Symbian OS | Pocket PC | Smartphone | Android | BlackBerry | Apple iPhone OS | Java | Mobile Gaming | Linux | Palm | Win CE | Tablet  
     

Free Mobile Software, Themes, Games, Apps for PDA and Smartphones

     
Search by Device
My Device

  
Search by Category
Business & Profession
Databases
Dictionary & Translator
Entertainment
Finance
Games
Healthcare & Medicine
Internet & Communications
Multimedia & Graphics
Organisation & Productivity
Programming & Development
Reading
Science & Education
System Utilities
Themes & Wallpapers & Skins
Travel & Navigation
Search by Platform
Android
Apple iPhone OS
iPad
iPhone
iPod Touch
BlackBerry
Java
Linux
Maemo Nokia Internet Tablet
MeeGO
Sharp Zaurus
Mobile Gaming
Nintendo DS
Playstation 3
Playstation Portable
Wii
Xbox 360
Palm OS
Symbian OS
Series 60
Series 80
Series 90
UIQ
Tablet PC
Windows CE.NET
Windows Mobile Pocket PC
Windows Mobile Smartphone
     


Achivx Partner
 
 
Engine02




Engine02
Version: 11.08.11 (PSP)

Platforms: PSP, Mobile Gaming


Categories: Programming & Development

Upload date: 28 Oct 11

Developer:

License: Freeware

Downloads: 9

File Size: 341 Kb
Download Free Engine02 



Rating: 4.5/5 (Total votes: 2)




  Engine02

Homebrew developer Stealth has released a new version of Engine02, a versatile, multiplatform 2D game engine that allows aspiring developers to create their own homebrewed games.

Changelog:

Features:

  • A new build is now available for the GP2X Wiz
  • New Script Commands (1440-1472, see index in "Functions" doc)
  • Manual opening/creation of and reading from or writing to data files, making possible demo recording/playback, game progress saving, custom data editing, etc
  • Load new Player Character data into any existing Player Character slot at any time during gameplay to allow many Character types in a single game without having to expend the RAM to store them all at once
  • Load a new set of Global Palette Colors from a PCX/TGA image file at any time during gameplay
  • (Re-)Obtain a Tile Map for a Tiled Level Object from anywhere on any existing Tile Plane at any time during gameplay
  • Save standard Level Layout and/or Tile Data to the files that were last loaded, or a new location specified by Script Text
  • The _SaveObjects Command now accepts a "Register" for the Text ID parameter
  • Modify or retrieve (for value testing) the contents of Game Text Strings, enabling visible entry and use of names, passwords, etc
  • The Tile Editor has been rearranged to make better use of available screen space, and updated for functionality
  • The tiny, hard-to-click arrows have been removed; click options are now activated by left- or right-clicking the option label or its displayed value
  • The entire 256-color palette is now available all at once
  • An option is now available to place a smaller, less-featured version of either the Tile Selector or Level Editor in the lower-right corner for more quickly selecting tiles from the list or the level layout, drawing to the level layout, and instantly viewing changes to the overall layout image while editing a tile
  • Palette entries can now be swapped within the editor for easily organizing colors in preparation for Palette Animation, or any other purpose
  • An "Alias" system has been added so that more-easily-memorizeable names can be used for Commands, Variables, settings, etc. in scripts instead of their internal ID numbers. Aliases for standard IDs are included and listed/used in the documentation, and users can modify them and/or add their own for game-specific IDs
  • Tile Animations can now be set up more quickly and easily by means of the new automatic Tile Animation frame insertion, which uses the Level Editor's Tile Plane section selection/copy feature
  • Shortcuts have been added to both the Tile Editor and Level Editor for filling either an entire Tile or all non-transparent pixels of a Tile with any of the four solidity types
  • Sprite Editor "Dumps" of Player Character Sprites will now save these changes directly to the selected Character's Character Def File by default. The external "frames.txt" dump is still available, and can be performed by instead holding Ctrl while pressing Enter
  • Sprite Editor "Dumps" of Object Sprites will now save these changes directly to the appropriate Object Def File by default (depending on which set the currently-selected sprite set resides in). The external "frames.txt" dump is still available, and can be performed by instead holding Ctrl while pressing Enter
  • When viewing Object Sprites in the Sprite Editor, the Status element that displays the currently-selected set number will now display the set's ID relative to the Object Def that loaded it, rather than its E02-internal ID (Ex: If there are 28 Game-global Object Sprite Sets, the final set's ID will be shown as "27G", while the first "Zone" set's ID will be shown as "0Z" rather than "28"). The same principle has also been applied to the "Ani ID" element
  • When viewing Player Character Sprites in the Sprite Editor, the Status element that displays the currently-selected "Animation Function" will now display the set's ID relative to the "Player Character Common Functions" list or the selected Player Character's "Character Specific Functions" list, rather than its E02-internal ID (Ex: If there are 33 Player Character Common Functions, the final Function will be shown as "32C", while the first Player Character's first "Character-Specific" Function ID will be shown as "0P" rather than "33"). Also, the selection will default to the Player Character's first "Character-Specific" Function, and "Character-Specific" Functions belonging to Player Characters other than the one that is currently selected will not be accessible
  • A new error message has been added to report when Sprite width and/or height are defined as 0 (or less) for both Player Character and Object Sprites, eliminating crashes due to such settings. Please use a 1x1 sprite that loads a single transparent pixel for "invisible" Sprites or Sprite Frames
  • Further optimizations have been made to level collision testing for both Players and Objects
  • Message system messages have been made easier to read; each string is now drawn with a background color rather than allowing the game/editor/interface screen to show through
  • On program startup, there is now a three-second delay on updates testing that provides time to cancel the connection attempt. Also, when pressing F8 to return to the main menu, the menu comes up immediately instead of again testing for updates first
  • The current FPS has been removed from the Level Editor's Status display, since the display toggled by F10 makes it redundant

Bugfixes:

  • _???=TileInfo(???) commands were treating incoming position values as unsigned rather than signed, which caused negative values to read as extremely high positive values and fail to wrap around the level or looping section boundaries correctly, causing crashes due to out-of-bounds reads. This has been corrected; passing variables containing negative X and/or Y position values will now cause the position to be wrapped properly, eliminating the crash and returning the correct tile data
  • Sprite Editor "Dumps" would fail without displaying an error/warning if the "dump" folder didn't already exist in the currently-loaded game's Game Folder. These features now automatically create this folder when appropriate
  • "F" for vertically flipping a single Tile Frame in the Tile Editor wasn't working at all, and "M" for horizontally mirroring the current Tile Frame was only functioning on Frame 0 rather than the currently-selected Frame. Also, these features were not functioning correctly in the DOS build with a "vmode" setting greater than 2 (default is 3). These features now function the way they were intended
  • All TGA image dumps were output with a single incorrect byte setting in the header, causing them not to load properly or at all in the majority of image editors (except, conveniently, the one that was used for testing). This has been corrected, and TGA image dumps for screen shots, level maps, sprite editor dumps, etc. should now open properly in all editors that support 8bit indexed-color RLE-compressed TGA images
 
Like it? Share with your friends!

If you got an error while installing Themes, Software or Games, please, read FAQ.
 
Similar Software:

LuaDevKitLuaDevKit
LuaDevKit Glynnder's released v0.2 (Now a Beta!) of the LuaDevKit, adding some more functionality to this helpful development app. For those who haven't heard of LDK, this app can help experienced coders in making their own programs and games in the Lua format by letting them click and add common commands
Raptor 3DRaptor 3D
Raptor 3D Raptor 3D is a homebrew 3D engine for the PSP. It's a 3D graphics tool for people who want to develop their own homebrew games. Remember this is at the alpha stage, and there might be bugs, but Kojima's been pretty quick with updating previous versions
devkitPro UpdaterdevkitPro Updater
There's a new release of devkitPro Updater for you guys, which should make the process of selectively downloading the devkitPro team's toolchains and programming tools a lot easier and, hopefully, more bug-free
Daaa's animlib v4 modDaaa's animlib v4 mod
Daaa's animlib v4 mod This next one should be useful for those who are just learning to code in Lua. Homebrew developer daaa57150 dropped by QJ.Net Forums and updated his own take on animlib v4. Take note that the original animation library was first coded by Grimfate126. Animlib lets users create animations based on multiple images or on spritesheets
PMP ModPMP Mod
PMP Mod  A mod by Malloc of Jonny'sv1.00 of PMP Mod which supports full resolution AVI files. At the moment, Jonny is using a custom video "container" so you will have to use the accompanying muxer to make your media files compatible. * I wasn't able to crash it in the last 10 days, it should be stable and reasonably fast
Adventure Game Studio runtime for PSPAdventure Game Studio runtime for PSP
Adventure Game Studio runtime for PSP Homebrew developer JJS has ported the Adventure Game Studio runtime engine to the Sony's handheld, giving PSP owners another option to play some good ole' point and click adventure games
Lua Player 0.20 1.5 BinaryLua Player 0.20 1.5 Binary
Lua Player 0.20 1.5 Binary The amazing Lua Player has been updated to v0.19. Probably the most well known PSP homebrew application Lua Player is a Lua script player for the PSP, made by Moonlight, Shine, and Oobles. LUA player makes development of games and applications much more easier for non-coders and coders alike
XT1-OS Source CodeXT1-OS Source Code
XT1-OS Source Code  It was because of Fate's twisted sense of humor, that Devun_06 from our forums released the source code for an almost finished XT1-OS. According to his post, he pulled out his PSP during the halfway point of a very popular TV program that stars Sarah Jessica Parker
Nanodesktop GraphDemo01 rev. BNanodesktop GraphDemo01 rev. B
Nanodesktop GraphDemo01 rev. B  When we last heard from Pegasus2000, he was busy working on Nanodesktop v0.3.8 - that's the one with the super-resolution algorithm. Turns out he was too busy working on it that he's actually hit overdrive with features. It's getting such a huge update that the next version of Nanodesktop will skip v0.3.8 and v0.3
LuaPlayerHM 8.1 (beta)LuaPlayerHM 8.1 (beta)
LuaPlayerHM 8.1 (beta)  Barely two days after releasing LuaPlayerHM8, developer homemister has recently announced that another build of this homebrew app is now ready for download. This new build has been specifically built to run without the need for LuaPlayerDrivers, which should help ease up the use of this application on your PSP
 

Comments on Engine02:

Comments not found

Name:


Comment:


Enter text from image below:

Turn on images!

 
 

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 Engine02 supports it
 
 
© Pantich 2009 - 2025 All rights reserved.