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WESTBANG
WESTBANG is a western FPS style game for Linux. more>>
WESTBANG is a western FPS style game for Linux.
Comics
Files: DATA/COMIX/*.CMX
Comics are simple animations with given images made by a script file.
Comics are used for intro and outro animation and for interlevel shots.
There are these reserved comics:
intro.cmx played after the start of the program
gameover.cmx played, when a player loose his last life
goodbye.cmx played after the quit
You can modify these files as you wish, but you have to keep these names,
because they are called directly from the program. Other comics, their
names or number, is random.
Any of the *.cmx file can contain these commands:
delay < ticks >
Specifies the time the computer will wait before he does the next
command.
image < index > < name >
Image loads the specified bitmap and gives it an index number. In the
< name > can be just the name of the bitmap (the *.bmp file) or the path
and the name. The path starts in ../WESTBANG/DATA/COMIX, so all your
bitmaps and dirs have to be in the COMIX directory.
Note: The color 255,0,255 is transparent.
destroy < index >
Removes the image from the memory. Dont forget to destroy images,
or you can glut the memory.
virtual < v_index > < index > < pos_X > < pos_Y > < width > < height >
Virtual is the quad shaped object taken out of the image you can work
with by the commands of the comics. You can define more than one virtual
in one image.
< v_index > is the index given to the new virtual.
< index > is the index of the source bitmap.
< pox_X > < pos_Y > are the coords of the upper left corner of the virtual
in the image.
< width > < height > set the size of the virtual.
anime < v_inde x> < frames > < delay >
Makes the specified virtual the animated one. < Frames > is the number of
the frames and < delay > sets the pause between the two frames (speed of
animation).
Animated virtuals are made of bitmaps with all the frames placed in the
row. So the height of the bitmap is the same as the frames height and
width equals to times width of the frame.
anime_type < v_index > < type >
Sets the type of the animation of the specified virtual.
1: from first to last (1->2->3->...)
2: zig zag (1->2->3->2->1->...)
3: random
Example: These three commands make a short animated virtual.
virtual 3 1 0 0 10 10 //defines the first frame (size 10x10)
//taken from the image 1 (size 40x10)
anime 3 4 18 //makes 4-frames animation
anime_type 3 1 //sets the type of the animation to normal
setxy < v_index > < x > < y >
Puts the specified virtual on the given coords.
vis_on < v_index >
Shows the specified virtual. New created virtuals are hiden. You have to
use vis_on, if you want to see them on the screen.
vis_off < v_index >
Hides the specified virtual.
move < v_index > < tx > < ty > < sx > < sy > < tempo >
Sets the virtual as "the moving" one. Moving virtual goes automaticaly
from actual coords to target coords < tx >,< ty >. The speed of the motion
can be controled by the length of the single step (< sx >: step along the
x-axis, < sy >: step along the y-axis in pixels), or by the < tempo > - the
delay between the two steps.
resize < v_index> < sw> < sh> < speed_x> < speed_y>
Sets the virtual as "the resizing" one. < Sw> and < sh> are starting
height and witdth. Resizing can go by the very small steps, thats why
you have to set sw=100000 and sh=100000 if you want the starting size
of the virtual to be 100% x 100%.
sound < index> < name>
This is the same as the image command for the bitmaps.
play_sound < index> < volume> < panning>
Plays the sound once.
repeat_sound < index> < volume> < panning>
Repeats the sound, until you stop it by the command:
stop_sound < index>
destroy_sound < index>
Removes the sound from the memory.
pause
Waits for input. The script wont continue, until the user presses any key.
include < file_name>
Plays the < file_name> comics file. You can make the hierarchy in the files by this command. Its usefull for the good control of the long comics to create one "main" cmx file, that calls the single scenes as you can see in the "intro.cmx".
If you want to learn more, how to create the script look in our *.cmx files. Note: Max number of images is 50. Max number of virtuals is 50. Max number of samples is 20.
<<lessComics
Files: DATA/COMIX/*.CMX
Comics are simple animations with given images made by a script file.
Comics are used for intro and outro animation and for interlevel shots.
There are these reserved comics:
intro.cmx played after the start of the program
gameover.cmx played, when a player loose his last life
goodbye.cmx played after the quit
You can modify these files as you wish, but you have to keep these names,
because they are called directly from the program. Other comics, their
names or number, is random.
Any of the *.cmx file can contain these commands:
delay < ticks >
Specifies the time the computer will wait before he does the next
command.
image < index > < name >
Image loads the specified bitmap and gives it an index number. In the
< name > can be just the name of the bitmap (the *.bmp file) or the path
and the name. The path starts in ../WESTBANG/DATA/COMIX, so all your
bitmaps and dirs have to be in the COMIX directory.
Note: The color 255,0,255 is transparent.
destroy < index >
Removes the image from the memory. Dont forget to destroy images,
or you can glut the memory.
virtual < v_index > < index > < pos_X > < pos_Y > < width > < height >
Virtual is the quad shaped object taken out of the image you can work
with by the commands of the comics. You can define more than one virtual
in one image.
< v_index > is the index given to the new virtual.
< index > is the index of the source bitmap.
< pox_X > < pos_Y > are the coords of the upper left corner of the virtual
in the image.
< width > < height > set the size of the virtual.
anime < v_inde x> < frames > < delay >
Makes the specified virtual the animated one. < Frames > is the number of
the frames and < delay > sets the pause between the two frames (speed of
animation).
Animated virtuals are made of bitmaps with all the frames placed in the
row. So the height of the bitmap is the same as the frames height and
width equals to times width of the frame.
anime_type < v_index > < type >
Sets the type of the animation of the specified virtual.
1: from first to last (1->2->3->...)
2: zig zag (1->2->3->2->1->...)
3: random
Example: These three commands make a short animated virtual.
virtual 3 1 0 0 10 10 //defines the first frame (size 10x10)
//taken from the image 1 (size 40x10)
anime 3 4 18 //makes 4-frames animation
anime_type 3 1 //sets the type of the animation to normal
setxy < v_index > < x > < y >
Puts the specified virtual on the given coords.
vis_on < v_index >
Shows the specified virtual. New created virtuals are hiden. You have to
use vis_on, if you want to see them on the screen.
vis_off < v_index >
Hides the specified virtual.
move < v_index > < tx > < ty > < sx > < sy > < tempo >
Sets the virtual as "the moving" one. Moving virtual goes automaticaly
from actual coords to target coords < tx >,< ty >. The speed of the motion
can be controled by the length of the single step (< sx >: step along the
x-axis, < sy >: step along the y-axis in pixels), or by the < tempo > - the
delay between the two steps.
resize < v_index> < sw> < sh> < speed_x> < speed_y>
Sets the virtual as "the resizing" one. < Sw> and < sh> are starting
height and witdth. Resizing can go by the very small steps, thats why
you have to set sw=100000 and sh=100000 if you want the starting size
of the virtual to be 100% x 100%.
sound < index> < name>
This is the same as the image command for the bitmaps.
play_sound < index> < volume> < panning>
Plays the sound once.
repeat_sound < index> < volume> < panning>
Repeats the sound, until you stop it by the command:
stop_sound < index>
destroy_sound < index>
Removes the sound from the memory.
pause
Waits for input. The script wont continue, until the user presses any key.
include < file_name>
Plays the < file_name> comics file. You can make the hierarchy in the files by this command. Its usefull for the good control of the long comics to create one "main" cmx file, that calls the single scenes as you can see in the "intro.cmx".
If you want to learn more, how to create the script look in our *.cmx files. Note: Max number of images is 50. Max number of virtuals is 50. Max number of samples is 20.
Download (6.8MB)
Added: 2005-11-30 License: Freeware Price:
1423 downloads
libglfps 0.1
libglfps project is a library that adds an FPS display to any OpenGL application. more>>
libglfps project is a library that adds an FPS display to any OpenGL application.
It adds a framerate display to OpenGL apps that dont have one built in, through the magic of LD_PRELOAD.
<<lessIt adds a framerate display to OpenGL apps that dont have one built in, through the magic of LD_PRELOAD.
Download (0.28MB)
Added: 2006-11-27 License: GPL (GNU General Public License) Price:
1062 downloads
KBall Final 2004
KBall is a game of skill and reflexes, non violent, suitable for all ages. more>>
KBall is a game of skill and reflexes, non violent, suitable for all ages.
The idea is to move a ball around the map, without falling, without running out of time, and getting the prizes, in order to reach the exit.
The map has different traps, such as slides, pushers, jumps, falls, walls, etc.
Maps are viewed from top view, and the walls and players ball are real-time rendered in beautiful 3D.
Main features:
- Is 100% non-violent FUN - Suitable for ALL ages.
- Also, a easy to use, full map editor included! You can do your OWN maps!!!
- Available with cross-platform support for DOS, Windows, Unix, Linux, BeOS, QNX and MacOS systems.
- Source code also available (under open source license)
- Made in C++, using Allegro game library and other open source tools.
Enhancements:
- New speech sounds for game over and won screen.
- Fixed some engine bugs.
- New levels.
- Removed the "demo" message.
- Entering final stage of release.
- F11 key toggles show or not fps.
- New Windows installer.
<<lessThe idea is to move a ball around the map, without falling, without running out of time, and getting the prizes, in order to reach the exit.
The map has different traps, such as slides, pushers, jumps, falls, walls, etc.
Maps are viewed from top view, and the walls and players ball are real-time rendered in beautiful 3D.
Main features:
- Is 100% non-violent FUN - Suitable for ALL ages.
- Also, a easy to use, full map editor included! You can do your OWN maps!!!
- Available with cross-platform support for DOS, Windows, Unix, Linux, BeOS, QNX and MacOS systems.
- Source code also available (under open source license)
- Made in C++, using Allegro game library and other open source tools.
Enhancements:
- New speech sounds for game over and won screen.
- Fixed some engine bugs.
- New levels.
- Removed the "demo" message.
- Entering final stage of release.
- F11 key toggles show or not fps.
- New Windows installer.
Download (0.067MB)
Added: 2005-08-11 License: GPL (GNU General Public License) Price:
1539 downloads
TUER Alpha
TUER is a 3D FPS written in JAVA + JOGL + JOGG. more>>
TUER is a 3D FPS written in JAVA + JOGL + JOGG.
TUER is a very small first player shooter. You can shoot robots in a museum with your rocket launcher. It uses a kind of dynamic lighting. You can also perform screenshots and snapshots.
<<lessTUER is a very small first player shooter. You can shoot robots in a museum with your rocket launcher. It uses a kind of dynamic lighting. You can also perform screenshots and snapshots.
Download (MB)
Added: 2007-08-23 License: Freeware Price:
487 downloads
SDL::App::FPS 0.21
SDL::App::FPS is a framework for event-driven SDL games/applications. more>>
SDL::App::FPS is a framework for event-driven SDL games/applications.
SYNOPSIS
Subclass SDL::App::FPS and override some methods:
package SDL::App::MyFPS;
use strict;
use SDL::App::FPS;
use SDL;
use base qw/SDL::App::FPS/;
# override the method draw_frame with something to draw
sub draw_frame
{
my ($self,$current_time,$lastframe_time,$current_fps) = @_;
...
}
# override post_init_handler and add some event handlers
sub post_init_handler
{
my ($self} = shift;
my $self->add_event_handler(SDL_KEYDOWN, SDLK_q, sub
{
my $self = shift; $self->quit();
} );
# or easier for often-used events (note quoted SDLK_f!)
$self->watch_event( fullscreen => SDLK_f, pause => p,
quit => SDLK_q,
);
# You can also specify the key/mousebutton bindings for these events
# in the config file like "bind_event_fullscreen = f"
}
Then write a small script using SDL::App::MyFPS like this:
#!/usr/bin/perl -w
use strict;
use SDL::App::MyFPS;
# fill in here default options if you like
my $options = { };
# create a new application including window
# automatically uses a config file or the command line:
my $app = SDL::App::MyFPS->new( $options );
# run the application, will exit when done
$app->main_loop();
Thats all!
<<lessSYNOPSIS
Subclass SDL::App::FPS and override some methods:
package SDL::App::MyFPS;
use strict;
use SDL::App::FPS;
use SDL;
use base qw/SDL::App::FPS/;
# override the method draw_frame with something to draw
sub draw_frame
{
my ($self,$current_time,$lastframe_time,$current_fps) = @_;
...
}
# override post_init_handler and add some event handlers
sub post_init_handler
{
my ($self} = shift;
my $self->add_event_handler(SDL_KEYDOWN, SDLK_q, sub
{
my $self = shift; $self->quit();
} );
# or easier for often-used events (note quoted SDLK_f!)
$self->watch_event( fullscreen => SDLK_f, pause => p,
quit => SDLK_q,
);
# You can also specify the key/mousebutton bindings for these events
# in the config file like "bind_event_fullscreen = f"
}
Then write a small script using SDL::App::MyFPS like this:
#!/usr/bin/perl -w
use strict;
use SDL::App::MyFPS;
# fill in here default options if you like
my $options = { };
# create a new application including window
# automatically uses a config file or the command line:
my $app = SDL::App::MyFPS->new( $options );
# run the application, will exit when done
$app->main_loop();
Thats all!
Download (0.095MB)
Added: 2006-09-29 License: Perl Artistic License Price:
1126 downloads
Dreams Eternal 0.1
Dreams Eternal project is a story-driven FPS game that is set in the dream world. more>>
Dreams Eternal project is a story-driven FPS game that is set in the dream world.
Dreams Eternal is an FPS game that focuses on a strong story line and puzzle solving. It is set in the dream world.
The very short summary of the story is that a scientific experiment went wrong and everybody is stuck in the dream world.
You have to end this experiment by hopping from dream to dream. In every dream you have to find clues to try to find out how the experiment can be aborted.
<<lessDreams Eternal is an FPS game that focuses on a strong story line and puzzle solving. It is set in the dream world.
The very short summary of the story is that a scientific experiment went wrong and everybody is stuck in the dream world.
You have to end this experiment by hopping from dream to dream. In every dream you have to find clues to try to find out how the experiment can be aborted.
Download (MB)
Added: 2006-11-07 License: GPL (GNU General Public License) Price:
1081 downloads
Fruits Icons for Linux 1.0
Apple, Banana, Grape, Orange, Papaya, Pinapple, Strawberry or Watermelon Icons more>> Description:
8 icons of fruits.
Content:
Apple, Banana, Grape, Orange, Papaya, Pinapple, Strawberry, Watermelon<<less
Download (234KB)
Added: 2009-04-28 License: Freeware Price: Free
180 downloads
Path::Abstract 0.06
Path::Abstract is a fast and featurefull class for UNIX-style path manipulation. more>>
Path::Abstract is a fast and featurefull class for UNIX-style path manipulation.
SYNOPSIS
use Path::Abstract;
my $path = Path::Abstract->new("/apple/banana");
# $parent is "/apple"
my $parent = $path->parent;
# $cherry is "/apple/banana/cherry.txt"
my $cherry = $path->child("cherry.txt");
Path::Abstract->new( < path> )
Path::Abstract->new( < part>, [ < part>, ..., < part> ] )
Create a new Path::Abstract object using < path> or by joining each < part> with "/"
Returns the new Path::Abstract object
Path::Abstract::path( < path> )
Path::Abstract::path( < part>, [ < part>, ..., < part> ] )
Create a new Path::Abstract object using < path> or by joining each < part> with "/"
Returns the new Path::Abstract object
$path->clone
Returns an exact copy of $path
$path->set( < path> )
$path->set( < part>, [ < part>, ..., < part> ] )
Set the path of $path to < path> or the concatenation of each < part> (separated by "/")
Returns $path
$path->is_nil
$path->is_empty
Returns true if $path is equal to ""
$path->is_root
Returns true if $path is equal to "/"
$path->is_tree
Returns true if $path begins with "/"
path("/a/b")->is_tree # Returns true
path("c/d")->is_tree # Returns false
$path->is_branch
Returns true if $path does NOT begin with a "/"
path("c/d")->is_branch # Returns true
path("/a/b")->is_branch # Returns false
$path->to_tree
Change $path by prefixing a "/" if it doesnt have one already
Returns $path
$path->to_branch
Change $path by removing a leading "/" if it has one
Returns $path
$path->list
$path->split
Returns the path in list form by splitting at each "/"
path("c/d")->list # Returns ("c", "d")
path("/a/b/")->last # Returns ("a", "b")
$path->first
Returns the first part of $path up to the first "/" (but not including the leading slash, if any)
path("c/d")->first # Returns "c"
path("/a/b")->first # Returns "a"
$path->last
Returns the last part of $path up to the last "/"
path("c/d")->last # Returns "d"
path("/a/b/")->last # Returns "b"
path
$path->get
$path->stringify
Returns the path in string or scalar form
path("c/d")->list # Returns "c/d"
path("/a/b/")->last # Returns "/a/b"
$path->push( < part>, [ < part>, ..., < part> ] )
$path->down( < part>, [ < part>, ..., < part> ] )
Modify $path by appending each < part> to the end of $path, separated by "/"
Returns $path
$path->child( < part>, [ < part>, ..., < part> ] )
Make a copy of $path and push each < part> to the end of the new path.
Returns the new child path
$path->pop( < count> )
Modify $path by removing < count> parts from the end of $path
Returns the removed path as a Path::Abstract object
$path->up( < count> )
Modify $path by removing < count> parts from the end of $path
Returns $path
$path->parent( < count> )
Make a copy of $path and pop < count> parts from the end of the new path
Returns the new parent path
$path->file
$path->file( < part>, [ < part>, ..., < part> ] )
Create a new Path::Class::File object using $path as a base, and optionally extending it by each < part>
Returns the new file object
$path->dir
$path->dir( < part>, [ < part>, ..., < part> ] )
Create a new Path::Class::Dir object using $path as a base, and optionally extending it by each < part>
Returns the new dir object
<<lessSYNOPSIS
use Path::Abstract;
my $path = Path::Abstract->new("/apple/banana");
# $parent is "/apple"
my $parent = $path->parent;
# $cherry is "/apple/banana/cherry.txt"
my $cherry = $path->child("cherry.txt");
Path::Abstract->new( < path> )
Path::Abstract->new( < part>, [ < part>, ..., < part> ] )
Create a new Path::Abstract object using < path> or by joining each < part> with "/"
Returns the new Path::Abstract object
Path::Abstract::path( < path> )
Path::Abstract::path( < part>, [ < part>, ..., < part> ] )
Create a new Path::Abstract object using < path> or by joining each < part> with "/"
Returns the new Path::Abstract object
$path->clone
Returns an exact copy of $path
$path->set( < path> )
$path->set( < part>, [ < part>, ..., < part> ] )
Set the path of $path to < path> or the concatenation of each < part> (separated by "/")
Returns $path
$path->is_nil
$path->is_empty
Returns true if $path is equal to ""
$path->is_root
Returns true if $path is equal to "/"
$path->is_tree
Returns true if $path begins with "/"
path("/a/b")->is_tree # Returns true
path("c/d")->is_tree # Returns false
$path->is_branch
Returns true if $path does NOT begin with a "/"
path("c/d")->is_branch # Returns true
path("/a/b")->is_branch # Returns false
$path->to_tree
Change $path by prefixing a "/" if it doesnt have one already
Returns $path
$path->to_branch
Change $path by removing a leading "/" if it has one
Returns $path
$path->list
$path->split
Returns the path in list form by splitting at each "/"
path("c/d")->list # Returns ("c", "d")
path("/a/b/")->last # Returns ("a", "b")
$path->first
Returns the first part of $path up to the first "/" (but not including the leading slash, if any)
path("c/d")->first # Returns "c"
path("/a/b")->first # Returns "a"
$path->last
Returns the last part of $path up to the last "/"
path("c/d")->last # Returns "d"
path("/a/b/")->last # Returns "b"
path
$path->get
$path->stringify
Returns the path in string or scalar form
path("c/d")->list # Returns "c/d"
path("/a/b/")->last # Returns "/a/b"
$path->push( < part>, [ < part>, ..., < part> ] )
$path->down( < part>, [ < part>, ..., < part> ] )
Modify $path by appending each < part> to the end of $path, separated by "/"
Returns $path
$path->child( < part>, [ < part>, ..., < part> ] )
Make a copy of $path and push each < part> to the end of the new path.
Returns the new child path
$path->pop( < count> )
Modify $path by removing < count> parts from the end of $path
Returns the removed path as a Path::Abstract object
$path->up( < count> )
Modify $path by removing < count> parts from the end of $path
Returns $path
$path->parent( < count> )
Make a copy of $path and pop < count> parts from the end of the new path
Returns the new parent path
$path->file
$path->file( < part>, [ < part>, ..., < part> ] )
Create a new Path::Class::File object using $path as a base, and optionally extending it by each < part>
Returns the new file object
$path->dir
$path->dir( < part>, [ < part>, ..., < part> ] )
Create a new Path::Class::Dir object using $path as a base, and optionally extending it by each < part>
Returns the new dir object
Download (0.005MB)
Added: 2007-07-11 License: Perl Artistic License Price:
835 downloads
Camorama 0.18
Camorama is a webcam application featuring various image filters. more>>
Camorama is a webcam application featuring various image filters.
Camorama allows you to view video from your webcam and apply various image filters to it. Camorama project can also upload images via ftp.
Camorama is a program i wrote to learn gtk and v4l. As you can see, i am still learning. It is pretty simple at the moment, and i hope to make it much more complete. I also plan to make it more generic, as i initially wrote it with only my own creative webcam 3 in mind.
Hopefully it will work with other cameras. i will test on anything i can get my hands on, but that might take a while. Right now you can change the video settings using the gui and apply some crappy filters i wrote to mess around with.
It runs at a reasonable speed, but i would like to get the fps up as high as possible. Still figuring that out. As for requirements, you will need at least gnome 2 and v4l. I havent used anything else crazy, and that should do it.
Enhancements:
- Lots of bug fixes.
<<lessCamorama allows you to view video from your webcam and apply various image filters to it. Camorama project can also upload images via ftp.
Camorama is a program i wrote to learn gtk and v4l. As you can see, i am still learning. It is pretty simple at the moment, and i hope to make it much more complete. I also plan to make it more generic, as i initially wrote it with only my own creative webcam 3 in mind.
Hopefully it will work with other cameras. i will test on anything i can get my hands on, but that might take a while. Right now you can change the video settings using the gui and apply some crappy filters i wrote to mess around with.
It runs at a reasonable speed, but i would like to get the fps up as high as possible. Still figuring that out. As for requirements, you will need at least gnome 2 and v4l. I havent used anything else crazy, and that should do it.
Enhancements:
- Lots of bug fixes.
Download (0.30MB)
Added: 2006-09-28 License: GPL (GNU General Public License) Price:
1141 downloads
FakeNES 0.5.7
FakeNES is a portable Open Source NES emulator. more>>
FakeNES project is a portable, Open Source NES emulator which is written mostly in pure C, while using the Allegro library for multi-platform capabilities.
Currently supported systems are Windows 9x/2000/Me/XP, 32-bit DOS, Linux, FreeBSD, QNX, BeOS, and Mac OS X. However, it should run on any system that Allegro supports. This includes, but is not limited to: any version of Windows released after 1995, any 32-bit DOS compatible, and many POSIX compliant systems and UNIX clones such as Linux, FreeBSD, QNX, BeOS, and Mac OS X.
Configuration
FakeNES uses a standard configuration system similar to that used by many DOS, Windows, and UNIX applications.
Each item in the configuration file that is not surrounded by square brackets ([ and ]) defines an element or key.
The equal sign (=) is used to assign a value to that element.
Items which are surrounded by brackets are called headers. Headers define a section or group of related elements.
Comments are delimeted by the pound (#) sign and are ignored by the configuration file parser.
At this time, command-line options are not supported. However, you may supply the name of an NES ROM file that you would like to load on the command-line instead of loading it from the GUI.
Input engine
Currently, FakeNES supports two different keyboard layouts on a single keyboard, and up to two (2) joystick-like devices such as joypads. Each device may be assigned to any player, you can even assign a single device to multiple players.
All configuration of the controls is done in the configuration file, under the [input] header. You can assign a specific device to each player by modifying the player_#_device elements (replace # with the associated player number).
The following values are permitted:
0: No input (disables all input for this player).
1: Keyboard layout #1
2: Keyboard layout #2
There are two (2) configurable keyboard layouts which are present on the same keyboard, and may define overlapping keys without conflicts. Modifying the key1_scancodes and key2_scancodes elements allow you to customize the key mappings for each layout.
Note that due to portability reasons, FakeNES does not accept standard IBM scancodes. Instead, you need to supply a sequence of 8 integer scancodes as defined by the Allegro multimedia library.
The order in which the scancodes are applied is very important, and corresponds to the associated NES standard controller buttons: A, B, Select, Start, Up, Down, Left, and Right. If a complete sequence of 8 scancodes cannot be found, then the defaults will be used.
For layout #1, they are X, Z, Tab, and Enter, respectively, combined with the arrow keys for directional control.
3: Joystick device #1
4: Joystick device #2
Core timing
FakeNES contains an automatic speed throttling system. By modifying the frame_skip_min and frame_skip_max elements under the [timing] header in the configuration file, you can toggle speed cap and set the parameters for frame skipping.
Frame skipping is a technique that allows the emulation to run much faster, at the cost of fewer frames-per-second (FPS) being rendered, which results in more latent or choppy gameplay.
Speed capping effectively limits the maximum amount of FPS to be rendered to match that of the NES itself, which keeps the emulation from running too fast on fast processors or when frame skipping is being used.
frame_skip_min defines the least amount of frames to be skipped, setting it to zero (0) effectively disables minimum frame skipping and enables the speed capping mechanism.
frame_skip_max defines the highest allowable amount of frames to be skipped. FakeNES will never skip more frames than is defined by this element, even if full speed is not obtained.
Setting frame_skip_min and frame_skip_max to equal values effectively sets a fixed amount of frames to be skipped.
If the speed cap is enabled, you can use the fast forward key to surpass the speed cap and skip frame_skip_max frames as long as the key is being held down. By default, the fast forward key is defined as the tilde key above the Tab key on most keyboards.
The machine_type element allows you to select which standard is to be used by the speed throttling system and sound/graphics engines. Set it to zero (0) for NTSC or one (1) for PAL. There are not many PAL NES games, and many of them should run fine in NTSC mode. Only modify this element if you have problems.
Enhancements:
- AUDIO: Fixed all while() loops in the APU to never be truely infinite (thus preventing hard lock-ups), removed a previous hack that was added to get around such a thing.
- AUDIO: Implemented a new ExSound API.
- AUDIO: Added full save state support to VRC6 Sound and MMC5 Sound.
- AUDIO: Rreduced default audio buffer length from 6 to 4 frames to reduce latency.
- AUDIO: Added in mixing of MMC5s digital audio channel (untested).
- CODE: Moved a bunch of code out of gui.c and into the GUI header files.
- CODE: Various code edits.
- DOCS: Updated docs.
- GUI: Added a GUI menu to configure the audio buffer length.
- GUI: Added a GUI menu to configure video buffer size.
- GUI: Enabled double buffered GUI while in OpenGL mode.
- GUI: Added custom drawing code for the sl_radiobox object.
- GUI: Cleaned up the Help->About dialog and added loomsoft under Special thanks to.
- GUI: Added more splitters to the Audio and Video menus to better group submenus.
- GUI: Added a Close button to the Help->Shortcuts dialog.
- GUI: Hide some menus when their respective features arent available for whatever reason.
- GUI: Made sl_frame object behave properly in a double buffered environment.
- GUI: Removed extended video resolutions, since if anyone wants to actually use any of the obscure things, they can set them manually via the configuration file.
- INPUT: Overhauled input system and input configuration system.
- MISC: Fixed a cosmetic bug where the enabled flag of CPU patches were written to the *.fpt file with the value of 2 instead of 1 when enabled.
- VIDEO: Added (buggy) OpenGL support.
- VIDEO: Added support for a screen buffer smaller or larger than the actual screen (it will be scaled to fit).
- VIDEO: Set all bitmaps to NULL after destroying them in video_exit(), fixes various problems.
- VIDEO: Improved the operation of video_blit().
- VIDEO: Improved efficiency of HQ4X slightly by removing extra assertions.
- VIDEO: Added size checking to the Normal and Stretched blitters.
- VIDEO: Changed blitter error message.
<<lessCurrently supported systems are Windows 9x/2000/Me/XP, 32-bit DOS, Linux, FreeBSD, QNX, BeOS, and Mac OS X. However, it should run on any system that Allegro supports. This includes, but is not limited to: any version of Windows released after 1995, any 32-bit DOS compatible, and many POSIX compliant systems and UNIX clones such as Linux, FreeBSD, QNX, BeOS, and Mac OS X.
Configuration
FakeNES uses a standard configuration system similar to that used by many DOS, Windows, and UNIX applications.
Each item in the configuration file that is not surrounded by square brackets ([ and ]) defines an element or key.
The equal sign (=) is used to assign a value to that element.
Items which are surrounded by brackets are called headers. Headers define a section or group of related elements.
Comments are delimeted by the pound (#) sign and are ignored by the configuration file parser.
At this time, command-line options are not supported. However, you may supply the name of an NES ROM file that you would like to load on the command-line instead of loading it from the GUI.
Input engine
Currently, FakeNES supports two different keyboard layouts on a single keyboard, and up to two (2) joystick-like devices such as joypads. Each device may be assigned to any player, you can even assign a single device to multiple players.
All configuration of the controls is done in the configuration file, under the [input] header. You can assign a specific device to each player by modifying the player_#_device elements (replace # with the associated player number).
The following values are permitted:
0: No input (disables all input for this player).
1: Keyboard layout #1
2: Keyboard layout #2
There are two (2) configurable keyboard layouts which are present on the same keyboard, and may define overlapping keys without conflicts. Modifying the key1_scancodes and key2_scancodes elements allow you to customize the key mappings for each layout.
Note that due to portability reasons, FakeNES does not accept standard IBM scancodes. Instead, you need to supply a sequence of 8 integer scancodes as defined by the Allegro multimedia library.
The order in which the scancodes are applied is very important, and corresponds to the associated NES standard controller buttons: A, B, Select, Start, Up, Down, Left, and Right. If a complete sequence of 8 scancodes cannot be found, then the defaults will be used.
For layout #1, they are X, Z, Tab, and Enter, respectively, combined with the arrow keys for directional control.
3: Joystick device #1
4: Joystick device #2
Core timing
FakeNES contains an automatic speed throttling system. By modifying the frame_skip_min and frame_skip_max elements under the [timing] header in the configuration file, you can toggle speed cap and set the parameters for frame skipping.
Frame skipping is a technique that allows the emulation to run much faster, at the cost of fewer frames-per-second (FPS) being rendered, which results in more latent or choppy gameplay.
Speed capping effectively limits the maximum amount of FPS to be rendered to match that of the NES itself, which keeps the emulation from running too fast on fast processors or when frame skipping is being used.
frame_skip_min defines the least amount of frames to be skipped, setting it to zero (0) effectively disables minimum frame skipping and enables the speed capping mechanism.
frame_skip_max defines the highest allowable amount of frames to be skipped. FakeNES will never skip more frames than is defined by this element, even if full speed is not obtained.
Setting frame_skip_min and frame_skip_max to equal values effectively sets a fixed amount of frames to be skipped.
If the speed cap is enabled, you can use the fast forward key to surpass the speed cap and skip frame_skip_max frames as long as the key is being held down. By default, the fast forward key is defined as the tilde key above the Tab key on most keyboards.
The machine_type element allows you to select which standard is to be used by the speed throttling system and sound/graphics engines. Set it to zero (0) for NTSC or one (1) for PAL. There are not many PAL NES games, and many of them should run fine in NTSC mode. Only modify this element if you have problems.
Enhancements:
- AUDIO: Fixed all while() loops in the APU to never be truely infinite (thus preventing hard lock-ups), removed a previous hack that was added to get around such a thing.
- AUDIO: Implemented a new ExSound API.
- AUDIO: Added full save state support to VRC6 Sound and MMC5 Sound.
- AUDIO: Rreduced default audio buffer length from 6 to 4 frames to reduce latency.
- AUDIO: Added in mixing of MMC5s digital audio channel (untested).
- CODE: Moved a bunch of code out of gui.c and into the GUI header files.
- CODE: Various code edits.
- DOCS: Updated docs.
- GUI: Added a GUI menu to configure the audio buffer length.
- GUI: Added a GUI menu to configure video buffer size.
- GUI: Enabled double buffered GUI while in OpenGL mode.
- GUI: Added custom drawing code for the sl_radiobox object.
- GUI: Cleaned up the Help->About dialog and added loomsoft under Special thanks to.
- GUI: Added more splitters to the Audio and Video menus to better group submenus.
- GUI: Added a Close button to the Help->Shortcuts dialog.
- GUI: Hide some menus when their respective features arent available for whatever reason.
- GUI: Made sl_frame object behave properly in a double buffered environment.
- GUI: Removed extended video resolutions, since if anyone wants to actually use any of the obscure things, they can set them manually via the configuration file.
- INPUT: Overhauled input system and input configuration system.
- MISC: Fixed a cosmetic bug where the enabled flag of CPU patches were written to the *.fpt file with the value of 2 instead of 1 when enabled.
- VIDEO: Added (buggy) OpenGL support.
- VIDEO: Added support for a screen buffer smaller or larger than the actual screen (it will be scaled to fit).
- VIDEO: Set all bitmaps to NULL after destroying them in video_exit(), fixes various problems.
- VIDEO: Improved the operation of video_blit().
- VIDEO: Improved efficiency of HQ4X slightly by removing extra assertions.
- VIDEO: Added size checking to the Normal and Stretched blitters.
- VIDEO: Changed blitter error message.
Download (0.29MB)
Added: 2006-04-17 License: The Clarified Artistic License Price:
1291 downloads
MP3SPI for Linux 1.9.4
MP3SPI is a Java Service Provider Interface that adds MP3 more>> MP3SPI is a Java Service Provider Interface that adds MP3 (MPEG 1/2/2.5 Layer 1/2/3) audio format support for Java Platform. It supports streaming, ID3v2 frames, Equalizer, .... It is based on JLayer and Tritonus Java libraries.
MP3 support (MPEG 1/2/2.5 Layer 1/2/3). VBR support, ID3v2 frames support.Skip support.Equalizer support.This release targets J2SE 1.3 and 1.4 but it provides audio properties that will be available in J2SE 1.5 :
MpegAudioFormat (bitrate, vbr).
MpegAudioFileFormat (duration, title, author, album, date, copyright, comments).It also provides custom properties :
MpegAudioFileFormat (mp3.version.mpeg, mp3.version.layer, mp3.framerate.fps, mp3.id3tagv2, ...).
DecodedMpegAudioInputStream (mp3.frame.bitrate, mp3.equalizer, ...) jUnit tests included.CPU usage : ~12% under PIII 1Ghz/Win2K+J2SE 1.4.1
FootPrint : ~10MB under WinNT4/Win2K + J2SE 1.4.1
RIFF/MP3 header support added.
FLAC and MAC headers denied.
Skip bug fixed for 320kbps files.
ID3v2.x support improved :
size computation bug fixed.
"mp3.id3tag.publisher" (TPUB/TPB) added.
"mp3.id3tag.orchestra" (TPE2/TP2) added.
"mp3.id3tag.length" (TLEN/TLE) added.
Mark limit increased.<<less
Download (289KB)
Added: 2009-04-04 License: Freeware Price: Free
202 downloads
OpenLieroX 0.57 Beta 3
OpenLierox is an extremely addictive realtime worms shoot-em-up backed by an active gamers community. more>>
OpenLierox is an extremely addictive realtime worms shoot-em-up backed by an active gamers community.
Dozens of levels and mods are available to provide endless gaming pleasure.
The original game was coded by Jason Boettcher and later released under the zlib-licence.
This version is based on it, ported to Linux and a lot enhanced by Dark Charlie and Albert Zeyer.
Enhancements:
- 16/24/32 bit graphic support and OpenGL support
- runs on MacOSX
- new design & icon (thanks goes to Raziel)
- probably fixed any saving-problem (problem was: sometimes SDL_Quit gives a segfault and saving was done after this; now its done before)
- full Unicode/UTF8 support
- font antialasing support
- working Dev-C++ project (therefore MingW support)
- MaxFPS in option-dialog
- Worm AI improvements
- ninjarope physic simulation is FPS independent
- profile-saving is correct now
<<lessDozens of levels and mods are available to provide endless gaming pleasure.
The original game was coded by Jason Boettcher and later released under the zlib-licence.
This version is based on it, ported to Linux and a lot enhanced by Dark Charlie and Albert Zeyer.
Enhancements:
- 16/24/32 bit graphic support and OpenGL support
- runs on MacOSX
- new design & icon (thanks goes to Raziel)
- probably fixed any saving-problem (problem was: sometimes SDL_Quit gives a segfault and saving was done after this; now its done before)
- full Unicode/UTF8 support
- font antialasing support
- working Dev-C++ project (therefore MingW support)
- MaxFPS in option-dialog
- Worm AI improvements
- ninjarope physic simulation is FPS independent
- profile-saving is correct now
Download (2.9MB)
Added: 2007-08-11 License: GPL (GNU General Public License) Price:
513 downloads
Fruit Icons for Linux -
Use these icons to make your computer look more delicious. more>> License:Free for personal non-commercial use, Includes a link back to author site
Comment:8 icons of fruits. Apple, Banana, Grape, Orange, Papaya, Pinapple, Strawberry, Watermelon<<less
Download (234KB)
Added: 2009-04-20 License: Freeware Price:
188 downloads
Excalibur: Morganas Revenge 3.0
Excalibur: Morganas Revenge is a first-person action adventure game using the Aleph One (Marathon) engine. more>>
Excalibur: Morganas Revenge (EMR) is a unique scenario based upon the Aleph One (Marathon) engine. It is a first-person action adventure game, featuring an epic and in-depth story line. As a Federation Marine resting after your last mission, you start aboard the exploration class Starship Kronos where you learn that your real mission has yet to begin. You are re-acquainted with the AI Merlin, who introduces you to Kronos time traveling technology, and reveals your new mission: to save mankind from the clutches of Morgana and her minions. Through untamed raptor-infested jungles, castle arenas, and war-torn streets of the future, you will wield weapons from all time periods - including the Sword of Power, Excalibur - in an effort to thwart the diabolical plot that unfolds. The EMR adventure, spread across 42 solo levels, weaves a tale of truth and honor, knighthood and bravery, and darkness and treachery. EMR also delivers 27 adrenaline pumped network levels. EMR immerses you in an amazing new world, creating an addictive, fun and unique gaming experience.
For those that played EMR under the old Marathon Infinity engine, EMR 3.0 brings exciting new maps, new high resolution textures and landscapes, a completely new set of weapons, new monsters and friends, new scenery, new 16-bit sounds, original music, and a carefully woven original story line that transcends time. Using the Aleph One engine, EMR now sports loads of new special features using Aleph Ones MML and Lua scripting languages. Please note that the AlephOne engine is old technology improved. Architecture is still simulated 3D, so there are no ramps, bridges, and balconies, nor horizontal doors. The sprites in EMR are made up of 2D images posed in different views, not 3D models. Do not expect the latest state-of-the-art graphics engine, but you can expect an intriguing storyline, creative map architectures, engaging graphics, original spellbinding music, and mood-setting sound effects.
Whats New in This Release:
<<lessFor those that played EMR under the old Marathon Infinity engine, EMR 3.0 brings exciting new maps, new high resolution textures and landscapes, a completely new set of weapons, new monsters and friends, new scenery, new 16-bit sounds, original music, and a carefully woven original story line that transcends time. Using the Aleph One engine, EMR now sports loads of new special features using Aleph Ones MML and Lua scripting languages. Please note that the AlephOne engine is old technology improved. Architecture is still simulated 3D, so there are no ramps, bridges, and balconies, nor horizontal doors. The sprites in EMR are made up of 2D images posed in different views, not 3D models. Do not expect the latest state-of-the-art graphics engine, but you can expect an intriguing storyline, creative map architectures, engaging graphics, original spellbinding music, and mood-setting sound effects.
Whats New in This Release:
- Levels with fog and mist
- Persistent effects such as poison, earthquakes, fire storm spell, and timed grenades
- Original MP3 music
- 12 unique weapons, including a new Dragon Flamer and T9000 Railgun
- New spells for your wand, including fire storm, teleportation, and raise the
dead
- Beautifully rendered OpenGL textures and landscapes
- New graphics for Morgana, the Trex, raven, and Jurassic bug
- A huge variety of new hi-res scenery items
- New holodeck programs, including driving a Flintstone mobile through Bedrock!
- Blood Gulch style net map with 8 simulated net players and a huge battlefield
- A basketball court netmap where grenades in a basket win points for your team
- A beautiful new future level that lets you drive a Hoverbike!
- A total of 5 brand new solo maps and 4 new net maps
- Lots of updated maps with new areas, new tasks, new features, and new secrets
- New powerups, such as apples, bananas, health kits, emergency kits, and finally
a use for all those magic scrolls!
- And much, much, more...
Download (227.1MB)
Added: 2007-06-03 License: GPL (GNU General Public License) Price:
877 downloads
Brutal File Manager 1.2
Brutal File Manager is a 3D FPS filemanager. more>>
Bfm, the Brutal File Manager is a combined file manager and first person shooter game. The basic idea is to represent different folders on your computer as rooms in a 3D environment.
Then, armed to your teeths you go through these rooms and delete files by shooting att them. Take a look at the screenshots section and youll see what its all about.
Bfm is written in Java and uses the hardware accelerated 3D library Java3D. That means that it should run on all platforms that have Java and Java3D. It is tested on Linux and Windows.
The whole thing started as a project in our programming class in school, and the development has continued even though we have graduated.
Bfm is released under the GNU General Public License.
Main features:
- A 3D environment with rooms generated from the file system, the walls are "doors" to other directories
- Files are represented by cylinders on the floor
- Weapons: currently a spear, a shotgun and a sniper rifle
- You can delete files using your weapons
- Secondary fire: you can zoom with the sniper rifle
- Walls are colored in different ways depending on different attributes
- The look of the files depend on various attributes, default color is blue, read only files are red, hidden files are transparent and files that have been hit turn yellow
- Its perfectly safe to use bfm strictly for entertainment by starting it in safe mode, files wont be removed from the hard drive but theyll still disappear in the 3D environment
- A head up display showing current directory, safe mode and a crosshair
- A config file reader
- Platform independent (since its written in Java), should run on all platforms with a Java and Java3D installation (for more details look at requirements)
<<lessThen, armed to your teeths you go through these rooms and delete files by shooting att them. Take a look at the screenshots section and youll see what its all about.
Bfm is written in Java and uses the hardware accelerated 3D library Java3D. That means that it should run on all platforms that have Java and Java3D. It is tested on Linux and Windows.
The whole thing started as a project in our programming class in school, and the development has continued even though we have graduated.
Bfm is released under the GNU General Public License.
Main features:
- A 3D environment with rooms generated from the file system, the walls are "doors" to other directories
- Files are represented by cylinders on the floor
- Weapons: currently a spear, a shotgun and a sniper rifle
- You can delete files using your weapons
- Secondary fire: you can zoom with the sniper rifle
- Walls are colored in different ways depending on different attributes
- The look of the files depend on various attributes, default color is blue, read only files are red, hidden files are transparent and files that have been hit turn yellow
- Its perfectly safe to use bfm strictly for entertainment by starting it in safe mode, files wont be removed from the hard drive but theyll still disappear in the 3D environment
- A head up display showing current directory, safe mode and a crosshair
- A config file reader
- Platform independent (since its written in Java), should run on all platforms with a Java and Java3D installation (for more details look at requirements)
Download (0.12MB)
Added: 2005-04-29 License: GPL (GNU General Public License) Price:
1641 downloads
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