Thursday, October 13, 2005

DS Text Editor v.3

I've already whipped out the next version of the text editor. I've gotten everything done on the to-do list, and fixed a few other bugs I have found, bringing this project to a releasable and usable version. The compiled version and source code to this project are both available for this release. Hop on over to my NDSDEV Site to grab the latest binary or source code.

Monday, October 10, 2005

Working Beta!

I'm posting a working beta of the DS Text editor. No longer is it a viewer with an annoying cursor, but a text editor! There are some bugs, such as horrid things going wrong when it can't wrap a line properly, and I'm sure there's other stuff out there. Please comment! Get it here.

TO DO:
- Real Ins/Ovr button.
- Caps/Shift indicators.
- Proper wrapping of really long lines.
- Repeating characters.
- Touch buttons for the cursor functions.
- Left hand/right hand mode.
- Credits screen.

Sunday, October 09, 2005

Updates to Multiboot Extensions

I have updated the mod player extension to the second version. This release adds the ability to go back using B, stop and restart the mod using A/Y, and looks a bit better too. Get it here.

Also, I'm going to release the pre-alpha version of my text/ini file editor. So far, it has scrolling and cursor support, as well as saves back to the file, but nothing else. Please be cautioned as pressing start to save and go back WILL save your file in unix file format, not windows! Keys are arrow keys for the cursor, L+R for page up and down, select to change from insert to overwrite (does nothing now, because you can't insert or overwrite anything), and start to exit back to the main screen. Comments are appreciated. Get it here.

Thursday, October 06, 2005

Mod Player for GBAMP Multiboot

I recently saw that Mighty Max had put out a multiboot loader for the GBAMP (http://mightymax.org/gbamp_multiboot.html). Since this is the method I use to load code, I was very interested. Imagine my surprise when I found there was already support for 3rd party addons. Around one hour after finding that out, I had a working .mod player that runs using the multiboot loader.

Get it here!

To use this thing, unzip the .nds file to mb_data/apps, the .bmp file to mb_data/icons and the .mbe file to mb_data/ext. Now, just add .mod files to any random directory on your compact flash card, and select them using the multiboot loader.

Enjoy the first release!

Saturday, September 17, 2005

More Updates

Just to let you guys know, I haven't abandoned you. I have been working on other things, and just now got to putting out the next version of the game. It's essentially the same in all respects, save for a much smaller file size (faster wifi for the same stuff!) and has been named to Separation Anxiety. I am still working on the menu graphics, so don't expect that to be finalized. Anyhow, here you go, compression and all:

http://www.dragonminded.com/ndsdev/clickRPG_3.rar

Tuesday, September 06, 2005

More Developments...

-=Jstart=- said...

Cool! Sounds like this game will be really fun and a great tool! If it could be done through wifi that'd be awesome too but would limit your content.

This is EXACTLY what I am aiming for. Why else would I be so obsessed with writing compressions and stuff for already small sprites? I really hope for a game thats completely wifi'able.

Update on the pallated sprites: This turned out to be a VERY good idea. I already have a utility that takes an uncompressed libfb sprite and converts it into a compressed libfb sprite (yes thats right libfb will have it built in). I have only converted a few of the menu sprites and one in-game sprite, all of which are rather small, and I already saved a good 15kb! I think I can get the game completely under 300 kb including all item and menu sprites with no deleted content right now.

Monday, September 05, 2005

Idea for the Touch RPG

First, I'd like to take the time to respond to the comments that I got...

davr said...

A great beginning! I love these kind of games. The graphics are perfect too

Thank you, much appreciated. :) I love these games VERY much and almost wish I wasn't making it so that when it came out, I could enjoy the storyline. ;P

JaJa said...

Heh, great game. Can you get further than that grate?
You should try and make it so it's easy to change the story and graphics so it's like an rpg maker. I would love to make an rpg, but don't know (and haven't the time to learn) how to code.


This is almost exactly like how I am going about this. There is a main engine, and then a script portion that tells the engine what sprites to show, what to display, and what sounds to play. I also have a script editor/compiler that would allow someone to VERY easily change the plot around (if they invested a little time learning the script). I want to release my sprite creator as well soon, but will do so after the update is made (that I will be mentioning soon).

-=Jstart=- said...

WOW! Awesome! Love the touch and sound stuff plus gfx are great. Would love to see this truned into a coding library like libfb! I have been trying to figure out sound forever so yah awesome game! can't wait to play the whole thing!

Again, thanks! I don't think I will be turning it into a coding library itself (although it relies HEAVILY on libfb), but the game shell is easy enough to take out data and modify that anyone with the source could have their own game out as fast as they could create the levels.

Now... I was sitting here pondering ways to save space, and I realized that most of my sprites are quite large because each pixel is two bytes, not because of their actual size on the screen. I also realized that most of my sprites have very few colors (no more than twenty on the largest ones, closer to 3-4 colors on average). Can you say pallates anyone? On sprites without many colors, I think I can confidently achieve a "compression" rate of 1:5 or almost 1:6 in some cases. This is good news, as I wanted this to be wifi'able, and if not, at least fit on any homebrew boot method (~2.7MB, 4MB max respectively), so any space saved is awesome.

Tuesday, August 30, 2005

Real Beta!

This is a demo for everyone in #dsdev and #<zomgsecretlol> to have a look at and comment on. I appreciate every comment or critique. As stated before, I'm still looking for a name and a good plot, but I have the beginnings of one in my mind...

Have a look at it here at http://www.dragonminded.com/ndsdev/clickRPG_2.rar

Enjoi ~_^

Sunday, August 28, 2005

ZOMG Content Already?!

Bullshit! Nothing can come of blogging this quickly! I cheated. :< http://www.dragonminded.com/ndsdev/clickRPG_1.rar to see my latest work on the touch rpg. It still does not have a name, a plot, or some of the graphics on the first level, but most of the engine bugs have been worked out and I can concentrate on the fun. \o/

If you have a good idea for a decent plot for one of these things, or have ideas on levels or a name, etc (that kinda goes together though), you can comment and I will consider. Anyone who contributes an idea thats teh win can be in the credits. Kthx ^_^.

Start of Blog?

I decided to start one of these blog thingies in order to post updates about my NDSDEV attempts. For old stuff and working projects, you probably want to visit my site at http://www.dragonminded.com/ndsdev/. I want to use this page to post updates on libfb and my touch based RPG. Comments are welcome :)