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    DoomDS News and Progress Update!

    Alpha
    By Alpha,

    The author of DoomDS, which allows you to play the classic game "Doom" on the NintendoDS, has posted an update on his website.

    Well, its been too long since my last update, but I've been very busy. Lots of design work has been done over the past few weeks, lots of progress with Doom level editing, but sadly, not alot of progress with the engine.

     

    I've recently decided to learn C++ then move onto OpenGL and then apply what I have learned into DS development. Its going to take a while to get to a decent skill level, but i'm pretty determined and learn fast when i want to. This does not mean I plan to work on the DoomDS engine myself, I am still relying on outside help for that. I am playing around with the source to some engines already, and its good fun.

     

    There has not been a media update for quite some time, I did post some pictures of the levels over on the dual-soft forums, but other then that I don't plan to release too much. I'd much rather wait until some hardware testing begins and then show some better stuff. The Chainsaw has just been modeled, lots of map objects such as computer terminals, switches and random equipment have also been modeled. Levels are progressing well too, but there will most likely be changes once testing begins. Textures are also being pumped out at a nice rate too!

     

    In other news, Stephen Stair is very close to finishing he's work on the DS WiFi code. He's progress is fantastic and he looks set to claim the bounty, he deserves it. No doubt we will see a surge in WiFi apps for the DS. Pop over to Stephen's site and check out the progress. http://akkit.org/dswifi/

     

    When not working, modeling, mapping, playing games, or sleeping, I've been designing a very simple game purely for WiFi play. It would also be a great single player game, but I think the multiplayer aspect will be alot of fun. Its seems there is more and more that needs to be learned before the DoomDS engine takes shape, this project may serve as a good stepping stone for it, but we shall see.

     

    I will be sure to keep you posted though, no more delayed updates.

    Thanks again to everyone who's emailed me, your kind words and suggestions are much appreciated. Keep them coming.

     

    Thanks,

    Defect.


    Mednafen 0.3.6 Released!

    Alpha
    By Alpha,
    NES:  Fixed a bug with the VRC6 sound emulation which was causing heap corruption and one sound channel to not work.  The bug apparently came up between Nintencer 0.1.1 and Mednafen 0.2.0.  Why didn't anyone tell me... :unsure:

     

    PCE:  Made significant optimizations to CPU emulation.  The code's a bit messier now, but I'll clean it up if/when 0.4.0 is released.

     

    NES:  Removed the high-level frameskipping code, since frameskipping is automatically used now, and it could easily break some games.

     

    Removed the "-frameskip" command-line option, as it should not be needed anymore.

     

    Unified a lot of the driver-side frame-skipping code.

     

    Fixed a startup bug(MainThreadID was being used before it was set) that was causing the "Starting Mednafen x.x.x" line to be lost.

     

    Slightly restructured the "features" and "command line" sections of the documentation.

     

    PCE:  Pressing the "Power" key now resets the internal RAM.

     

    All:  Altered the shared music player interface, decreasing the brightness of the text, and adding pseudo-shadows.

     

    PCE:  Added simple HES playback code.

     

    PCE:  Altered noise emulation slightly, Ninja Ryukenden(and probably other games)'s music sounds more accurate now.

     

    Fixed alignment of the save state preview and selection box when emulating the PC Engine.

     

    The status line text and the save state selection message are now drawn with black shadows, to make reading easier.

     

    Changed the text status line background darkening shape to a rectangle on the NES, and fixed it to display correctly

    with PC Engine emulation.

    »» Homepage / Download


    Haze WIP

    Robert
    By Robert,

    http://haze.mameworld.info

    Metal Saver

    With some help from Corrado Tomaselli of the Italian Mame Forum, Metal Saver is now running in MAME. The game is by first amusement, but the company logo is very similar to that of Semicom, as is the protection. I wonder if First Amusement was the original name for Semicom prior to 1995 when the first known Semicom game was released.

    metlsavr11xf.th.png metlsavr26af.th.png

     

    metlsavr39zs.th.png metlsavr47zp.th.png

     

    metlsavr56di.th.png metlsavr63zp.th.png

     

    metlsavr74gb.th.png metlsavr84ph.th.png


    Sony releases PSP bios ver 2.01

    Robert
    By Robert,

    Courtesy of various sites, mainly http://pspupdates.qj.net/

     

    Sony hasn't announced it yet, but bios ver 2.01 is available as a security update.

     

    It is specifically targetted at certain buffer overflow situations.

     

    Only upgrade if you have no plans on ever running homebrew again!


Portal by DevFuse · Based on IP.Board Portal by IPS
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