Flamethrower (Early Preview) (NDS misc)

Touch the screen next to flamethrower storage to acquire a flamethrower. Once you have a flamethrower, press A and let things burn!

http://forum.palib.info/index.php?topic=7413.0

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PS2Doom v1.0.4.1 (PS2 Game Port)

pedroduarte0 updated his Playstation 2 port of Doom. Original files are required.

Release notes:

New features:

– Savegame handling for different WAD : Now savegames from doom1 and doom2 and other WADs can happy cohexist at the same memory card.

Important: This means that your previous saves needs to be renamed at the PS2DOOM memory card folder. Use uLaunchELF for that (copy the save files to a USB storage device for example, rename those at your computer – see below, delete those same files at the memory card and copy the renamed saves from the USB device back to the PS2DOOM memory card folder). Refer to uLaunchELF documentation for this operations (I won’t offer help at this subject).

Until now, the saves follows the scheme for all the WADs : doomsav0.dsg, doomsav1.dsg, and so on. For now on, the saves reflect the WAD name:

For doom2.wad savegames, you should use the the naming scheme : doom2sav0.dsg, doom2sav1.dsg, etc. Similarly for doom1.wad saves, this will be doom1sav0.dsg, doom1sav1.dsg.

For doom.wad, the filenames should be doomsav0.dsg, etc. You get the picture (sorry to explain this to detail, but I wanted to keep this clear).

Bug fixes:

– Should work with the doom2f.wad (I don’t own it). It should run with previous versions (memory requirements issue since sounds weren’t being downsampled)
– Previous/next weapon selection was buggy (some weapons weren’t selectable) – fixed
– Fixed a crash when a lump is not found (doom.wad at “menu slideshow”) – original sources bug?
– Save/load file handle fixed (no more trying to load/save from empty slots)

I also realised the the source files cosmitoFileIO.c and cosmitoFileIO.h weren’t being included at the distribution archives… Going to fix that.

Thanks to http://www.tehskeen.com for the news.

http://ps2homebrewing.wordpress.com/2009/06/12/ps2doom-v1-0-4-1/

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Wagic v0.7.1 (PSP Game)

Wagic is an Heroic Fantasy battle game reproducing the rules of a famous Collectible trading card game. In Wagic, you fight against an AI with your deck of cards. Each time you win, you earn credits to buy more cards in the shop, and improve your deck.

Changes:

Wagic now has more than 2100 cards, including 500 new cards from the 10th Edition, Alara Reborn, Shards of Alara, Urza’s saga, Revised, Ice Age, Ravnica, Shadowmoor, Legends…remember that you can get more sets from the community at http://wololo.net/wagic
Counterspells finally work! Blue decks now get all their power back. Plus, the AI doesn’t complain if you keep counter its spells and play the bad guy
Improvements in the Shop: Sets that have more than 80 cards now offer boosters (the minimum was 100 in previous releases), the shop tells you how many cards of a given name you already own, so that you don’t buy more than necessary
New parser keywords: “lord” now works until end of turn for instants and sorceries, fizzle keyword (for counterspells), stack is now a valid zone for targets, library is now a valid zone for targets, damage all, move all, discard (random), deplete, rampage
Zip file support for images. More info here
Translation system. Wagic is now available in french and german (thanks Aco), and, of course, in english. This is experimental, and will be improved depending on the success of this feature. See Res/lang/Readme.txt for more info. If you can translate Wagic in another language, feel free to do so and contact me. Currently this only supports latin 1 languages though, but if a coder wants to dig in and help us with font issues for other languages, let me know.
The main menu shows you various stats about your decks
4000 cards limitation has been removed.
AI Decks now get a name and a description
Libraries can finally be searched (think Diabolic tutor)
Performance improvements in the Deck editor and the shop for people with huge collections
Sleep mode doesn’t crash the PSP anymore (thanks orine)
Various Bug fixes (Momir Basic crash with too much mana, Shroud for cards in hand or in the graveyard, …)
Cards Bug fixes (Arcanis the Omnipotent, Cancel, Counterspell, Heartcage Giant , Northern Paladin, repulse, Restrain, Shadowfeed, Skyshroud Vampire, Soothing Balm, Spell blast, Strength of unity, …)

Thanks to http://www.tehskeen.com/modules/News/showarticle.php?threadid=12182 for the news.

http://wololo.net/wagic/

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Wii Web Server v1.10 (Alpha) (Wii Application)

Wii Web Server is a simple Web-Server for the Wii.

Changes:

Added option to have pages in /www directory to be compatible with Wiihttpd(default uses /data/web)

Added option to change port number to run on (Default : 80)
Added option to set a password for admin based tasks (not yet used)(no default)
Stabilised libhttp some more
Now shuts down cleanly (unmounts devices, closes sockets, e.t.c)
Better “HEAD” method support

Thanks to http://www.tehskeen.com once again for the news.

http://wiibrew.org/wiki/Wii_Web_Server

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Goblins Cube v1.1.0 (Wii Game)

Goblin’s Cube is Rubik’s Cube game that uses the Wiimote’s and Nunchuck’s accelerometers to control the cube.

Changes:

Added instructions screen

Thanks to http://www.tehskeen.com for the news.

http://wiibrew.org/wiki/Goblin%27s_Cube

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Custom Firmware v5.50 GEN-A (Build 4) (PSP OS)

Sony PSP developer GENyUS has released a new version of his Custom Firmware for Sony PSP 1000 and 2000 (non-TA-088v3) users. This new CFW supports all the functions of the official firmware 5.50 with Pops and ISO support. Today they have also released build 4 of CFW 5.50GEN-A to fix the PSN network bug issue.

Changes:

Support for functions of official Firmware 5.50
Functions standby reset and Pandora have been removed
The plug-in Bubbletune to classify games according to category was deleted
Patch Slim Colors Bubbletunes was deleted
The pops is functional (emulation of PS1 games to work)
The custom firmware 5.50GEN-A supports the launch of ISO and of PS1 games
Popsloader and all plugins are normally incurred.
The option “hide your MAC address is always available in the recovery

Note: DO NOT attempt to flash or install CFW 5.50 GEN-A on a PSP-3000 or TA-088v3 hand-held. You will render your PSP a useless brick.

Thanks to brakken / http://www.tehskeen.com for the newstext and the news itself!

http://www.psp-hacks.com/2009/06/13/custom-firmware-550-gen-a-build-4-released-for-the-psp-1000-2000/

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Brakkens Blogcast Number 4 (misc)

Brakken ( http://www.tehskeen.com ) speaks out about (homebrew)scene issues once again.

Release notes by brakken:

Well, I have no Blog, but what’s stopping me from ranting on in another Blogcast…. Nothing! This new one covers these anti-drama lamers, Marcan and Wraggter’s shitty site. You want? Then download.

WARNING: Each Blogcast contains mature language and graphical descriptions of crap websites. Oh, and DRAMA. You’ve been warned.

http://www.tehskeen.com/forums/showthread.php?threadid=12205

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DaedalusX64 (Revision 407) (N64 emu for PSP)

DaedalusX64 is the continuation of the original Daedalus PSP port by StrmnNrmn and other contributors. It is a GPL Open Source project.

Changes:

*Fixed GBI1_BranchZ, GBI2_BranchZ uCode commands (Fixes Crash on Pokemon Snap on Phat)
Rev. 406:
*Cleaned up some warnings;
*Reduced ROM Buffer on Slim to 8Mb;
*Fixed Speed regression in ROM Cache for Roms over 16Mb;
*Reworked Rom cache to provide slight speed increase;
*Optimized Buffers for stability (Needs testing on Phat);
Rev. 405:
*Forgot an include in Microcode.cpp;
Rev. 404:
*Fixed ucodes.txt being generated on every rom run. (Now Debug only and optional even then);
* Small sln change to ensure compatibility with modification on VC++ Express and in prep for new continuous integration (All Alphas will be posted after commit at the SF site soon.);
*Change version to Alpha for the SVN (No more need to change releases will get individual titling at release time.);
Rev. 403:
*Switched from JenkinsHash to two types of Murmur2Hash (Using endian neutral hash for persistent hashes non byte fiddled textures, otherwise using faster non neutral method);
*Added improved auto uCode detection (Works better with unknown roms, but may break some games needs testing);
*Using smaller ROMFileCache to save memory;
*Commented out added commands from Rev 402 @ Salvy’s request (Will be restored once purpose is known and can be tested);
Rev. 402:
*Implemented SetConvert, SetKeyR, SetKeyGB.[Wally and Salvy]

Thanks to http://www.tehskeen.com for the news.

http://www.dcemu.co.uk/daedalusx64-rev-407-released-216877.html

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RPG Demo v4 (PSP Lua misc)

Here comes an updated early RPG Demo by Xteaph-N.

Release notes:

Just another release. This time there are collisions in the town. However all the buildings only have the doors defined. I also was working on a menu system that might not seem anywhere near done, however is very much near completion. I still haven’t added anything to the battle system however.

I would also like to point something out that I feel I wasn’t entirely clear on. I just want people to know this is in no way shape or form a game. This is a demo of Dynamic RPG mechanics I’m working on, not a demo of a game. I do have plans on making a game using the mechanics I’ve made. But this is not it.

Also just another note I’m still looking for graphics people. So if you have any talent at all with graphic design feel free to PM me.

http://forums.qj.net/psp-development-forum/152662-release-rpg-demo-v4.html

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Apollonia v0.04 a(PSP Game)

Codetactics updated their multiplatform, 3D, top down, arcade style helicopter game Apollonia.

Changes:

– Code Optimisations
– Explosions from tank shells hitting buildings are visible more often
– Thinner air strike targeting circle

http://www.psp-hacks.com/forums/f141/homebrew-idol-2-apollonia-v0-04-t239928/

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