
Jayenkai rilascia Blockman gioco packman-like dove il vostro scopo sara raccogliere i "figlioletti" di blockman e portarli all'uscita
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Collect all the Blocklets, and get them home.
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Collect all the Blocklets, and get them home.

Last week I made a fully fleshed PC game called Blockman Gets.
Seemed vaguely popular, so I've quickly whipped up a quicky DS edition.
Pick up the pellets in the Pacman like maze.
Eat a constant stream of pellets. If you miss a single one, your level is over.
To beat each level, you must have eaten the target number of pellets.
If you haven't, you lose a life.

V1.0 : 05/10/2009
* Première version
* Version compilée avec devkit pro R26 et libnds 1.3.8+ (FIFO débuggué)
* Le fichier rom est dézippé automatiquement par l'émulateur
* Sauvegarde des hi-scores
* Sauvegarde de l'état de l'émulateur
* Affichage optimisé avec scrolling horizontal
Pang (World)
Pang (bootleg, set 1)
Pang (bootleg, set 2)
Buster Bros. (US)
Pomping World (Japan)
Super Pang (World 900914)
Super Pang (Japan 901023)
Super Buster Bros. (US 901001)

Well, that was quick xD
Long story short, I got bored a few days ago, so I wrote out the whole music engine in assembler, got bored again, and ported it to the DS just cos I can =D
Sonic AS has 16 channels polyphony for the DS, and variable polyphony on the GBA. It has support for variable music players, and the DS version can handle PCM8/16 and ADPCM data, as it uses the hardware channels. The GBA version can also have either nearest neighbour interpolation (that is, no interpolation; this is fast), or linear interpolation, with .23 fixed point accuracy, which can be toggled by changing the variables in sasInternal.inc.
Since it's written in all assembler, the memory footprint is rather low.
All processing is done on the ARM7 side, with the ARM9 simply signaling to play/stop, etc.
As per usual, it comes with all sources, assets, etc., and yeah.


Fixed an issue where you get an Error as it starts downloading the changelog


