libnds has been updated and is a coding library to be used for the Nintendo DS. Changes:
improved touch code
Fixed DMA_START_CARD
Added key repeat as suggested by pepsiman
remove duplicate ATTR0_BMP in video.h
Fixed gluLookAt (again)
Major update to palette handling (likely a breaking change if you were using the gl texture palettes from before)
Updated glClearColor() to actualy work. It now just sets background palette entry 0.
Fixed swiChangeSoundBias
Loopy added a fixto cardPolledTransfer
Fixed a reference to CARD_DATA to be refer to CARD_DATA_RD
Corrected BG_32x64 and BG_32x64 defines
http://www.devkitpro.org/
Waninkoko has released an update to his coding library for the GP2x. Details in spanish can be found here:
http://www.gp32spain.com/foros/showthread.php?t=27600
Image provided by: psixonline.comPSIX is a shell for the PSP and has been released in a Lite version to the community. A”pro”version with more privileges is available but costs money. This would mean faster updates, more skins, etc.http://www.psixonline.com/
The GP2X-2006 Coding Competition run by Emuholic and GP2X.co.uk has started by yesterday. Up for grabs is the main prize of a 4 GB Secure Digital Card + GP2X TV Out Cable + GP2X Case and GP2X Screen Protector, second and third prizes are also available. To enter, make a game, port, demo, emulator or application that runs on the GP2X. Both beginner and experienced coders are welcome to enter, its not always the best looking game that wins! The competition ends on 20th February 2006. More information can be found at the competition rules page.http://gbax.com/gp2x2006/gp2x2006comp.html
Pointy Remote is a VNC like homebrew program for the Nintendo DS. New in this release:
better control”protocol”
updates on”click”and”area to zoom”
turn off the lcds when it’s closed
http://www.1emulation.com/forums/index.php?showtopic=16859
“e”has merged two of his emulators into one build. e[mulator] = HuE for PSP + eSwan. HuE is a PC-Engine/TG-16 emulator and eSwan is a Wonderswan emulator.
http://dev-e.sakura.ne.jp/
Release notes:
Here’s a proof-of-concept demo for a brick-busting game with an unusually generous number of brick colors per row (FIFTEEN!). The kernel would require self-modifying code to allow a changing brick field and thus for all practical purposes would require something like a SuperCharger or M-Network cart, but would support three bouncing balls in a one-line kernel.The colors aren’t really solid colors, but consist of two colors blended on alternate scan lines. On even scan lines, the colors are black, gray, red, and cyan; on odd scan lines they are black, gray, purple, and gold.Presently, the bouncing balls are tracked in a bitmap with one byte for every two scan lines; each byte is Z-zYyXxq where xyz are the enables for the first scan line and XYZare the enables for the second; q is an end-of-data flag. Data are accessed via (zp),y addressing with a constant Y value ($18 for color gold) and must not be too near the start of a page. If the data were kept in zero-page RAM it would be possible to read it via PLA instruction, but it would be necessary to have some blank scan lines between rows of bricks to reload zero-page RAM from somewhere else.Incidentally, I wonder if this kernel–if built into a game–would set the record for the maximum number of TIA register changes per line in a practical kernel (19!)
http://www.atariage.com/forums/index.php?showtopic=82609
Image provided by: PhantomHere is another conversation of Sudoku. This one is a high quality GBA version by Phantom. There are various skins available, the screenshot shows the Mario theme.http://playeradvance.org/forum/showthread.php?t=1228
PAlib is a sort of coding library for the Nintendo DS by Mollusk. Details in french language can be found at it’s release thread.http://www.playeradvance.org/forum/showthread.php?t=1273
Image provided by: N64FrancoisN64Francois comes up with a brand new project. This time it’s Luigi Puzzle. It’s a puzzle sliding game.http://playeradvance.org/forum/showthread.php?t=1245
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