DS Projects

Here’s where I’ll post stable builds, daily builds, and the source code that goes with them for each of the projects I start. All files will be hosted by Mediafire until I can get my own hosting. If that doesn’t work for someone, post a comment and I can email you what I have.

IQDS – This is going to be my first real game. It will be a clone for the classic PSX puzzler, Intelligent Qube. Right now it’s a simple demo, but it will likely have everything the original had, and then some, when I near completion of this project.

  • D-Pad moves the player (black circle).
  • B button lays a bomb (blue square).
  • B button while a bomb is active detonates it (red square).
  • Only one active bomb is allowed but any number of detonated bombs are allowed (this will play into the strategy of IQDS).
  • Every few seconds the detonated bombs will be cleared (to simulate the Qubes moving over them and being destroyed).

Download

Template – I took the devKitPro template and customized it to suit my needs. This includes some changes to the makefile and file structure that make building and distributing my projects very quick and easy. These changes were mostly for integration into Code::Blocks. Documentation is included in the zip file for how to integrate this with Code::Blocks.

Download

StarsDS – Just a demo to test the waters, so to speak. I used it as a sandbox to play with graphics routines so I could figure out how that stuff works. It’s well commented for those who want to use it as a reference.

  • D-Pad moves the sprite.
  • ABXY scales the sprite.
  • LR rotates the sprite.
  • Draw a line on the touchscreen to adjust the direction and speed of the starfield.

Download

To Do:

  • IQDS: Start working on the scrolling Qubes.
  • IQDS: Smooth movement of the player.
  • General: Make a page to store previous builds of projects.

2 responses

1 04 2007
Plaidman

Hmm, it seems IQDS won’t run on my hardware. Could be my code that’s bad or it could just be my flash cart is finicky. I hope it’s the latter. It seems to work fine in DeSmuME, but not in Dualis nor No$GBA. I’ll investigate further later this week. Maybe investing in No$GBA’s debugger is a good idea.

1 04 2007
Plaidman

Found the bug. Apparently the real hardware doesn’t like me doing a memcpy to copy an array to another one, especially when the two data types for the arrays aren’t the same. I have no idea why it worked on the DeSmuME, but it shouldn’t have. The operation only occurs once (to copy my palette array from tiles.h to the BG_PALETTE memory) so I won’t lose much sleep by turning that into a for loop. The updated version works on real hardware and No$GBA (and DeSmuME still). And just in time for Planet Earth too. =)

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