Need to re-work the map file, to allow for later adding objects/enemys too.
* Need to make teleports able to shoot you out of one side of the screen and into the oppisite side.
* Need to add a function that allows you to switch places with an object, so if you push a rock upside an edge, you can switch places with it, and push it back.
* Need to fix up the Edging around the blocked tiles (half coded)
Thats all i can think of off the top of my head, bound to have missed some.
Cheers,
Soulless
http://forums.qj.net/showthread.php?t=137092