Archive for June, 2010

xdpirate enters the Wii development scene

Sunday, June 27th, 2010

So, I just spent like half my tax refund on a Wii and a 1 TB external HDD. The external hard drive will be mainly used to store games for the system. After poking around the Wiibrew and Wiihacks websites, I finally decided to get one, and after being a noisy and uneducated grunt on the #wiidev and #wiihelp channels on EFNet, I learned how to get things going in regards to developing homebrew for the Wii.

According to the person who ported SDL to the Wii, SDL will automatically scale video modes that are less than the Wii output resolution (640×480). This means (in practice), that all the applications I’ve written for the Dingoo and the NanoNote will only require a remapping of keys and a recompile in order to be playable on the Wii. I should get the devkit for PowerPC CPUs running on my computer, but I can’t be assed yet, as it hasn’t arrived.

I’ve grown quite fond of my BlueCube ports for Dingoo and NanoNote, so I think the first application released from me unto the Wii scene will be BlueCube4W.

The Wii resolution of 640×480 really opens up a big world of possibilities in regards to porting. Almost every SDL game I’ve tried for computers runs at 640×480, and provided the authors write portable code, should be trivial to compile for the PPC platform, no need for that pesky downscaling you need for playing those games on the Dingoo/NanoNote. I need a header file containing the SDL KeyCodes for the Wiimote/GC/Classic controller buttons, though, though if I can’t find one, I’ll just pop my keyCodes application in there and write my own.

Like father, like son

Monday, June 14th, 2010

Like father, like son!

A mini-person with a mini-computer! :)

BlueCube4D and BlueCube4NN

Monday, June 14th, 2010

My work on porting BlueCube2x to Dingux and NanoNote is done!

BlueCube4D

Screenshot of BlueCube4D. Image grabbed with fbgrab.

As per usual procedure, get it from my Google Code project.

Dingux package here.
Ben NanoNote package here.

Dingoonity release threads here and here.

Source code is as always included!

StartWatch and Countdown for NanoNote

Monday, June 14th, 2010

I previously created a stopwatch and a countdown timer for Dingux, which I’m now re-releasing for the Ben NanoNote, with new keybindings and updated guide text.

Screenshot of StartWatch for NanoNote. Image captured with fbgrab.

Download Countdown here.
Download StartWatch here.

Source, as always, is included, though with these releases, makefiles are not.

I used this line to compile (compiled with Dingux toolchain):
mipsel-linux-uclibc-gcc main.c -lSDLmain -lSDL -lSDL_ttf -o binaryname

Copy the binary files and the font font.ttf to /usr/bin if you want to run these applications without having to change your working directory into where they are stored each time you wish to use them.

If you find any bugs or have any feature requests, let me know, either via comments or via the Google Code issue tracker.

BlueCube4D

Monday, June 14th, 2010

BlueCube4D is a game I’m porting to Dingux/NanoNote from a GP2X game, which in turn is a port of a tetris-clone for Linux, by Sebastian Falbesoner.

BlueCube4D

Screenshot of BlueCube4D. Image grabbed with fbgrab.

It should be released very soon, and when it’s available, you’ll find it on my Google Code page, as usual. I’ll make a post for the release when it’s done.

AFAIK, there’s no tetris clone for Dingux yet. That’s all going to change now! ;)

Ben NanoNote keyboard defined!

Saturday, June 12th, 2010

I couldn’t find a list with the Ben NanoNotes key codes, so I fired up my keyCodes application, and compiled a list with all the keyboard keys, which can make your life easier when developing games or programs for the NanoNote. The file is called keyboard.c, and #defines every single keyboard key!

Download here!

NanoNote arrives, dex gets released

Saturday, June 12th, 2010

My NanoNote finally arrived yesterday. It’s made of pure awesome. I’ve tested dex on it, made a few optimizations and fixed a few bugs, so here it is, the first release of dex! Enjoy!

dex v1 stable
Download it from my Google Code page here! Please read through the readme.txt file for usage and other related information. Protip: Copy the dex binary to /usr/bin, and you won’t have to navigate to the folder it’s stored each time you want to use it. If you find any bugs, or have any feature requests, please use the issue tracker on my Google Code project. Comments can go on the comments to this article. Thanks.

Unrelated news:
I also made two mini-tools today (both for MIPS/Ben NanoNote):

  • A random password generator which will generate a random 8 character password, containing lower and upper case letters, and numbers. Download here.
  • An SDL-application to view key codes for pressed keys, which can come in handy when that’s not documented (I used it to find the keycodes of the Vol Up/Vol Down buttons). Press Escape to quit. Download here.

Some dex updates and information sources

Thursday, June 10th, 2010

dex now has all the current Pokemon included! That’s data for a total of 493 Pokemon spread across 4 generations! I also wrote a routine to replace Pokemons names within their dex entries, so all Pokemon are now “encounterable” in the GTP minigame. If a random Pokemons name appears in it’s dex entry, the Pokemons name is replaced with “[...]“, or else this game would be too easy :)

Shows GTP's new masking system

I also added Egg Hatching info in this build. You can now see how many steps you need to take in order to hatch a given Pokemon. Egg hatching information applies to all Pokemon games where you have access to eggs (Every Pokemon game except Gen 1: Red, Blue, Green, Yellow)

As you may know, every Pokemon game describes Pokemon information differently, therefore I’ve only added the description for each Pokemon from the Generation it originally appeared in:

  • Gen 1 (1-151) descriptions are taken from Pokemon Red
  • Gen 2 (152-251) descriptions are taken from Pokemon Gold
  • Gen 3 (252-386) descriptions are taken from Pokemon Ruby
  • Gen 4 (387-493) descriptions are taken from Pokemon Diamond

The next thing that will be added are attacks, though I’m having a hard time finding a parseable list of attacks, with Name, Type, Power, Accuracy, PP and description, and there’s no way in hell I’ll manually add all the attacks, there are a shitload of them.

Blargh, I want my goddamn NanoNote already!

Community site for the NanoNote

Wednesday, June 9th, 2010

As of today, there’s a new community for the NanoNote available. Sign up, join some groups and join the discussion! The community is of course small as of now, but it will surely grow over the coming months.

NanoHacks, a new community website for the NanoNote

Visit NanoHacks here!

In completely related news: My NanoNote didn’t arrive today either. But it will most certainly arrive tomorrow…! Sigh.

Dingux Kernel with 8×8 terminal font

Wednesday, June 9th, 2010

I built a Dingux kernel with an 8×8 terminal font instead of the hard-to-read 4×6 font today.

Check out the thread over at Dingoonity for more info and download.

This is how sexy it looks:

8x8 terminal font. Click the image for full-size.

I will probably recieve my NanoNote today! Hooray!