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	<title>LiraNuna's Development Blog</title>
	<link>http://liranuna.drunkencoders.com</link>
	<description>Just another console developper</description>
	<lastBuildDate>Fri, 18 Apr 2008 21:44:29 +0000</lastBuildDate>
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		<title>libellen - first and final release</title>
		<description>
Since I'm not going to do any further development on this (for various reasons), I have decided to release libellen - a sprite handling library for the Nintendo DS, based on libnds.The library is released under the terms of the WTFPL. The source and &#34;example&#34; are super documented, and evena&#160; ...</description>
		<link>http://liranuna.drunkencoders.com/libellen-first-and-final-release/</link>
			</item>
	<item>
		<title>Nintendo ES (x86 Operating System)</title>
		<description>Seems like Nintendo is developing an open source (?) operating system for Intel based PCs called ES (Which resolves to Nintendo ES - or NES).The project is hosted on the Japanese Source forge and bottom of the page says &#34;Copyright &#169; 2006, 2007 Nintendo Co,. Ltd.&#34;, although the license are ...</description>
		<link>http://liranuna.drunkencoders.com/nintendo-es-x86-operating-system/</link>
			</item>
	<item>
		<title>Tales of Dagur features on JoyPad</title>
		<description>Tales of Dagur features on a French magazine JoyPad. Thanks to _JSR_ for the scan!
Click to enlarge </description>
		<link>http://liranuna.drunkencoders.com/tales-of-dagur-features-on-joypad/</link>
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		<title>Why wasn&#8217;t ToD:C released</title>
		<description>
As you all might have noticed, Tales of Dagur: Coluseum was not released on the neoflash summer coding competition.There are several reasons that prevented us from release:

    The Jim Interpreter used as a scripting engine was full of memory leaks and wasn't stable for use as a ...</description>
		<link>http://liranuna.drunkencoders.com/why-wasnt-todc-released/</link>
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		<title>Lesson 5 released, Lesson 4 fixed</title>
		<description>Lesson 5 had been released, after a long time of inactivity. Lesson 4 was also polished and added a section about converting a background while setting palette information to it's map.Lesson 5 was the last in the series regarding backgrounds, and next lessons will now be about sprites.You can read ...</description>
		<link>http://liranuna.drunkencoders.com/lesson-5-released-lesson-4-fixed/</link>
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		<title>Tales of Dagur: Colosseum</title>
		<description>I hereby this post, announce on the scheduled release of Tales of Dagur: Colosseum planned for 20th August (NeoFlash Summer 2007 Competition).The game will be a completely playable demonstration of the battle system - based on ALMBS (Aggressive Linear Motion Battle System).Of course we are far from complete, and we ...</description>
		<link>http://liranuna.drunkencoders.com/tales-of-dagur-colosseum/</link>
			</item>
	<item>
		<title>Tales of Dagur II recruitment</title>
		<description>I finally got a lot of free time and I'm thinking of getting Tales of Dagur II on track.Unlike older attempts, this one is going to succeed because of several key members who wants to get ToD II into reality.Not only that, we also have a basic story and a ...</description>
		<link>http://liranuna.drunkencoders.com/tales-of-dagur-ii-recruitment/</link>
			</item>
	<item>
		<title>Lesson 4 is FINALLY out</title>
		<description>Yes! After the long waiting time, it's finally out. The lesson covers multiple BGs and scrolling.Lately I got more time to myself, so I'm able to continue on the lesson series.I hope lesson 4 would help people to see the hardware is not as frightening as they might think it ...</description>
		<link>http://liranuna.drunkencoders.com/lesson-4-is-finally-out/</link>
			</item>
	<item>
		<title>Lessons 2 and 3 fixed</title>
		<description>Lessons 2 and 3 had been fixed to be compatible with latest devkitARM/libnds release.Lesson 4 should come some time this week. I am sorry it didn't released earlier, I had a major of RealLife problems, including work and army. </description>
		<link>http://liranuna.drunkencoders.com/lessons-2-and-3-fixed/</link>
			</item>
	<item>
		<title>tileoptimize Released</title>
		<description>Tileoptimize is a tool that is aimed to size-optimize tiled images for machines with multiple palettes.Although the output is primarily made for GBA and NDS, it could be easily adjusted to output for other machines aswell.The application will quantisize the colors of the image to NxM sized palette of M ...</description>
		<link>http://liranuna.drunkencoders.com/tileoptimize-released/</link>
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