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21:39 May 1st, 2008

MapThis! 0.5.20 Modified Version

Posted By: wraggster

Art has released a modified version of Map this, heres the full details:

Hi Guys,
Here is a slightly modified Deniska's MapThis! 0.5.20.
First of all, this package is only the replacement EBOOT.PBP file.
Download the full program with support files here:
http://deniska.dcemu.co.uk/mapthis-0...sps-79825.html

Then you can use this by swapping out the EBOOT.PBP file with that provided in the package attached via comments:


The modified version is the 1.00/1.50 version.
Modifications by Art are as follows:

- Startup Splashscreen is not shown.
- Map named "_Default" is always auto loaded at startup reguardless of config setting.
- HOME button can be used to exit.

The startup map option appeared to me to be broken, so the auto load for this version is always on, it is not optional, so make sure you name your most often used map to "_Default", then you can select other maps later as usual with the SELECT button. Lastly, it's always annoyed me that the HOME button has never worked. The HOME button will instantly exit.

Cheers, Art.
Download and Give Feedback Via Comments

7 comments - Last Comment By Nieko

17:25 May 8th, 2008

Nicky Boum PSP

Posted By: deniska

This is a PSP adaptation of classic Amiga/DOS platformer by Microids (http://www.microids.com).
The game was published in 1992 and was also ported to the Atari ST and PC EGA platforms.
PSP port is based on a cross-platform game engine recreation by Gregory Montoir (http://cyxdown.free.fr/nicky/)


INSTALLATION
----------
The game will only work on custom PSP 3.XX firmwares.
Copy nicky1 folder to ms:/PSP/GAME (or ms:/PSP/GAME3XX where XX is your custom firmware's subversion

CONTROLS
------
[TRIANGLE] JUMP
[ARROWS] IN-GAME MOVEMENTS
[R-TRIGGER] JUMP
[X] FIRE / BOMBS / ACTION
[L-TRIGGER] INVENTORY
[START] PAUSE/BACK TO GAME
[SELECT] EXIT TO TITLE

GAMEPLAY
-------
The player controls 'Nicky', a little boy who embarks on an adventure through a fantastical land to
find an elixir to save his grandfather from a spell cast on him by the evil sorceress Zoldrane.
Nicky can walk, jump, and in an original theme can throw apple cores to defend himself against
the monsters occupying the levels. Aside from throwing apple cores, the player can pick up other
items to throw at enemies such as bouncy balls and logs. The logs can also be used to build bridges
at certain parts of the levels.
Nicky is able to jump on enemies to defeat them, which is often more difficult but lets the
monsters drop point items to collect. When jumped on, some enemies such as giant snails will
split into multiple smaller versions of themselves.

The game consists of 8 levels based on 4 separate themes including a swamp, dark forest and a castle.

Although, save-game / level codes are currently not implemented, there are "secret" button combos,
which enable a player to jump to next level and get bombs as well as other goodies.

CREDITS
------
Alain Lambin - Graphics / Sound / Music
Dominico Manfredi - Original game programming
Gregory Montoir - Cross-platform game engine recreation
DENISKA - PSP port

SORCE CODE
---------
PSP SDK compatible source code is included in the distribution.
Information about PSP SDK & toolchain can be acquired at http://ps2dev.org/psp

Download and Give Feedback Via Comments

4 comments - Last Comment By deniska

19:53 May 8th, 2008

Nicky II PSP

Posted By: deniska

This is a PSP adaptation of classic Amiga/DOS platformer by Microids (http://www.microids.com).
The game was published in 1993 and was also ported to the Atari ST and PC EGA platforms.
PSP port is based on a cross-platform game engine recreation by Gregory Montoir (http://cyxdown.free.fr/nicky/)


INSTALLATION
----------
The game will only work on custom PSP 3.XX firmwares.
Copy nicky2 folder to ms:/PSP/GAME (or ms:/PSP/GAME3XX where XX is your custom firmware's subversion



CONTROLS
------
[TRIANGLE] JUMP
[ARROWS] IN-GAME MOVEMENTS
[R-TRIGGER] JUMP
[X] FIRE / BOMBS / ACTION
[L-TRIGGER] INVENTORY
[START] PAUSE/BACK TO GAME
[SELECT] EXIT TO TITLE


GAMEPLAY
-------
The sequel to Nicky Boom; this time Nicky must find out who has been removing ladders and
blocking off caves in his homeland. The gameplay is essentially platform, with multi-directional
maze-like levels. Beating the obstructions requires occasional brainwork – hidden ladders
are easy enough to uncover, and there are lots of hidden sections to look for. The levels are
colourful, and the game has a cute look making it appear suited to younger players. Mirrors are
placed around the levels, which transport you to a random place.

Although, save-game / level codes are currently not implemented, there are "secret" button combos,
which enable a player to jump to next level and get bombs as well as other goodies.


CREDITS
------
Alain Lambin - Graphics / Sound / Music
Dominico Manfredi - Original game programming
Gregory Montoir - Cross-platform game engine recreation
DENISKA - PSP port

SORCE CODE
---------
PSP SDK compatible source code is included in the distribution.
Information about PSP SDK & toolchain can be acquired at http://ps2dev.org/psp

Download and Give Feedback Via Comments

4 comments - Last Comment By mr_nick666

22:31 May 9th, 2008

Bermuda Syndrome PSP

Posted By: deniska

This is a PSP adaptation of classic side-scrolling action adventure game for DOS,
made by Century Interactive and published by BMG in 1995.
PSP port is based on a cross-platform game engine recreation by Gregory Montoir
(http://cyxdown.free.fr/bs)


INSTALLATION
----------
The game will only work on custom PSP 3.XX firmwares.
Installation of the full version of the game requires ~170MB of space on memory stick.
- Copy BermudaSyndrome folder to ms:/PSP/GAME (or ms:/PSP/GAME3XX where XX is your custom firmware's subversion
- Get demo or full version of the game @
http://www.goodolddays.net/0_0_0_0_0...4_show_1__0_0/ OR
http://deniska.dcemu.co.uk/bin/bersyn.7z
-rename "bermuda" folder inside the game archive to "DATA" and copy in to ms:/PSP/GAME(xx)/BermudaSyndrome folder.

CONTROLS
------
[TRIANGLE] ESCAPE
[ARROWS] IN-GAME MOVEMENTS
[R-TRIGGER] ACTION SELECTOR
[X] ACTION
[O] USE WEAPON / TOOL
[SQUARE] STATUS / HEALTH
[L-TRIGGER] HIDE WEAPON TOOL
[START] LOAD GAME STATE
[SELECT] SAVE GAME STATE



GAMEPLAY
-------
You're a pilot of a B-17 bomber in 2nd World War. After you're shot down by German fighters,
you crash land through some sort of time hole in a strange world, where both dinosaurs and humans
live. The first thing you have to do is save a princess; she's your companion throughout the game.

The game itself is a mixture of jump and run and adventure; on most screens you have to think and
watch first before you do anything.

CREDITS
------
Century Interactive - Original game creation
Gregory Montoir - Cross-platform game engine recreation
DENISKA - PSP port

SORCE CODE
---------
PSP SDK compatible source code is included in the distribution.
Information about PSP SDK & toolchain can be acquired at http://ps2dev.org/psp

Download and leave feedback via comments

22 comments - Last Comment By Prodigy2008

03:47 May 22nd, 2008

sdlBasic for PSP version 0.5

Posted By: deniska

sdlBasic is a small, efficient multiplatform basic interpreter originally created by Roberto Viola in 2002.

Its core is based on wxBasic and syntax, inspired by AMOS, is easy to learn by beginners
http://www.sdlbasic.altervista.org contains the reference guides language overview, comand syntax, examples and
additional tools and resources, required for development.

Installation
The interpreter only works on custom PSP 3.XX firmwares.
Copy sdlBasic folder to ms:/PSP/GAME (or ms:/PSP/GAME3XX where XX is your custom firmware's subversion.


Using the interpreter
sdlBasic program(s) should be saved in [program_name].sdlbas file and placed in sdlBasic folder, together with EBOOT.PBP file and
fonts directory. Of course, sdlBasic folder can be renamed, and EBOOT icon/background can be replaced with a number of tools.
If only one .sdlbas file is detected in the folder, the interpreter immediately runs it. Over wise the program selection screen is displayed.


PSP-spesific features & limitations
- setdisplay() dimensions are limited to 640x480, 320x240, 480x272 (and some derivatives)
- only some keyboard keys are mapped (arrows, enter, space, escape) and available through key() / inkey commands.
- all psp buttons can be queried with getButtonJoystick() call with button indexes from 0 to 13
- mouse calls are partially implemented via the analog pad and buttons mapped to [x],[o],[triangle],[square]
- isPSP=1 and os=PSP variables are added for platform detection.
- network, mpeg and cd-control calls as well as shell() are not implemented yet.
- mp3 playbeack is not supported. Ogg, wav and tracker formats should be used instead.

version update: 0.6 has a bug fix for a memory leak during loading images.

Download and leave feedback via comments

28 comments - Last Comment By acer5050

 

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