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    DS Text Editor

    BigRedPimp
    By BigRedPimp,

    DragonMinded has released a working beta of a text editor/viewer for the Nintendo DS. Here's what he has to say.

     

    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.

    »» Download Page

    »» Homepage


    NPlayers(32) 0.101 Released!

    Alpha
    By Alpha,

    NPlayers is a multiplayer description file for MAME. It is a MAME frontend which lets you know how many players the game supports and if it's simultaneous play or not. You'll find more info in the text file included in the zip archive once downloaded.

     

    - Guess what... Both files updated to MAME 0.101!

    »» Homepage / Download


    MAME GP32 (Ghosts'n Goblins) Update Release!

    Alpha
    By Alpha,

    MAME GP32 has made a special update to optimize the Ghosts'n Goblins game.

    mame11ct.th.jpgmame36vx.th.jpg

     

    12-10-2005:

     

    I have been done some experiments with Reesy DrZ80 core and GCC 4.01. This is a specific version of MAME GP32 optimized to run only one game: Ghosts'n Goblins. These improvements will be used in the next MAME GP32 version.

    »» Homepage / Download


    Official DSEmu Update!

    Alpha
    By Alpha,

    The original author of DSEmu, Two9A, has posted an update to his website.

     

    For a long time now, I've been wanting to implement breakpoints into DSemu's debugger. Indeed, I remember writing about it here. And for the longest time, I thought having a list that the dispatch looks through every cycle would be too slow. But then I found C++.

     

    The STL has a log-n reverse lookup table (just a map, basically) that I can use to get some viable speed out of the breakpoints. And so I have.

     

    And keep in mind, this is working on Linux; the Windows compile looks exactly the same, and if I could get it to build on OSX, it'd be the same as well. So yeah, it's portable.

    »» http://www.dsemu.org [Official Website]

    »» http://dsemu.1emulation.com [Official Forum]


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