DSKara v0.7 (NDS misc)

DSKara is a karaoke application for NDS.

http://www.dev-fr.org/projets/(nds)-dskara-(v0-5-alpha)

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Lead 8k (23-08-2007) (A2600 Game)

Pilot your space ship and fight against hostile alien species: Don’t let them reach the bottom of the screen or it’s game over!

Changes:

– some code review
– slightly reduced the fx volume for ‘seq’ audio option
– fixed a bug that often prevented scramble stages (from the second on) from turning left/right
– re-defined stage parameters
– the third power-up now is a shield that allows the player to avoid a game-over condition once
( this is a mix between the ‘timed’ shield and the extra life that moonshot22 suggested : Thank You Ron ! )

http://www.atariage.com/forums/index.php?showtopic=108514&st=100

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NanoMan (Beta 1) (A2600 Game)

Here’s a little really early sample of the new Maus Games WIP Nano Man, a scrolling platformer 32k Superchip A2600 game.

http://www.atariage.com/forums/index.php?showtopic=113904

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Version Changer v1.0 (PSP Application)

Here is another release from iamalinuxfreak:

my name is imalinuxfreak, (i am a linux freak), i just recently write a psp version changer + flasher, so take a look, its a very stable flasher. the flasher part is based on uFlash’s code. p.s. READ THE README!!! failing to do so may brick ur psp!

http://imalinuxfreak.url-go.com/

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M33 v3.71 (PSP Firmware)

Here comes an updated version of the M33 custom firmware for PSP.

Changes:

– Now uses 3.71
– VSH Menu is not longer launched using HOME key, but using SELECT now. This is to not interfere with the XMB function of home, which is now more useful in this firmware.
– Psp Slim: umdcache was allocating memory even when homebrew was launched, wasting memory that homebrew programs may want to use. Now umdcache module is stopped before it can allocate any memory, only in the case homebrew is launched. Also, memory is unprotected for user memory usage by M33 core (only when homebrew is launched). Developer, for a sample of how to use the extra memory, see the extra ram sample of the M33 sdk.
– Both version boot now from 3.XX ipl, and are independent of 1.50. The main installer will not install 1.50 kernel anymore. A 1.50 kernel addon for 3.71 M33 that will install inside 3.71 M33 will be released in a few days (for fat only)

http://m-33.narod.ru/

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SimpleFlasher (PSP Application)

Here is a description from the author iamalinuxfreak:

this is a flasher that i mentioned last night, little did u know that it was already halfway done. this flasher is nice because theres no clutter, theres just the functions to flash and thats it. it depends on you to check the battery, you supply the customized files, like gameboots and it will flash it over for you, theres plenty of functions. there is always a chance of bricking, but its been tested thouroughly, and works fast and smooth and the menus are simple. good for people starting out. i might release the source code later. thanks to unique warrior for releasing his source, if i didnt have it to study i wouldnt know how to flash. enjoy, and READ THE README!

http://www.freewebs.com/imalinuxfreak/index.htm

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MAME GP2x v4.7 PSP (Slim) (Arcade emu for PSP)

Here comes another port from Cpasjuste. This time it’s a backport of MAME GP2x v4.7 to Slim PSP’s.

http://mydedibox.fr/modules/wfdownloads/singlefile.php?cid=5&lid=11

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Dgen v1.00 (Slim) (Genesis emu for PSP)

Cpasjuste has made a port of DGen for Slim PSP’s. Original author is Syn-k at http://syn-k.sakura.ne.jp/dgen_psp/

Limitation of the crappy port :
– You can’t use compressed files, files must have *.smd or *.bin extension.
– DGEN folder must be in “ms0:/PSP/GAME/” and be named DGEN.

http://mydedibox.fr/modules/wfdownloads/singlefile.php?cid=5&lid=10

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Woopsi 16 (NDS misc)

Woopsi is a “Window System” for NDS.

Release notes:

I gave in to temptation and re-implemented all of the 8-bit Woopsi functions in 16-bit. Most of the complexities have vanished, and the SuperBitmap now scrolls properly. Any speed loss incurred by doubling the amount of data flying around isn’t noticeable, but I get a slew of benefits including:

* Tidier, simpler code
* No need for palette management – I wasn’t really looking forward to having to write 8-bit palette remapping routines in order to load bitmap data into windows on the screen
* SuperBitmap works properly

I rewrote the 8-bit code that’s been giving me so much trouble in no time at all. The only problem I came across was some weird behaviour from the DMA_Copy() routine, but I soon figured out that it was the bracket problem again. Still not fixed, then…

I’ve broken the naming convention for this release – it’s called “Woopsi 16” as I duplicated the original project for the 16-bit upgrade rather than change the code, just in case I change my mind. If anyone has any good arguments against using 16-bit mode, I’d love to hear them.

http://ant.simianzombie.com/blog/

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dev-fr.org – Redesign (misc)

The french homebrew community site dev-fr.org faces a new design since midnight. Check it out! 🙂

http://www.dev-fr.org

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