Zipplet's Stuff -> Blog
If you haven't used DMDirc already, what are you waiting for? It's a real alternative to mIRC and my opinion much better than the rest. What's more - it's completely open source and free.
Grab a copy from the official site
Additionally, Aero will be disabled while zipNES runs because it uses DirectDraw mode. You can work around this by disabling DirectDraw and using GDI. Luckily, any PC capable of Vista Aero will be able to run zipNES in GDI mode perfectly even with a stretched window.
I am pleased to say that zipNES does run well under XP inside Sun VirtualBox for those of you who really want to get it running properly and don't have XP. I've also been told it works well under Wine on linux.
To celebrate I've released the latest old version of zipNES 0.1. It's not that great but it lets you see how I got on with delphi a few years ago when I started out.
Get it here
Neutron NMS - project restarted
It's required again where I work now so it should be completed this time.
If anyone has any suggestions for devices they'd like supported beyond the expected list please drop me an email and I'll see if it is possible
Also, I know the lack of updates... anyway I added a page for the lithium ion charger I'm building to the Electronics section. And I need to add some more reviews.
P:\ppc\Trunk>pokemonpc.exe debugmount
bootstrap: mounting resources
bootstrap: debugmount
bootstrap: mounted all resources
tlxgfxwrap.initgraphics: WARNING: double buffering emulation
tlxgfxbank.create: 1000 images in bank
tlxgfxbank.loadbank: loading bank 'default'
tlxgfxbank.loadbank: [10] tileset '/gfx/system/borders.fbm' with 64 tiles created
tlxgfxbank.loadbank: [11] tileset '/gfx/system/more.fbm' with 4 tiles created
tlxgfxbank.loadbank: [13] tileset '/gfx/system/loadingbar.fbm' with 3 tiles created
tlxgfxbank.loadbank: [14] tileset '/gfx/system/zstuff.fbm' with 196 tiles created
tlxgfxbank.loadbank: [100] tileset '/gfx/font/small_black.fbm' with 104 tiles created
tlxgfxbank.loadbank: [101] tileset '/gfx/font/small_red.fbm' with 104 tiles created
tlxgfxbank.loadbank: [102] tileset '/gfx/font/small_green.fbm' with 104 tiles created
tlxgfxbank.loadbank: [103] tileset '/gfx/font/small_blue.fbm' with 104 tiles created
tlxgfxbank.loadbank: [104] tileset '/gfx/font/fontsmall.fbm' with 960 tiles created
tlxgfxbank.loadbank: [105] tileset '/gfx/font/fontbig.fbm' with 960 tiles created
tlxgfxbank.loadbank: 12 images loaded
tlxsoundfmod.initsound: Sound initialised
tlxsoundbank.create: 10000 samples in bank
tlxsoundbank.loadbank: loading bank 'default'
tlxsoundbank.loadbank: 0 samples loaded
tlxsoundbank.loadbank: loading bank 'game'
tlxsoundbank.loadbank: 0 samples loaded
So what does this mean? It means PPC has life! Lets see how far I get today, ne?
One hindrance is the fact that the game is complicated, I have to get the World Editor working before I can even make a simple walk-around demo. The data files are too complicated to produce by hand, and hard coding a map just wouldn't work for an engine of this complexity.
It's working well now, well enough that I can draw terrain and set basic attributes. Yes I had the WE working quite well a few months ago but it was missing quite a lot of features necessary to actually push ahead with the game engine. The only thing left now is to finish the brush system, then it's time for a walk around demo me thinks!
Once that's working I need to look at the tedious data entry of pokemon attributes and graphics data...
Z80 project? There's only one Zipplet - as much as I'd like to be able to do 'kage bunshin no jutsu' I can't (but imagine how quickly I could write a game like PPC if I could do that!), so I chop and change my projects. A bit of programming, a bit of electronics, etc. Keeps things interesting.
Until next time!
Edit: I should say that Pokemon PC (PPC) is the name for the engine - the game I release will have a different, better name eventually. Once I think of one, that is.
Edited on Tue, 29th Apr 2008 at 13:59 BST
So far I have it driving a nice LCD display with a parallel port I/O chip. Let's see where this goes, ne?

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