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Tremulous 1.1.0
Tremulous for Quake 3 Arena is an open source modification that blends a team based FPS with elements of an RTS. more>>
Tremulous for Quake 3 Arena is an open source modification that blends a team based FPS with elements of an RTS. Players can choose from 2 unique races, aliens and humans. Players on both teams are able to build working structures in-game like an RTS.
These structures provide many functions, the most important being spawning. The designated builders must ensure there are spawn structures or other players will not be able to rejoin the game after death. Other structures provide automated base defense (to some degree), healing functions and much more...
Player advancement is different depending on which team you are on. As a human, players are rewarded with credits for each alien kill. These credits may be used to purchase new weapons and upgrades from the "Armoury". The alien team advances quite differently. Upon killing a human foe, the alien is able to evolve into a new class. The more kills gained the more powerful the classes available.
The overall objective behind Tremulous is to eliminate the opposing team. This is achieved by not only killing the opposing players but also removing their ability to respawn by destroying their spawn structures.
Main features:
- New flexible particle system for Q3 - can create smoke, water, fire easily in Q3 maps.
- 16 buildable structures with in-game functions.
- Play as several alien classes with unique abilities.
- Customize your setup as a human and buy new weapons, armour and items.
- Scale the walls and ceilings as an alien waiting for an unsuspecting human.
- Realistic physics and motion - no bunny hopping or quick back peddling.
- Flexible map system - animated mapobjects, triggering, light flares, etc.
- Large weapons system - dont like the weapon you have? Sell it and buy a different one, dozens of options.
Enhancements:
- New stand alone version -- Q3 no longer required
- New trail rendering system
- New tutorial system
<<lessThese structures provide many functions, the most important being spawning. The designated builders must ensure there are spawn structures or other players will not be able to rejoin the game after death. Other structures provide automated base defense (to some degree), healing functions and much more...
Player advancement is different depending on which team you are on. As a human, players are rewarded with credits for each alien kill. These credits may be used to purchase new weapons and upgrades from the "Armoury". The alien team advances quite differently. Upon killing a human foe, the alien is able to evolve into a new class. The more kills gained the more powerful the classes available.
The overall objective behind Tremulous is to eliminate the opposing team. This is achieved by not only killing the opposing players but also removing their ability to respawn by destroying their spawn structures.
Main features:
- New flexible particle system for Q3 - can create smoke, water, fire easily in Q3 maps.
- 16 buildable structures with in-game functions.
- Play as several alien classes with unique abilities.
- Customize your setup as a human and buy new weapons, armour and items.
- Scale the walls and ceilings as an alien waiting for an unsuspecting human.
- Realistic physics and motion - no bunny hopping or quick back peddling.
- Flexible map system - animated mapobjects, triggering, light flares, etc.
- Large weapons system - dont like the weapon you have? Sell it and buy a different one, dozens of options.
Enhancements:
- New stand alone version -- Q3 no longer required
- New trail rendering system
- New tutorial system
Download (101MB)
Added: 2006-04-01 License: Open Software License Price:
3156 downloads
DOOM 3 1.3.1.1304 Patch
DOOM 3 is a sci-fi horror masterpiece, DOOM 3 is like nothing you have experienced. more>>
DOOM 3 is a sci-fi horror masterpiece, DOOM 3 is like nothing you have experienced.
id Software has released a new patch for its FPS DOOM 3. This update brings your retail game to v1.3.1 and adds various fixes and improvements, Vista compatibility, and bringing back cross-platform multiplayer compatibility with the Mac.
Minimum System Requierments:
3D Hardware Accelerator Card Required - 100% DirectX 9.0b compatible 64MB Hardware Accelerated video card and the lateset drivers*.
English verision of Microsoft Windows 2000/XP
Pentium IV 1.5 GHz or Athlon XP 1500+ processoror higher
384MB RAM
8x Speed CD-ROM drive (1200KB/sec sustained transfer rate) and latest drivers
2.2GB of uncompressed free hard disk space (plus 400MB for Windows swap file)
100% DirectX 9.0b compatible 16-bit sound card and the latest drivers
100% Windows compatible mouse, keyboard, and latest drivers
DirectX 9.0b (included)
Multiplayer Requierments:
Internet (TCP/IP) and LAN (TCP/IP) play supported.
Internet play requires broadband connection and latest drivers
LAN play requires network interface card and latest drivers
Enhancements:
- Tested and improved Vista compatibility
- Fix a potential crash in physics
- Fix an issue with pak downloaded being immediately appended without filesystem restart
- Fixes to DNS lookup, reduced the stalls
- Updated the code to gcc 4.0 compliance, for Mac OSX universal binaries and GNU/Linux x86 binaries
- Threading implementation for Mac and Linux is more compliant with the Win32 behaviours
- Fix Alsa sound backend (Linux)
- Fixes to tty code (Linux)
<<lessid Software has released a new patch for its FPS DOOM 3. This update brings your retail game to v1.3.1 and adds various fixes and improvements, Vista compatibility, and bringing back cross-platform multiplayer compatibility with the Mac.
Minimum System Requierments:
3D Hardware Accelerator Card Required - 100% DirectX 9.0b compatible 64MB Hardware Accelerated video card and the lateset drivers*.
English verision of Microsoft Windows 2000/XP
Pentium IV 1.5 GHz or Athlon XP 1500+ processoror higher
384MB RAM
8x Speed CD-ROM drive (1200KB/sec sustained transfer rate) and latest drivers
2.2GB of uncompressed free hard disk space (plus 400MB for Windows swap file)
100% DirectX 9.0b compatible 16-bit sound card and the latest drivers
100% Windows compatible mouse, keyboard, and latest drivers
DirectX 9.0b (included)
Multiplayer Requierments:
Internet (TCP/IP) and LAN (TCP/IP) play supported.
Internet play requires broadband connection and latest drivers
LAN play requires network interface card and latest drivers
Enhancements:
- Tested and improved Vista compatibility
- Fix a potential crash in physics
- Fix an issue with pak downloaded being immediately appended without filesystem restart
- Fixes to DNS lookup, reduced the stalls
- Updated the code to gcc 4.0 compliance, for Mac OSX universal binaries and GNU/Linux x86 binaries
- Threading implementation for Mac and Linux is more compliant with the Win32 behaviours
- Fix Alsa sound backend (Linux)
- Fixes to tty code (Linux)
Download (20.2MB)
Added: 2007-02-04 License: Freeware Price:
1642 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
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
The Hunted Chronicle 2
The Hunted is a single player FPS game based off of the Darkplaces engine. more>>
The Hunted is a single player FPS game based off of the Darkplaces engine. It is completely standalone, meaning that you do not need any prior files to run it, and it comes in a series called chronicles.
These chronicles are used for having a continuously flowing story and a difference in weaponry and in other things found in-game.
Each chronicle tells the story of a lone survivor escaping the city that has been overcome by the infected.
The symptoms of the infected at the time of the survivors adventure are not clear but as the chronicles are released, the story unfolds to make it quite clear as to why, where, when, and how this survivor came to be in a horror show such as this.
Main features:
- Completely recreated zombie and zombie code. Much more "realistic" in attack, range, and response time.
- Added random skin generator so zombies will be wearing different attire no matter how many times you play a map
- Added "Use" key, used to pick up boxes and move them to get to previously unattainable areas
- Added "story driven comics" used to help further the story and gives hints on puzzles
- Added all new weapon models
- Added fully functionable "secondary attack" (zoom with Mercs Gun, large swing with meathook)
- Added zombie footsteps
- FIXED**bug where zombies faking dead on ground would still block a players way
- FIXED**HUD/glock-pistol ammo malfunctions
- Added place_model attributes to have spatialization options and other effects to create global audio ambience and better effects using DarkPlaces extensions
- Added muzzleflash
- Added flashlight
- Added multiple new enemies
<<lessThese chronicles are used for having a continuously flowing story and a difference in weaponry and in other things found in-game.
Each chronicle tells the story of a lone survivor escaping the city that has been overcome by the infected.
The symptoms of the infected at the time of the survivors adventure are not clear but as the chronicles are released, the story unfolds to make it quite clear as to why, where, when, and how this survivor came to be in a horror show such as this.
Main features:
- Completely recreated zombie and zombie code. Much more "realistic" in attack, range, and response time.
- Added random skin generator so zombies will be wearing different attire no matter how many times you play a map
- Added "Use" key, used to pick up boxes and move them to get to previously unattainable areas
- Added "story driven comics" used to help further the story and gives hints on puzzles
- Added all new weapon models
- Added fully functionable "secondary attack" (zoom with Mercs Gun, large swing with meathook)
- Added zombie footsteps
- FIXED**bug where zombies faking dead on ground would still block a players way
- FIXED**HUD/glock-pistol ammo malfunctions
- Added place_model attributes to have spatialization options and other effects to create global audio ambience and better effects using DarkPlaces extensions
- Added muzzleflash
- Added flashlight
- Added multiple new enemies
Download (MB)
Added: 2005-09-19 License: Freeware Price:
1527 downloads
Cube 2005-08-29
Cube is an open source multiplayer and singleplayer first person shooter game. more>>
Cube is an open source multiplayer and singleplayer first person shooter game built on an entirely new and very unconventional engine.
Cube is a landscape-style engine that pretends to be an indoor FPS engine, which combines very high precision dynamic occlusion culling with a form of geometric mipmapping on the whole world for dynamic LOD for configurable fps & graphic detail on most machines. Uses OpenGL & SDL.
Allows in-engine editing of geometry in full 3D (you fly around the map, point / drag stuff to select it / modify it), which can even be done simultaneously with others in multiplayer (a first!). Has simplistic but effective fine grain vertex lighting that looks like lightmapping and can do dynamic lights & shadows.
Doesnt need any kind of map precompilation, even lighting is done on the fly. Has very simplistic quad-tree world structure that can do slopes (heightfields with caps) and slants, water, does decent collision detection & physics, has client/server networking that goes a long way in giving a lag-free game experience, and features a Doom/Quake-style singleplayer (2 game modes, savegames) and multiplayer (12 game modes, master server / server browser, demo recording) game with some uncompromising brutal oldskool gameplay.
Most of the engine design is targeted at reaching feature richness through simplicity of structure and brute force, rather than finely tuned complexity.
<<lessCube is a landscape-style engine that pretends to be an indoor FPS engine, which combines very high precision dynamic occlusion culling with a form of geometric mipmapping on the whole world for dynamic LOD for configurable fps & graphic detail on most machines. Uses OpenGL & SDL.
Allows in-engine editing of geometry in full 3D (you fly around the map, point / drag stuff to select it / modify it), which can even be done simultaneously with others in multiplayer (a first!). Has simplistic but effective fine grain vertex lighting that looks like lightmapping and can do dynamic lights & shadows.
Doesnt need any kind of map precompilation, even lighting is done on the fly. Has very simplistic quad-tree world structure that can do slopes (heightfields with caps) and slants, water, does decent collision detection & physics, has client/server networking that goes a long way in giving a lag-free game experience, and features a Doom/Quake-style singleplayer (2 game modes, savegames) and multiplayer (12 game modes, master server / server browser, demo recording) game with some uncompromising brutal oldskool gameplay.
Most of the engine design is targeted at reaching feature richness through simplicity of structure and brute force, rather than finely tuned complexity.
Download (29MB)
Added: 2005-10-06 License: GPL (GNU General Public License) Price:
1510 downloads
Devolution Security 3.0.6
Devolution Security is a video surveillance system for Linux based systems. more>>
Devolution Security is a video surveillance system for Linux based systems. It supports up to 16 cameras and features unicast and multicast broadcasting, a Web interface, an X11 interface, themes, motion detection, record on motion, eight different camera layouts, camera cycling, fullscreen mode, and more. Devolution Security uses its own toolkit (dtk).
Main features:
- Up to 16 cameras
- Motion detection
- Record on motion detection
- Record up to 25 fps mpeg4 video
- Multicast live streams to local network
- Unicast to internet IP address
- Very configurable
- Themeable X11 interface
- Web based interface
<<lessMain features:
- Up to 16 cameras
- Motion detection
- Record on motion detection
- Record up to 25 fps mpeg4 video
- Multicast live streams to local network
- Unicast to internet IP address
- Very configurable
- Themeable X11 interface
- Web based interface
Download (10MB)
Added: 2005-10-26 License: GPL (GNU General Public License) Price:
1486 downloads
Ukrainian Rumble 2
Ukrainian Rumble is a mechanical FPS with destructible physics. more>>
GPRS Easy Connect program is a free GUI for GPRS connecting for Linux distributions.
Main features:
- Mechanical structure of the robot is to be linked to its functionality.
- Each part of a robot: arm, leg, wheel, head, tower, radar, etc. can be independently damaged and plays its role among various abilities of a robot, thus each ability can be shutdown by damaging a certain part.
- The environment of the simulation should be as destructible as the robots themselves. Thus it is possible to use environment as either weapon or a defensive tool. For example, it should be possible to bring down a building on top of your enemy, or in-between you and your enemy so as to give yourself cover.
<<lessMain features:
- Mechanical structure of the robot is to be linked to its functionality.
- Each part of a robot: arm, leg, wheel, head, tower, radar, etc. can be independently damaged and plays its role among various abilities of a robot, thus each ability can be shutdown by damaging a certain part.
- The environment of the simulation should be as destructible as the robots themselves. Thus it is possible to use environment as either weapon or a defensive tool. For example, it should be possible to bring down a building on top of your enemy, or in-between you and your enemy so as to give yourself cover.
Download (3MB)
Added: 2005-11-21 License: GPL (GNU General Public License) Price:
1434 downloads
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
MTASC 1.11
MTASC (Motion-Twin ActionScript2 Compiler) is an ActionScript2 cross-platform compiler. more>>
MTASC is the first ActionScript 2 Open Source free compiler.
MTASC project can compile large number of .as class files in a very short time and generate directly the corresponding SWF bytecode without relying on Macromedia Flash or other tools.
You can download it now and please read the comparison between MTASC and Macromedia compiler that is sold with Flash. If its your first time using MTASC, please read how to install and use MTASC.
INSTALL
Theses install notes are for windows user unfamiliar with commandline tools usage.
First download the MTASC package corresponding to your system and install/unzip somewhere on your computer. Then add the path of the installed executable to your PATH environment variable (see http://www.chem.gla.ac.uk/~louis/software/faq/q1.html if you dont kwnow how to do).
For example if youve installed into c:program filesmtasc you might add c:progra~1mtasc to your PATH. Now the executable is accessible everywhere. You can then write a compile.bat file containing the following text :
mtasc.exe YourFiles.as... -swf YourProject.swf
pause
Put the compile.bat file with your source files and run it when you want to compile.
USAGE
MTASC is a commandline compiler, it can then be better integrated into [Your favorite editor] by configuring it to compile .as files with MTASC. The general usage of mtasc tool is : mtasc (your .as class files) -swf (you project swf). Please note that if you have two classes Point and Line with Line.as using Point for its code, you dont need to ask MTASC to compile Point.as when compiling Line.as since it will do it automatically for you. Then if you want to include the minimal set of classes needed by your program to run, you can simply compile using mtasc Main.as where Main.as is your "main" class, the entry point of your program (if you have any).
Now that you know how to call MTASC, lets have a look at how it works : MTASC takes the SWF file specified with the -swf flag, compile all .as specified files, and update the SWF file by replacing all classes that are present inside it by the newly compiled classes. To use MTASC instead of Macromedia Flash Compiler, its simple. Open your project and publish it normally (for example project.swf). Now run MTASC using the published SWF as input : mtasc (your as files) -swf project.swf. This will compile your classes and update the SWF that you can use for your website. Please note that MTASC add the compiled classes to the SWF in replacement of ALL classes compiled by Flash.
If you have an error such as class not found, file not found, or class name mistake, you should use the -cp flag in order to add a ClassPath to MTASC (that means a directory where it will look for .as files). For example if your classes are in the /code directory, do not call mtasc code/Hello.as because it will look for the class code.Hello (with package code), but call instead mtasc -cp code Hello.as.
Additional arguments are the following :
-swf file : specify input SWF which contains assets.
-cp path : add a directory path to the ClassPath : this is the list of directories that MTASC will use to look for .as files. You can use several times -cp to add several directories.
-main : will automaticaly call static function main once all classes are registered.
-header width:height:fps:bgcolor : does not load a SWF, instead create a new one containing only compiled code and using provided header informations. bgcolor is optional and should be 6 digits hexadecimal value.
-mx : use precompiled MX classes (see section on V2 components below).
Some other arguments, for advanced users :
-version n : specify SWF version : 6 to generate Player 6r89 compatible SWF or 8 to access Flash8 features.
-v : activate verbose mode, printing some additional informations about compiling process.
-out file : change output swf file.
-msvc : use Microsoft Visual Studio errors style formating install of Java style (for file names and lines number).
-strict : will use strict compilation mode which require that all variables are explicitely typed.
-exclude file : exclude code generation of classes listed in specified file (format is one full class path per line).
-trace function : specify a custom trace function. (see Trace Facilities), or no disable all the traces.
-keep : keep AS2 classes compiled by MCC into the SWF (this could cause some classes to be present two times if also compiled with MTASC).
-frame f : will export AS2 classes into target frame of swf.
-pack path : compile all the files contained in specified package - not recursively (eg to compile files in c:flashcodemyapp do mtasc -cp c:flashcode -pack my/app).
-group : will merge classes into one single clip (this will reduce SWF size but might cause some problems if youre using -keep or -mx).
Enhancements:
- Several small fixes.
- Strongly typed arrays have been added.
<<lessMTASC project can compile large number of .as class files in a very short time and generate directly the corresponding SWF bytecode without relying on Macromedia Flash or other tools.
You can download it now and please read the comparison between MTASC and Macromedia compiler that is sold with Flash. If its your first time using MTASC, please read how to install and use MTASC.
INSTALL
Theses install notes are for windows user unfamiliar with commandline tools usage.
First download the MTASC package corresponding to your system and install/unzip somewhere on your computer. Then add the path of the installed executable to your PATH environment variable (see http://www.chem.gla.ac.uk/~louis/software/faq/q1.html if you dont kwnow how to do).
For example if youve installed into c:program filesmtasc you might add c:progra~1mtasc to your PATH. Now the executable is accessible everywhere. You can then write a compile.bat file containing the following text :
mtasc.exe YourFiles.as... -swf YourProject.swf
pause
Put the compile.bat file with your source files and run it when you want to compile.
USAGE
MTASC is a commandline compiler, it can then be better integrated into [Your favorite editor] by configuring it to compile .as files with MTASC. The general usage of mtasc tool is : mtasc (your .as class files) -swf (you project swf). Please note that if you have two classes Point and Line with Line.as using Point for its code, you dont need to ask MTASC to compile Point.as when compiling Line.as since it will do it automatically for you. Then if you want to include the minimal set of classes needed by your program to run, you can simply compile using mtasc Main.as where Main.as is your "main" class, the entry point of your program (if you have any).
Now that you know how to call MTASC, lets have a look at how it works : MTASC takes the SWF file specified with the -swf flag, compile all .as specified files, and update the SWF file by replacing all classes that are present inside it by the newly compiled classes. To use MTASC instead of Macromedia Flash Compiler, its simple. Open your project and publish it normally (for example project.swf). Now run MTASC using the published SWF as input : mtasc (your as files) -swf project.swf. This will compile your classes and update the SWF that you can use for your website. Please note that MTASC add the compiled classes to the SWF in replacement of ALL classes compiled by Flash.
If you have an error such as class not found, file not found, or class name mistake, you should use the -cp flag in order to add a ClassPath to MTASC (that means a directory where it will look for .as files). For example if your classes are in the /code directory, do not call mtasc code/Hello.as because it will look for the class code.Hello (with package code), but call instead mtasc -cp code Hello.as.
Additional arguments are the following :
-swf file : specify input SWF which contains assets.
-cp path : add a directory path to the ClassPath : this is the list of directories that MTASC will use to look for .as files. You can use several times -cp to add several directories.
-main : will automaticaly call static function main once all classes are registered.
-header width:height:fps:bgcolor : does not load a SWF, instead create a new one containing only compiled code and using provided header informations. bgcolor is optional and should be 6 digits hexadecimal value.
-mx : use precompiled MX classes (see section on V2 components below).
Some other arguments, for advanced users :
-version n : specify SWF version : 6 to generate Player 6r89 compatible SWF or 8 to access Flash8 features.
-v : activate verbose mode, printing some additional informations about compiling process.
-out file : change output swf file.
-msvc : use Microsoft Visual Studio errors style formating install of Java style (for file names and lines number).
-strict : will use strict compilation mode which require that all variables are explicitely typed.
-exclude file : exclude code generation of classes listed in specified file (format is one full class path per line).
-trace function : specify a custom trace function. (see Trace Facilities), or no disable all the traces.
-keep : keep AS2 classes compiled by MCC into the SWF (this could cause some classes to be present two times if also compiled with MTASC).
-frame f : will export AS2 classes into target frame of swf.
-pack path : compile all the files contained in specified package - not recursively (eg to compile files in c:flashcodemyapp do mtasc -cp c:flashcode -pack my/app).
-group : will merge classes into one single clip (this will reduce SWF size but might cause some problems if youre using -keep or -mx).
Enhancements:
- Several small fixes.
- Strongly typed arrays have been added.
Download (0.29MB)
Added: 2005-12-23 License: GPL (GNU General Public License) Price:
1403 downloads
gbDVDenc 0.3.5
gbDVDenc is an easy to use GUI for mencoder to rip & encode DVD into mpeg4 files. more>>
gbDVDenc is an easy to use GUI for mencoder to rip & encode DVD into mpeg4 files. gbDVDenc is written in Gambas.
gbDVDenc project needs Mplayer and/or Mencoder and lsdvd to work.
Main features:
- Selection of part of the track by chapters or minutes:seconds
- Audio resample.
- Volume gain.
- Subtitles
- Deinterlace.
- Auto-cropping (with preview)
- Resize.
- Fps conversion.
- Integrated bitrate calculator.
- Save & load of configuration files.
- Italian and english language
Enhancements:
- NEW: Redesigned Log window.
- NEW: Added support for MP4 codec (for PSP video).
- NEW: Added support for Ogg Theora codec.
- NEW: Added option to normalize audio volume.
- NEW: Added delogo option to mask TV stations logo.
- NEW: Added post-encoding command option (useful to shutdown the pc when - finished encoding).
- NEW: Added comments to matrix editor.
- NEW: New icons (thanks Dennis!)
- UPD: Updated french translation (thanks Johan!)
- BUGFIX: Some bugfixes. :-)
- BUGFIX: Fixed and changed OGG encoding.
- BUGFIX: Wait form now remembers its position.
- BUGFIX: Fixed bitrate calculator with ac3 sound.
- BUGFIX: Fixed some bugs in the resize algorithm.
<<lessgbDVDenc project needs Mplayer and/or Mencoder and lsdvd to work.
Main features:
- Selection of part of the track by chapters or minutes:seconds
- Audio resample.
- Volume gain.
- Subtitles
- Deinterlace.
- Auto-cropping (with preview)
- Resize.
- Fps conversion.
- Integrated bitrate calculator.
- Save & load of configuration files.
- Italian and english language
Enhancements:
- NEW: Redesigned Log window.
- NEW: Added support for MP4 codec (for PSP video).
- NEW: Added support for Ogg Theora codec.
- NEW: Added option to normalize audio volume.
- NEW: Added delogo option to mask TV stations logo.
- NEW: Added post-encoding command option (useful to shutdown the pc when - finished encoding).
- NEW: Added comments to matrix editor.
- NEW: New icons (thanks Dennis!)
- UPD: Updated french translation (thanks Johan!)
- BUGFIX: Some bugfixes. :-)
- BUGFIX: Fixed and changed OGG encoding.
- BUGFIX: Wait form now remembers its position.
- BUGFIX: Fixed bitrate calculator with ac3 sound.
- BUGFIX: Fixed some bugs in the resize algorithm.
Download (0.14MB)
Added: 2006-01-31 License: GPL (GNU General Public License) Price:
1365 downloads
Hell World 0.1.5
Hell World is a thrilling FPS adventure game which features excellent graphics. more>>
Hell World is a thrilling FPS adventure game which features excellent graphics, a dark atmosphere and an excellent scenario. Hell World game is designed to be a port of the Windows-only version of Hell World.
It is written using the openGL and SDL library and is developing for the last months by ironhell3.
The game starts from main.c There we call first two functions, sdl_init() and game_init() to initialise the sdl and game part of the game.After the succesfull initialisation of Hell World we loop in a while() function.Each frame we check the keyboard and mouse for events through keyhandler() and then render the game frames through loop().When we catch a done=true signal we quit the game.
Important:
1)We are in need of developers,musicians,artists etc to help develop this game
2)This game is released under the GPL license.Please READ the COPYING file for more info
Enhancements:
- Fixed movement
- Added fog
- Added crates
- Redesign of level 1 including texture changes
<<lessIt is written using the openGL and SDL library and is developing for the last months by ironhell3.
The game starts from main.c There we call first two functions, sdl_init() and game_init() to initialise the sdl and game part of the game.After the succesfull initialisation of Hell World we loop in a while() function.Each frame we check the keyboard and mouse for events through keyhandler() and then render the game frames through loop().When we catch a done=true signal we quit the game.
Important:
1)We are in need of developers,musicians,artists etc to help develop this game
2)This game is released under the GPL license.Please READ the COPYING file for more info
Enhancements:
- Fixed movement
- Added fog
- Added crates
- Redesign of level 1 including texture changes
Download (0.14MB)
Added: 2006-02-15 License: GPL (GNU General Public License) Price:
1354 downloads
Quake 4 1.1 Point Release
Quake 4 is a highly appreciated FPS game. more>>
Earth is under siege by the Strogg, a barbaric alien race moving through the universe consuming, recycling and annihilating any civilization in their path. In a desperate attempt to survive, an armada of Earths finest warriors is sent to take the battle to the Strogg home planet.
You are Matthew Kane, an elite member of Rhino Squad and Earths valiant invasion force. Fight alone, with your squad, or in hover tanks and mechanized walkers as you engage in a heroic mission to the heart of the Strogg war machine.
Battle through the beginning of the game as a combat marine, then after your capture, as a marine-turned-Strogg with enhanced abilities and the power to turn the tide of the war.
Built on id Softwares revolutionary DOOM 3 technology, QUAKE 4 also features fast-paced multiplayer competition modeled after the speed, feel, and style of QUAKE III Arena.
Quake 4 DEMO is released by Id Software.
Main features:
- Highly anticipated sequel to id softwares award-winning QUAKE II.
- Diversity of combat. Fight through solo missions as well as buddy and squad-based operations; or pilot heavy walkers and hover tanks through outdoor battles and epic firefights.
- Being captured and converted to Strogg becomes Earths only hope for defeating the Strogg.
- Player is not alone - he and his squad are part of a massive invasion force.
- Utilizes the industry leading DOOM 3 technology to create an unparalleled visual and aural experience.
- Arena-style multiplayer that allows players to play as Strogg or Marine in deathmatch, team deathmatch and capture-the-flag modes.
Enhancements:
- n addition to a number of new changes and updates, this 1.1 Point Release also includes the changes from update 1.0.4.0, beta 1.0.5.0 and beta 1.0.5.2. If you have not previously updated QUAKE 4, this update will bring your installation completely up to date. If you have previously installed an earlier update, this update can be installed over the earlier update(s) without problems - there is no need to re-install previous updates released through the id Software website. Doing so may adversely affect the proper functionality of your installation.
<<lessYou are Matthew Kane, an elite member of Rhino Squad and Earths valiant invasion force. Fight alone, with your squad, or in hover tanks and mechanized walkers as you engage in a heroic mission to the heart of the Strogg war machine.
Battle through the beginning of the game as a combat marine, then after your capture, as a marine-turned-Strogg with enhanced abilities and the power to turn the tide of the war.
Built on id Softwares revolutionary DOOM 3 technology, QUAKE 4 also features fast-paced multiplayer competition modeled after the speed, feel, and style of QUAKE III Arena.
Quake 4 DEMO is released by Id Software.
Main features:
- Highly anticipated sequel to id softwares award-winning QUAKE II.
- Diversity of combat. Fight through solo missions as well as buddy and squad-based operations; or pilot heavy walkers and hover tanks through outdoor battles and epic firefights.
- Being captured and converted to Strogg becomes Earths only hope for defeating the Strogg.
- Player is not alone - he and his squad are part of a massive invasion force.
- Utilizes the industry leading DOOM 3 technology to create an unparalleled visual and aural experience.
- Arena-style multiplayer that allows players to play as Strogg or Marine in deathmatch, team deathmatch and capture-the-flag modes.
Enhancements:
- n addition to a number of new changes and updates, this 1.1 Point Release also includes the changes from update 1.0.4.0, beta 1.0.5.0 and beta 1.0.5.2. If you have not previously updated QUAKE 4, this update will bring your installation completely up to date. If you have previously installed an earlier update, this update can be installed over the earlier update(s) without problems - there is no need to re-install previous updates released through the id Software website. Doing so may adversely affect the proper functionality of your installation.
Download (321.7MB)
Added: 2006-03-29 License: Freeware Price:
1304 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
Asteroids3D 0.5.0
Asteroids3D is a 3D, first-person game of blowing up asteroids. more>>
Asteroids3D is a 3D FPS game of blowing up asteroids.
The object of the game is to stay alive and destroy all the asteroids in the asteroid field.
To view the available command line options type:
asteroids3D -help
Installation:
Unfortunately theres no configure script for this program yet. If you have installed mesa3d in some place other than /usr/local/opengl, you should edit the INC and LIB lines of the make file and change them appropratly. Other than that, A3D should compile without a problem. Type make.
If you want to install the program somewhere else, copy the asteroids3D binary, *.ppm, and *.ub to a directory of your choice.
Enhancements:
- This release fixes compilation when -DDATADIR or the enhanced LDFLAGS line are used.
- An extended debugging grid and spherical/tetrahedronal bounding boxes for asteroids have been added.
- The view depth has been increased.
<<lessThe object of the game is to stay alive and destroy all the asteroids in the asteroid field.
To view the available command line options type:
asteroids3D -help
Installation:
Unfortunately theres no configure script for this program yet. If you have installed mesa3d in some place other than /usr/local/opengl, you should edit the INC and LIB lines of the make file and change them appropratly. Other than that, A3D should compile without a problem. Type make.
If you want to install the program somewhere else, copy the asteroids3D binary, *.ppm, and *.ub to a directory of your choice.
Enhancements:
- This release fixes compilation when -DDATADIR or the enhanced LDFLAGS line are used.
- An extended debugging grid and spherical/tetrahedronal bounding boxes for asteroids have been added.
- The view depth has been increased.
Download (0.49MB)
Added: 2006-04-30 License: GPL (GNU General Public License) Price:
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