Jason’s babblings.

More awesome than a ten pound bag of flapjacks.

IQDS is coming!

Posted by Plaidman on March 31st, 2007

I finally got a chance to sit down and start sputtering out some code for IQDS. For those who haven’t yet heard, this is going to be a clone of the classic puzzle game Intelligent Qube for PSX. To add to that great news, I actually got something that runs for my first daily build! For now, you can tap the screen to lay a bomb, and press B to clear the bomb. Source is included in the distribution. I spent some time making it extra squeaky clean for anybody who wants to check it out.

Also, I found another bug with the makefile in my template. When you make a distribution between 00:00 and 09:00 it cuts off the first 0 and replaces it with a space. This was confusing 7zip causing the time and the .zip portion of the filename to be left off. The bug has been fixed and the new template package uploaded.

As always, both of these can be found in the DS Projects page.

Update: The bug that made this demo not work on hardware has been found and squashed. The link on the DS Projects page has been updated.

2 Responses to “IQDS is coming!”

  1. Plaidman Says:

    Hmm, it seems IQDS won’t run on my hardware. Could be my code that’s bad or it could just be my flash cart is finicky. I hope it’s the latter. It seems to work fine in DeSmuME, but not in Dualis nor No$GBA. I’ll investigate further later this week. Maybe investing in No$GBA’s debugger is a good idea.

  2. Plaidman Says:

    Found the bug. Apparently the real hardware doesn’t like me doing a memcpy to copy an array to another one, especially when the two data types for the arrays aren’t the same. I have no idea why it worked on the DeSmuME, but it shouldn’t have. The operation only occurs once (to copy my palette array from tiles.h to the BG_PALETTE memory) so I won’t lose much sleep by turning that into a for loop. The updated version works on real hardware and No$GBA (and DeSmuME still). And just in time for Planet Earth too. =)

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