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<channel>
	<title>B12-&#62;CORE();</title>
	<atom:link href="http://b12core.drunkencoders.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://b12core.drunkencoders.com</link>
	<description>// still brewing . . .</description>
	<lastBuildDate>Tue, 01 Mar 2011 05:39:22 +0000</lastBuildDate>
	<language>en</language>
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		<item>
		<title>Canadian Computing Competition 2011</title>
		<link>http://b12core.drunkencoders.com/2011/03/01/canadian-computing-competition-2011/</link>
		<comments>http://b12core.drunkencoders.com/2011/03/01/canadian-computing-competition-2011/#comments</comments>
		<pubDate>Tue, 01 Mar 2011 05:38:50 +0000</pubDate>
		<dc:creator>b12core</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://b12core.drunkencoders.com/?p=125</guid>
		<description><![CDATA[I hope I&#8217;m not the only one excited for this Having written this last year (Senior Division) and getting slaughtered by the last three questions (so much input processing!), I&#8217;m more than anxious to take this on again this year. Good luck to all those writing! Hopefully the CEMC will go easy on us this [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center"><a href="http://drunkencoders.com/files/2011/03/Waterloo.gif"><img src="http://drunkencoders.com/files/2011/03/Waterloo.gif" alt="" width="288" height="288" /></a></p>
<p style="text-align: left">I hope I&#8217;m not the only one excited for this <img src='http://b12core.drunkencoders.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p style="text-align: left">Having written this last year (Senior Division) and getting slaughtered by the last three questions (so much input processing!), I&#8217;m more than anxious to take this on again this year.</p>
<p style="text-align: left">Good luck to all those writing! Hopefully the CEMC will go easy on us this time (yeah right&#8230;)</p>
<div class="tweetthis" style="text-align:left;"><p> </p></div>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>ShowCaSe 2011</title>
		<link>http://b12core.drunkencoders.com/2011/02/15/showcase-2011/</link>
		<comments>http://b12core.drunkencoders.com/2011/02/15/showcase-2011/#comments</comments>
		<pubDate>Tue, 15 Feb 2011 04:10:53 +0000</pubDate>
		<dc:creator>b12core</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://b12core.drunkencoders.com/?p=114</guid>
		<description><![CDATA[It&#8217;ll be exciting to meet all those who have entered / planning on attending the University of Toronto : St. George Balen Hall Open House meeting. I&#8217;ve entered four projects : 1. [C] Avia 2. [Actionscript] Balance 3. [PHP/Javascript] B12Panel 4. [Assembly] asmmaze I&#8217;m anxious to see the other entries already. Good luck to everyone [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center"><a href="http://b12core.drunkencoders.com/files/2011/02/splashtop.png"><img class="size-full wp-image-115  aligncenter" src="http://b12core.drunkencoders.com/files/2011/02/splashtop.png" alt="" width="256" height="192" /></a></p>
<p>It&#8217;ll be exciting to meet all those who have entered / planning on attending the University of Toronto : St. George Balen Hall Open House meeting.</p>
<p>I&#8217;ve entered four projects :</p>
<p style="text-align: center">1. [C] Avia</p>
<p style="text-align: center">2. [Actionscript] Balance</p>
<p style="text-align: center">3. [PHP/Javascript] B12Panel</p>
<p style="text-align: center">4. [Assembly] asmmaze</p>
<p>I&#8217;m anxious to see the other entries already. Good luck to everyone who&#8217;s entered (or hopefully entering within the next 45 minutes :p)!</p>
<div class="tweetthis" style="text-align:left;"><p> </p></div>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>To those still loyal from Court-Records</title>
		<link>http://b12core.drunkencoders.com/2010/12/19/103/</link>
		<comments>http://b12core.drunkencoders.com/2010/12/19/103/#comments</comments>
		<pubDate>Sun, 19 Dec 2010 04:41:31 +0000</pubDate>
		<dc:creator>b12core</dc:creator>
				<category><![CDATA[_DEV]]></category>

		<guid isPermaLink="false">http://b12core.drunkencoders.com/?p=103</guid>
		<description><![CDATA[Sorry, B12. I was the anonymous commenter (you can check, the email tied to those posts uses a disposable inbox service called ‘Geurilla Mail’), and I’m glad that the post did not go unheard or unagreed-with (thanks, Nedi and Arakasi). Now that you’re hearing us again, I think I can come out of hiding here. [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p>Sorry,  B12. I was the anonymous commenter (you can check, the  email tied to  those posts uses a disposable inbox service called  ‘Geurilla Mail’),  and I’m glad that the post did not go unheard or  unagreed-with (thanks,  Nedi and Arakasi).<br />
Now that you’re hearing us again, I think I can come out of hiding here.</p></blockquote>
<div>
<blockquote><p>I’m  a lurker at Court Records (specifically, YOUR topic on the  Casemaker),  and you haven’t been keeping us updated very much (or at  all). It was  natural to assume that people would think that you quit or  died or  something.<br />
The original ETA for this project was February, and, with  the exception  of a scrapped build and a tech demo, we haven’t really  been getting much  we can use.<br />
We understand that you’ve been having  obstacles and setbacks, but would  it kill you to let your fans in on  the loop every now and then?  Questions have gone unanswered, concerns  not allayed, and there’s a  famine of information all over.<br />
We feel a little…forsaken.</p>
<p><em>- NoxedWin</em></p></blockquote>
<p>After reading the above comment from NoxedWin (which he had posted  almost 6 months ago) again, I have realized something was due.</p>
<p>The main reason for LuAA&#8217;s halt was the lack of a sufficient Lua engine  for the Nintendo DS platform. MicroLua and DSLua were both insufficient  for the tasks a casemaker was held up to perform. It was my original  plan to create the tequiLua engine for the Nintendo DS, which I had  announced after finc&#8217;s announcement of his Lua port for the Nintendo DS.  Thus, out of courtesy, I chose to abandon my project so not to compete  with his, considering he had announced it earlier.</p>
<p>Ever since,  I&#8217;ve been checking his blog every week or so to see if any updates have  been started on his Lua port. In order for LuAA to progress, I needed  an engine to support it. Due to waiting for this port, I have taken on  many small and large projects (web administration jobs, small C++  homebrew projects, web design jobs, Java applet development jobs) and am  even now overwhelmed with a major project of my own.</p>
<p>Thus, I have chosen to announce the abandonment of this project. I am sorry.</p>
<p>The source code will be released sometime within the next 2 months.</p>
</div>
<div class="tweetthis" style="text-align:left;"><p> </p></div>]]></content:encoded>
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		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>WhatTheHexDS</title>
		<link>http://b12core.drunkencoders.com/2010/06/14/whatthehex/</link>
		<comments>http://b12core.drunkencoders.com/2010/06/14/whatthehex/#comments</comments>
		<pubDate>Tue, 15 Jun 2010 03:40:40 +0000</pubDate>
		<dc:creator>b12core</dc:creator>
				<category><![CDATA[_DEV]]></category>

		<guid isPermaLink="false">http://b12core.drunkencoders.com/?p=88</guid>
		<description><![CDATA[Hey guys, found this amazing game online (thanks to Kortaggio for linking me to it). I&#8217;ve frankly immersed myself into it&#8230; so much so that I just had to make a DS port so I could play this on-the-go. Get ahold of the ROM here. Source code will probably be uploaded as well in a [...]]]></description>
			<content:encoded><![CDATA[<p>Hey guys,</p>
<p>found this <a href="http://yizzle.com/whatthehex/" target="_blank">amazing game</a> online (thanks to <a href="http://kortaggio.blogspot.com/" target="_blank">Kortaggio</a> for linking me to it). I&#8217;ve frankly immersed myself into it&#8230; so much so that I just had to make a DS port so I could play this on-the-go.</p>
<p>Get ahold of the ROM <a href="http://www.4shared.com/file/gvZ1x-FH/whatthehex.html">here</a>.</p>
<p>Source code will probably be uploaded as well in a day or two.</p>
<p>Have fun!</p>
<div class="tweetthis" style="text-align:left;"><p> </p></div>]]></content:encoded>
			<wfw:commentRss>http://b12core.drunkencoders.com/2010/06/14/whatthehex/feed/</wfw:commentRss>
		<slash:comments>15938</slash:comments>
		</item>
		<item>
		<title>wxWidgets Example :: wxPong</title>
		<link>http://b12core.drunkencoders.com/2010/05/03/wxpong/</link>
		<comments>http://b12core.drunkencoders.com/2010/05/03/wxpong/#comments</comments>
		<pubDate>Tue, 04 May 2010 03:02:44 +0000</pubDate>
		<dc:creator>b12core</dc:creator>
				<category><![CDATA[_DEV]]></category>

		<guid isPermaLink="false">http://b12core.drunkencoders.com/?p=68</guid>
		<description><![CDATA[Hey guys, So I&#8217;ve veered away from homebrew development for a bit (fincs has taken over with a Lua port of PALib of his own so tequiLua has been cancelled) to work on some PC development. This tutorial is for those using wxSmith, a plugin included with the binary for Code::Blocks, a very flexible and [...]]]></description>
			<content:encoded><![CDATA[<p>Hey guys,</p>
<p>So I&#8217;ve veered away from homebrew development for a bit (fincs has taken over with a Lua port of PALib of his own so tequiLua has been cancelled) to work on some PC development.</p>
<p>This tutorial is for those using wxSmith, a plugin included with the binary for Code::Blocks, a very flexible and configurable IDE. Code::Blocks works with devkitPro as well.</p>
<p>wxSmith is the equivalent to a free, open-source version of Borland C++ builder, a form-based editor used for GUI applications. Installing wxWidgets and its dependencies is relatively straightforward, here&#8217;s a list of tutorials on just how to do it:</p>
<blockquote><p><a href="http://wiki.wxwidgets.org/CodeBlocks_Setup_Guide">http://wiki.wxwidgets.org/CodeBlocks_Setup_Guide</a></p>
<p><a href="http://wiki.codeblocks.org/index.php?title=Installing_Code::Blocks_nightly_build_on_Ubuntu">http://wiki.codeblocks.org/index.php?title=Installing_Code::Blocks_nightly_build_on_Ubuntu</a></p>
<p><a href="http://wxpack.sourceforge.net/Tutorials/CodeBlocks">http://wxpack.sourceforge.net/Tutorials/CodeBlocks</a></p></blockquote>
<p>After installing, set up your wxWidgets project through the project creation menu in Code::Blocks. I&#8217;m currently using wxWidgets for a more extensive project; however, I will be going through a simple pong example to demonstrate:</p>
<blockquote><p>Input events (including concurrent keydown)</p>
<p>Drawing on the form&#8217;s device context</p>
<p>Flicker-free drawing</p></blockquote>
<p>Press the Tool tab in the object menu and press the clock icon to include a <strong>Timer</strong>. A timer icon should now show up above the form. Click on this and under the properties menu, change interval to 17 (about 60 FPS). Double clicking this icon will create an event function named:</p>
<blockquote>
<p style="text-align: left">void PongFrame::OnTimer1Trigger(wxTimerEvent&amp; event)</p>
</blockquote>
<p style="text-align: left">This function will then be ran every 17 milliseconds. Go to the header of the current file and include the following:</p>
<blockquote>
<p style="text-align: left">#include &lt;time.h&gt;         //randomizing<br />
#include &lt;wx/dcbuffer.h&gt;     //double buffered painting<br />
#include &lt;wx/defs.h&gt;         //defining wxKeyCodes<br />
#include &lt;wx/utils.h&gt;        //defining timer input events</p>
</blockquote>
<p style="text-align: left">For Pong, you will need some images. Feel free to use these.</p>
<p style="text-align: center"><span style="text-decoration: underline">bg.png</span></p>
<p style="text-align: center"><a href="http://b12core.drunkencoders.com/files/2010/05/bg.png"><img class="size-full wp-image-71  aligncenter" src="http://b12core.drunkencoders.com/files/2010/05/bg.png" alt="" width="480" height="480" /></a></p>
<p style="text-align: center"><span style="text-decoration: underline">ball.png</span></p>
<p style="text-align: center"><a href="http://b12core.drunkencoders.com/files/2010/05/ball.png"><img class="size-full wp-image-72  aligncenter" src="http://b12core.drunkencoders.com/files/2010/05/ball.png" alt="" width="16" height="16" /></a></p>
<p style="text-align: center"><span style="text-decoration: underline">paddle.png</span></p>
<p style="text-align: center"><a href="http://b12core.drunkencoders.com/files/2010/05/paddle.png"><img class="size-full wp-image-73    aligncenter" src="http://b12core.drunkencoders.com/files/2010/05/paddle.png" alt="" width="24" height="64" /></a></p>
<p style="text-align: left">Access PongMain.h through the Projects menu. We will now modify the PongFrame class to include some variables used in this project.</p>
<blockquote>
<p style="text-align: left">class PongFrame: public wxFrame<br />
{<br />
wxBitmap bg_img;<br />
wxBitmap ball_img;<br />
wxBitmap paddle_img;</p>
<p>struct projectile<br />
{<br />
double x, y, vx, vy;<br />
} ball, paddle[2];</p>
<p>char turn;</p>
<p>public:</p>
<p>PongFrame(wxWindow* parent,wxWindowID id = -1);</p>
<p style="text-align: left">.</p>
<p style="text-align: left">.</p>
<p style="text-align: left">.</p>
<p style="text-align: left">}</p>
</blockquote>
<p style="text-align: left">This declares three bitmaps stored in the program&#8217;s memory as well as a basic projectile structure defining a ball and an array of paddles. Going back to PongMain.cpp, we will declare them in PongFrame&#8217;s initialization block:</p>
<blockquote>
<p style="text-align: left">PongFrame::PongFrame( wxWindow* parent,wxWindowID id )<br />
{<br />
//( *Initialize( PongFrame )<br />
srand( time( NULL ) );</p>
<p style="text-align: left">//load the image files into the wxBitmaps declared in PongMain.h<br />
bg_img.LoadFile( wxT( &#8220;bg.png&#8221; ), wxBITMAP_TYPE_PNG );<br />
ball_img.LoadFile( wxT( &#8220;ball.png&#8221; ), wxBITMAP_TYPE_PNG );<br />
paddle_img.LoadFile( wxT( &#8220;paddle.png&#8221; ), wxBITMAP_TYPE_PNG );</p>
<p style="text-align: left">//initialize the variables<br />
turn = -1;<br />
ball.x = 232;                               // Ball&#8217;s x component<br />
ball.y = 232;                               // Ball&#8217;s y component<br />
ball.vx = ( rand(  ) % 10 + 1 ) * turn;         // Generate ball&#8217;s velocity y component<br />
ball.vy = rand(  ) % 10 + 1;                  // Generate ball&#8217;s velocity x component<br />
paddle[0].x = 0;                            // Paddle&#8217;s x component<br />
paddle[0].y = 208;                          // Paddle&#8217;s x component<br />
paddle[1].x = 456;                          // Paddle&#8217;s y component<br />
paddle[1].y = 208;                          // Paddle&#8217;s y component</p>
<p style="text-align: left">.</p>
<p style="text-align: left">.</p>
<p style="text-align: left">.</p>
<p style="text-align: left">}</p>
</blockquote>
<p style="text-align: left">Now, we&#8217;ll look into flicker-free drawing. Refer back to the Timer1Trigger event.</p>
<blockquote>
<p style="text-align: left">void PongFrame::OnTimer1Trigger( wxTimerEvent&amp; event )<br />
{<br />
ball.x += ball.vx; //change the ball&#8217;s position<br />
ball.y += ball.vy;</p>
<p>this-&gt;Refresh(  );<br />
}</p></blockquote>
<p style="text-align: left">this-&gt;Refresh(  ); calls two events in wxWidgets : EVT_PAINT and EVT_ERASE_BACKGROUND. Create event instances for these two using the event panel in the Resources menu.</p>
<p style="text-align: left">This should create the following events:</p>
<blockquote>
<p style="text-align: left">void PongFrame::OnEraseBackground( wxEraseEvent&amp; event )</p>
<p style="text-align: left">void PongFrame::OnPaint( wxPaintEvent&amp; event )</p>
</blockquote>
<p style="text-align: left">Keep PongFrame::OnEraseBackground empty, as a prototype. This allows the program to skip over the default function, which erases the screen.</p>
<p style="text-align: left">We will then use PongFrame::OnPaint to double-buffer draw.</p>
<blockquote>
<p style="text-align: left">void PongFrame::OnPaint( wxPaintEvent&amp; event )<br />
{<br />
wxBufferedPaintDC dc( this );</p>
<p>dc.BeginDrawing(  );</p>
<p>dc.DrawBitmap( bg_img, 0, 0, true );<br />
dc.DrawBitmap( paddle_img, int( paddle[0].x ), int( paddle[0].y ), true );<br />
dc.DrawBitmap( paddle_img, int( paddle[1].x ), int( paddle[1].y ), true );<br />
dc.DrawBitmap( ball_img, int( ball.x ), int( ball.y ), true );</p>
<p>dc.EndDrawing(  );<br />
}</p></blockquote>
<p style="text-align: left">Refer back to the Timer1Trigger function. Here, we will activate the erase and paint events.</p>
<blockquote>
<p style="text-align: left">void PongFrame::OnTimer1Trigger( wxTimerEvent&amp; event )<br />
{<br />
ball.x += ball.vx; //move the ball using its velocity components<br />
ball.y += ball.vy;</p>
<p>this-&gt;Refresh(  );<br />
}</p></blockquote>
<p style="text-align: left">this-&gt;Refresh(  ); calls the OnEraseBackground and OnPaint events. If you compile, you should notice the the paddle and ball images being drawn on the background, without flicker.</p>
<p style="text-align: left">Now, we will expand the Timer1Trigger function to include input events and collision detection, making it a fully working pong game.</p>
<blockquote>
<p style="text-align: left">void PongFrame::OnTimer1Trigger( wxTimerEvent&amp; event )<br />
{<br />
if( wxGetKeyState( WXK_SHIFT ) )<br />
paddle[0].y -= 8;<br />
else if( wxGetKeyState( WXK_CONTROL ) )<br />
paddle[0].y += 8;<br />
if( wxGetKeyState( WXK_UP ) )<br />
paddle[1].y -= 8;<br />
else if( wxGetKeyState( WXK_DOWN ) )<br />
paddle[1].y += 8;</p>
<p>ball.x += ball.vx;<br />
ball.y += ball.vy;</p>
<p>if( ball.x &lt; 0 || ball.x &gt; 464 )<br />
{<br />
ball.x = 232;                               // Ball&#8217;s x component<br />
ball.y = 232;                               // Ball&#8217;s y component<br />
ball.vx = ( rand(  ) % 10 + 1 ) * turn;         // Generate ball&#8217;s velocity y component<br />
ball.vy = rand(  ) % 10 + 1;                  // Generate ball&#8217;s velocity x component<br />
paddle[0].x = 0;                            // Paddle&#8217;s x component<br />
paddle[0].y = 208;                          // Paddle&#8217;s x component<br />
paddle[1].x = 456;                          // Paddle&#8217;s y component<br />
paddle[1].y = 208;                          // Paddle&#8217;s y component<br />
turn = ( turn &lt; 0 ) ? 1 : -1;<br />
}<br />
else if( ball.y &lt; 0 || ball.y &gt; 464 )<br />
ball.vy *= -1;<br />
else if( ( ball.x &lt; 24 &amp;&amp; ball.y &gt; paddle[0].y &amp;&amp; ball.y + 16 &lt; paddle[0].y + 64 )<br />
|| ( ball.x &gt; 456 &amp;&amp; ball.y &gt; paddle[1].y &amp;&amp; ball.y + 16 &lt; paddle[1].y + 64 ) )<br />
ball.vx *= -1;</p>
<p>this-&gt;Refresh(  );<br />
}</p></blockquote>
<p style="text-align: left">And that&#8217;s all! Any questions or comments are welcome. I&#8217;m relatively new to wxWidgets (just started looking into this a month ago) so if any experts would like to adjust anything or add anything to the tutorial, their suggestions are welcome as well.</p>
<p style="text-align: left">NOTE: This tutorial is not fully complete.</p>
<div class="tweetthis" style="text-align:left;"><p> </p></div>]]></content:encoded>
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		<slash:comments>15195</slash:comments>
		</item>
		<item>
		<title>Flake Out! DS</title>
		<link>http://b12core.drunkencoders.com/2010/03/20/flake-out-ds/</link>
		<comments>http://b12core.drunkencoders.com/2010/03/20/flake-out-ds/#comments</comments>
		<pubDate>Sat, 20 Mar 2010 05:17:49 +0000</pubDate>
		<dc:creator>b12core</dc:creator>
				<category><![CDATA[_DEV]]></category>
		<category><![CDATA[homebrew]]></category>

		<guid isPermaLink="false">http://b12core.drunkencoders.com/?p=47</guid>
		<description><![CDATA[Flake Out! DS is my entry for this year&#8217;s Winter 2009 Competition. It&#8217;s a fast-paced, challenging, arcade-esque game involving a nightclub full of intoxicated snowflakes. It&#8217;s Christmas Eve 2009, and there&#8217;s no snow to be found. In fact, just recently, all you&#8217;ve been getting has been rain. Your task, as the new bouncer of Club Zero, [...]]]></description>
			<content:encoded><![CDATA[<div><a href="http://b12core.drunkencoders.com/files/2010/03/0.png"></a></div>
<p style="text-align: center"><img class="size-medium wp-image-49  aligncenter" src="http://b12core.drunkencoders.com/files/2010/03/0-200x300.png" alt="" width="200" height="300" /></p>
<div>Flake Out! DS is my entry for this year&#8217;s Winter 2009 Competition. It&#8217;s a fast-paced, challenging, arcade-esque game involving a nightclub full of intoxicated snowflakes.</div>
<div>
<p>It&#8217;s Christmas Eve 2009, and there&#8217;s no snow to be found. In fact, just recently, all you&#8217;ve been getting has been rain.</p>
</div>
<div>Your task, as the new bouncer of Club Zero, is to prevent the snowflakes from escaping the nightclub, catching them before they reach the Earth&#8217;s surface.</div>
<div style="text-align: center"><a href="http://b12core.drunkencoders.com/files/2010/03/4.png"></a></div>
<p style="text-align: center"><img class="size-medium wp-image-53  aligncenter" src="http://b12core.drunkencoders.com/files/2010/03/4-200x300.png" alt="" width="200" height="300" /></p>
<div>
<p>Mr. Claus has given you the powers of Sun, Moon and Wind to aid you. Further details on how to use these are in the game.</p>
</div>
<div><a href="http://b12core.drunkencoders.com/files/2010/03/1.png"></a></div>
<p style="text-align: center"><img class="size-medium wp-image-51  aligncenter" src="http://b12core.drunkencoders.com/files/2010/03/1-200x300.png" alt="" width="200" height="300" /></p>
<div><strong>Controls</strong></div>
<div>
<ul>
<li>L/Up/X &#8211; Activate Sun&#8217;s Power</li>
<li>R/Down/B &#8211; Activate Moon&#8217;s Power</li>
<li>Left/Y &#8211; Move Left</li>
<li>Right/A &#8211; Move Right</li>
<li>Touch Screen &#8211; Activate Wind&#8217;s Power</li>
<li>Start &#8211; Pause Game</li>
</ul>
</div>
<div>
<p>There is also a high score system implemented for the top 10 scores. The high score table is saved and loaded from FAT for later play.</p>
</div>
<div style="text-align: center"><a href="http://b12core.drunkencoders.com/files/2010/03/3.png"></a></div>
<p style="text-align: center"><img class="size-medium wp-image-52  aligncenter" src="http://b12core.drunkencoders.com/files/2010/03/3-200x300.png" alt="" width="200" height="300" /></p>
<div><strong>Credits</strong></div>
<div>
<ul>
<li>Thanks to:</li>
<li>devkitPro for maintaining their distribution of libraries for free, public use</li>
<li>ModArchive for organizing royalty-free module sound files</li>
<li>Drunken Coders for supporting the homebrew community with their annual competitions (hope to see more)</li>
</ul>
</div>
<div><strong>Music Credits:</strong></div>
<div>
<ul>
<li>scorpik PULSE &#8211; Crying Boy</li>
<li>projex &#8211; Christmas Dance Mix</li>
<li>CyberZip &#8211; Christmas Mix &#8217;95</li>
<li>CyberZip &#8211; Christmas Mix &#8217;96</li>
<li>CyberZip &#8211; Christmas Mix &#8217;98</li>
</ul>
</div>
<div style="text-align: center"><strong>Have fun!</strong></div>
<div class="tweetthis" style="text-align:left;"><p> </p></div>]]></content:encoded>
			<wfw:commentRss>http://b12core.drunkencoders.com/2010/03/20/flake-out-ds/feed/</wfw:commentRss>
		<slash:comments>100</slash:comments>
		</item>
		<item>
		<title>Winter 2010 Competition Logo</title>
		<link>http://b12core.drunkencoders.com/2010/03/13/winter-2010-competition-logo/</link>
		<comments>http://b12core.drunkencoders.com/2010/03/13/winter-2010-competition-logo/#comments</comments>
		<pubDate>Sat, 13 Mar 2010 23:35:35 +0000</pubDate>
		<dc:creator>b12core</dc:creator>
				<category><![CDATA[_DEV]]></category>
		<category><![CDATA[winter 2010 competition logo]]></category>

		<guid isPermaLink="false">http://b12core.drunkencoders.com/2010/03/13/winter-2010-competition-logo/</guid>
		<description><![CDATA[Feel free to use this logo in your entries in this year&#8217;s Winter 2010 Competition!]]></description>
			<content:encoded><![CDATA[<p style="text-align: center"><img class="size-full wp-image-41  aligncenter" src="http://b12core.drunkencoders.com/files/2010/03/logo.gif" alt="" width="256" height="192" /></p>
<p style="text-align: left">Feel free to use this logo in your entries in this year&#8217;s Winter 2010 Competition!</p>
<div class="tweetthis" style="text-align:left;"><p> </p></div>]]></content:encoded>
			<wfw:commentRss>http://b12core.drunkencoders.com/2010/03/13/winter-2010-competition-logo/feed/</wfw:commentRss>
		<slash:comments>14808</slash:comments>
		</item>
		<item>
		<title>tequiLua</title>
		<link>http://b12core.drunkencoders.com/2010/02/23/tequilu-construction/</link>
		<comments>http://b12core.drunkencoders.com/2010/02/23/tequilu-construction/#comments</comments>
		<pubDate>Tue, 23 Feb 2010 23:13:57 +0000</pubDate>
		<dc:creator>b12core</dc:creator>
				<category><![CDATA[_DEV]]></category>

		<guid isPermaLink="false">http://b12core.drunkencoders.com/?p=19</guid>
		<description><![CDATA[________________________________________________ DSLua&#8217;s been long gone; their alternative, MicroLua, has also died down. I will be working towards a new backend of Lua, attached to PALib, for homebrew developers. Expect an open-source release under the name of tequiLua eventually. Any further updates may be found on this blog. UPDATE: With the introduction to fincs&#8217;s new Lua engine, [...]]]></description>
			<content:encoded><![CDATA[<div style="text-align: center"><img src="http://b12core.drunkencoders.com/files/2010/02/kahlua1.png" alt="DSLua" /></div>
<div style="text-align: center">________________________________________________</div>
<div>DSLua&#8217;s been long gone; their alternative, MicroLua, has also died down. I will be working towards a new backend of Lua, attached to PALib, for homebrew developers.</div>
<div>Expect an open-source release under the name of<em> tequi</em><em>Lua</em> eventually. Any further updates may be found on this blog.</div>
<div></div>
<div>UPDATE: With the introduction to fincs&#8217;s new Lua engine, tequiLua has been cancelled.</div>
<div class="tweetthis" style="text-align:left;"><p> </p></div>]]></content:encoded>
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		<slash:comments>14228</slash:comments>
		</item>
		<item>
		<title>Operation Libra</title>
		<link>http://b12core.drunkencoders.com/2010/01/17/operation-libra/</link>
		<comments>http://b12core.drunkencoders.com/2010/01/17/operation-libra/#comments</comments>
		<pubDate>Mon, 18 Jan 2010 00:44:44 +0000</pubDate>
		<dc:creator>b12core</dc:creator>
				<category><![CDATA[_DEV]]></category>

		<guid isPermaLink="false">http://b12core.drunkencoders.com/?p=4</guid>
		<description><![CDATA[Operation Libra is just a little escape-the-room VN I worked on back in &#8217;09. I&#8217;m also planning on creating an iPhone port soon enough &#8212; maybe even going open-source with this. Any further information will be found here. Special thanks to Dovoto (Jason) for giving me this blog space to work with! These 50 mb [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.neoflash.com/forum/index.php/topic,5696.0.html">Operation Libra</a> is just a little escape-the-room VN I worked on back in &#8217;09.</p>
<p style="text-align: center"><img class="aligncenter" src="http://i25.tinypic.com/28lcsj7.png" alt="" width="256" height="384" /></p>
<p>I&#8217;m also planning on creating an iPhone port soon enough &#8212; maybe even going open-source with this. Any further information will be found here.</p>
<p>Special thanks to Dovoto (Jason) for giving me this blog space to work with! These 50 mb sure come in handy :p</p>
<div class="tweetthis" style="text-align:left;"><p> </p></div>]]></content:encoded>
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		<slash:comments>16803</slash:comments>
		</item>
	</channel>
</rss>

