PAlib 09.07.06 molluskAfter just four days, the ever active Mollusk has updated his PAlib. You want more? He got you some more. Just remember that installing new programs in your DS is your choice. We just want to help the developers and users out there to get more than what they paid for the great Nintendo DS.
Highlights of the new version: --Animated gifs and new commands. --VBL functions --Stylus additions --No more compilation on install --PAGfx compatibility and error fixes.
More details here in the newest changelog (download link follows):
New Stuff as of Sept. 7, 2006 ---------
[Compilation] No longer requires install.bat :)
[VBL] Added a custom function code in the VBL : PA_VBLFunctionInit(your function) will execute, each and every frame, a given function... This can be used to make counters or have critical codes run at full speed when you're low on CPU time. Be aware that too CPU-expensive functions might slow down your program or hang the DS if run from the VBL !!! PA_VBLFunctionReset() can be used to stop the custom function. An example was added (Other/VBLFunction)
[2D/3D] Separated the 2D init (still done by default in PA_Init). You can now use PA_Init2D to return to 2D mode after using 3D functions :)
[Gif] Gif speed now works, only tested on emu for now. Thanks to Shaun for the solution :D Removed PA_SetGifSpeed :p
[Gif] New commands available to change the gif speed while playing and pause it ! PA_GifAnimSpeed(float speed), PA_GifAnimStop, PA_GifAnimPause, and PA_GifAnimPlay. Check out the GifAnim example :)
[Demos] Added the Bunny demo to the demo folder. It shows how to use sprite frames and pixel-perfect stylus collision to create stupid minigames Blue_Colorz_PDT_16
Updated Stuff -------------
[Stylus] Now includes Stylus.Downtime and Uptime, to know how long the stylus was held on the screen or off of it (check Input/Stylus2 example to see that in action)
[Stylus] Added Stylus.DblClick, may need more testing though, also in Stylus2 example
[DeSmuME] Reverted back to the old version, this one had 'Hickups' Blue_Colorz_PDT_21
[Giflib] Changed its compilation, saves 4kb Blue_Colorz_PDT_16
[Doc] Updated the doc
Things Fixed ------------
[Compilation] Fixed the 5 last warnings :)
[Examples] FAT example back, thanks Creebo Blue_Colorz_PDT_16
[PAGfx] Better declarations in all_gfx.h and .c, with #ifndef and CPP compatible stuff :)
[PAGfx] Now works correctly when you don't precise the Sprite/Bg mode (256colors, etc...) Will take the most common mode by default :) (fixes PAGfx.exe errors and PAGfx Frontend import function
[Draw] Draw functions fixed, thanks to PadrinatoR
Download: PAlib as of 09.07.06
Like it? Share with your friends!
If you got an error while installing Themes, Software or Games, please, read FAQ.
Similar Software:
Nitro Engine V 0.5.0 Nitro Engine V 0.5.0 Hello!This is a 3D engine, which aim is to make easier the procces of making a 3D game for the DSCharacteristics:-Loader of models and textures from FAT.-Dual 3D, as easy as normal 3D.-Can load BMPs of 8, 16, and 24 bits and convert them into textures.-Hardware-accelerated effects like fog and toon shading
libwiisprite libwiisprite
Homebrew development on the Wii console is still in a relatively fledgeling state. With its lack of development libraries and other tools, it's no small wonder why so many people are a bit hesitant about starting their own homebrew projects on the Wii platform
LUA BMPlib for PSP LUA BMPlib for PSP
Youresam has released LUA BMPlib for PSP. This is a library for helping Lua script coders to load and use BMP images in their Lua programs with a simple line of code. Currently this version is not optimized, and can be slow. Youresam is trying to optimize this library for a better performance
devkitARM Release 18 devkitARM Release 18 Release 18 of devkitARM used for DS, GBA, and GP32 development. This release updates some of the tools used in the kit. Some major updates to the toolchain this time round: updated gcc to 4.1.0, updated newlib to 1.14.0, added elf2flt to the available tools, updated ndstool to 1
PSP Animation Studio PSP Animation Studio
Here's yet another one to add to our long list of homebrew apps coded in LUA, the PSP Animation Studio v1. Brought to us by masonman, the same coder who shared with us his LUA game pack more than a week ago, now he's back with this animation app which allows us to basically create, view, and edit animations on our PSP's
InFeCtuS Programmer InFeCtuS Programmer
Two new InFeCtuS related programs have been released recently. One is the new InFeCtuS Programmer and the other is the InFeCtuS Tool. For those who are unaware InFeCtuS, is a modchip that is supposedly the ultimate next-gen solution, as it can be used for all three next gen consoles
PSPFramework PSPFramework
A few days back, QJ.Net forums member oldrider released a team project called PSPFramework. Now, the dev and the team has updated the application, bumping it up to version 1.1.
For those who missed the previous report, PSPFramework is "framework for development games 2D with oslib using OOP
Woopsi Woopsi Developer's note:
A
This version adds support for a "drop" event to enable drag-and-drop functionality. The ScrollingPanel has been refactored to fix the bugs spotted by DoZ. It includes a new ColourPicker gadget supplied by Mark Adamson that allows a colour to be chosen by manipulating RGB sliders
Stackless Python port for Sony PSP Stackless Python port for Sony PSP
Aside from Lua and C++, another programming language that's also been used for developing PSP homebrew is python, originally created by Guido van Rossum in 1991. With regards to python, we've just picked up word from programmer Carlos Eduardo that he's finished work on a PSP port of the Stackless Python programming code
Comments on PAlib 09.07.06:
Comments not found
If you noted an error or download link is broken, please, report it via this page or use comments.
Please, select device to check if PAlib 09.07.06 supports it