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BOXHEAD: PSP STYLE
By SG57
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Objectives:
-KILL ZOMBIES and DEVILS
-STAY ALIVE
-(don't die)
-Have fun!
MENU CONTROLS
[x] - Choose
ANALOG/D-PAD - Move Player
GAME CONTROLS:
[x] - Fire Weapon
[L] - Cycle Through Weapons(Previous)
[R] - Cycle Through Weapons(Next)
[START] - Pauses Game
ANALOG/D-PAD - Move Character
PAUSE MENU CONTROLS:
[L] - Cycle through Music (backward)
[R] - Cycle through music (forward)
SELECT - Exit to Menu
START - Unpause
ENEMIES:
ZOMBIE: If you get cornered with low firepower can be a big problem. Will attempt to completely encircle and then eat you.
DEVIL: Have a powerful fireball attack that can quickly end your life. Takes some Heavy FirePower to kill these suckers.
As you gain Kills, A number in the Top right of the screen will Rise. This is your Combo Counter, and it will go down unless you keep killing more zombies faster.
As the Combo counter reaches higher Numbers, you will Unlock weapons, and upgrades for those weapons.
Info:
- 8 Different Weapons
- 90+ Weapon Upgrades
- 2 Types of Enemies
- 3 huge maps each with their own highscore
- 3 Difficulties, each harder then the last
- Enable or Disable Devils (drastically makes game easier)
- Play your own MP3s and Atrac Files right from your /MUSIC/ or /PSP/MUSIC/ folders
- Interactive Menu - walk to your destination
- Built-In Game Guide with controls, etc.
- Good 'stereo' audio experience (explosions happen left of you , you'll hear them left of you out of the left speaker respectively, with all the action going on it is hard to forget about)
CREDITS for BOXHEAD: PSP STYLE
-SG57 (Producer/Programmer)
-Scorpus57 (Head Sprite Artist, Formatter)
-Nathanias (Head QA Tester, all around helper)
All 3 mentioned also contributed Ideas to the project prior to development.
COMING SOON...
BOXHEAD: PSP STYLE 1.5
Things to look for:
- Ad-Hoc multiplayer
- More Enemies
- New Weapons
- 'Closet' feature (change the theme of the game)
- More...
*****NOTE******
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THE INTELLECTUAL PROPERTY OWNER OF 'BOXHEAD' IS Sean Cooper.
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SG57 cloned the game in C++, using OSlib, by using the flash game as a reference.
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All sprites, sound effects, etc. taken from the flash game are credited to their respectful creators.
-----------------
SG57 (Jordan Rehn)
http://JordanSg57.googlepages.co m
JordanSg57@gmail.com
Sean Cooper
http://www.games.seantcooper.com
develop@seantcooper.com
[DOWNLOAD]
Bugs:
I procrastinated for 3 weeks while waiting for some spritesheets so i really rushed the enemy implementation so it may be buggy. For instance an enemy might get stuck on a wall, not saying any will, just that there might be a possibility.
One bug that is random is crashing when leaving the game to the menu. This has something to do with oslib's virtual filing system and mp3/at3 deleting (ran out of heap or RAM or something as i can replicate it in a basic sample program). I've traced the crash back to a virtual file system function call in oslib and it happens in the mp3s thread.
So yeah, when you die and your press START to go back to the menu, if it does freeze know it's because of the MP3 currently playing (I'm going to take a look at Oslibs source and maybe find the flaw) But your score is still saved so theres nothing bad about it, just an inconvenience. Also, because of this I have reason to believe this will run better on a slim with it's RAM size being greater.
Screenshots:
Screenshots:

Here's the intro - PSdonkey to the rescue lol. Hope you like the intro PSdonkey

Here's me... getting over run on Nightmare :S

Me getting cornered :S .........safe to say i died soon after...... lol

ALL HAIL THE AIRSTRIKE
hey - if anyone gets the final weapon upgrade and gets a screenshot of it ill give them 2, yes two, count them two, cookies. It may very well may become the new definition of 'epic'
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oslAnimLib
By SG57:
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Here's a class for you OSlib developers, capable of handling multiple image and spritesheet animations - any size, your only limit is the RAM and OSlib's PNG-format-only restriction. As a benchmark for you - about 175 160x172 PNG images is where it'll fill up either completely or be very close to.
The documentation and example usage is in the header itself (on the important stuff, some of the stuff is a given) so no need for some online documentation, however it would be nice. (i may do it later) The sample should also aid in your understanding (not really that hard though)
It's a C++ class so for you C users out there do the following to use it, note this information is also in the header file so you don't need to reference back here each time:
Add -lstdc++ to your LIBS makefile line
Change your source file's extension to .cpp INSTEAD of .c
That should do it (you may find using a C/C++ combo better then just C).
Didn't take long at all to write, but debugging took some time

The sample is straightforward and easy to follow. You'll find using this for animations gives you just as amount of control as an image does - rotation, scaling, etc. and then some.
Credits:
Inspired by Grimfate's animLib in Lua
yaustar for his help with a troubling vector situation
PSdonkey (@ psphacks) for Oslib
If you do use this, I only ask you state that you used this, by me (sg57), to handle animations.
thanks and I hope this comes in handy

DOWNLOAD
(like 800kb - the animations in the sample give it it's size)
Screens of the sample (hopefully my bandwidth is ok from the neoflash competition :S):


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Multi Tasker
By SG57:
___________________________
This is a handy application capable of interacting with all sorts of media in a vast amount of file formats on your PSP:
- 3D Models
- Images
- Music
- Text
3D Model Viewing
Formats Supported:
- 3D Studio (.3ds)
- COLLADA (.dae, .xml)
- Cartography shop 4 (.csm)
- DirectX (.x)
- DeleD (.dmf)
- Maya (.obj)
- Milkshape (.ms3d)
- 3D (.my3D)
- OCT (.oct)
- Pulsar LMTools (.lmts)
- Quake Levels and Models (.bsp, .pk3, .md2)
Usage:
Load any of the supported formats into the scene. Use the Toolbox window to scale, rotate and position the model anywhere in the scene you'd like. Use the D-Pad to move the I-beam while on an Edit Box and press START on any Edit Box to open the OSK. Use the D-Pad to move the OSK around the screen (useful to see where and what your typing). Check the "Relative" checkbox in the Toolbox window to add the values in the edit boxes to the current scale/rotation/position. If left unchecked, it will set the values to equal the ones specified. Animated models are automatically animated at 30fps. Quake Levels and other large meshes are automatically optimized for rendering on loading. Change the Model's current material flag with the Options menu option. Materials include:
- Solid
- Transparent
- Reflection
Use the drop down box to change the filtering applied to the current loaded model. Filters supported:
- No Filtering (duh)
- Bilinear
- Trilinear
- Anisotropic
- Isotropic
Controls:
Switch between Maya Camera and First-Person Camera with the SELECT Button.
Maya Camera Controls are to click and drag whilst over the scene to rotate the camera around the target model.
First Person Camera Controls are to use the Analog Stick to look around and Symbol Buttons (triangle, cross, square, circle) to move/strafe.
Toggle the Skybox, Celshading and even the entire Scene itself by using the Options Menu. Reset the entire scene (unloads models, resets cameras) by clicking File->Reset
Image Viewing
Formats Supported:
- BMP
- JPG
- TGA
- PCX
- PNG
- PSD
Usage:
Simply open a supported file and view.
Controls:
Click and drag anywhere on the image to drag it around screen.
Music Listening
Formats Supported:
- MP3
- AT3
- WAV
Usage:
Load any supported audio file and listen. To Play, Pause and Stop the music, the Music Menu Option, as well as Song Information which opens a window displaying information on the currently loaded song - filepath, bit rate, duration, frequency, stereo/mono, etc.
Text Viewing
Everything will default to opening as a text file, however this is only intended for text files, such as .txt, .doc, .c, .cpp, .html, .js, .lua, .cfg, .ini, etc. Automatically word-wrapped
Controls:
Click and Drag on the scroll bar to scroll through the text, else Click and Drag anywhere on the window to move the window around.
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Known Bugs:
- Huge text files loaded may bog performance down a bit (i'm talking 500kb / 500,000 characters)
- Because the way LTE's static text boxes work, new line characters are shown in text documents
- All music formats are loaded using LTE so specifically formatted files will play.
- Sometimes playing music may act funky for 5 seconds and possibly skip a few seconds back (LTE's audio playback isn't something to be desired but it works most of the time), usually occurs in oddly formatted music files
- On especially high poly models, avoid Celshading them
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All of the above can be done along aside one another, meaning you can be listening to music, viewing a model, viewing a photo whilst reading a text file. The PSP isn't a processing power house however, so it might get a bit sluggish if you intend to do so, cause of this I suggest toggling the Scene off when not needed.
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Screens:











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DOWNLOAD
(1.23 mb ZIPPED)
Credits:
This uses the LTE Engine - a port of Irrlicht 1.0 (w/ a few Irrlicht 1.1 features)
This was a port of the very basic example #9 that comes with Irrlicht, however I started adding feature after feature and ended up completely rewriting my own, so I thank example #9 for the kick in the right direction i guess
- 3D Models
- Images
- Music
- Text
3D Model Viewing
Formats Supported:
- 3D Studio (.3ds)
- COLLADA (.dae, .xml)
- Cartography shop 4 (.csm)
- DirectX (.x)
- DeleD (.dmf)
- Maya (.obj)
- Milkshape (.ms3d)
- 3D (.my3D)
- OCT (.oct)
- Pulsar LMTools (.lmts)
- Quake Levels and Models (.bsp, .pk3, .md2)
Usage:
Load any of the supported formats into the scene. Use the Toolbox window to scale, rotate and position the model anywhere in the scene you'd like. Use the D-Pad to move the I-beam while on an Edit Box and press START on any Edit Box to open the OSK. Use the D-Pad to move the OSK around the screen (useful to see where and what your typing). Check the "Relative" checkbox in the Toolbox window to add the values in the edit boxes to the current scale/rotation/position. If left unchecked, it will set the values to equal the ones specified. Animated models are automatically animated at 30fps. Quake Levels and other large meshes are automatically optimized for rendering on loading. Change the Model's current material flag with the Options menu option. Materials include:
- Solid
- Transparent
- Reflection
Use the drop down box to change the filtering applied to the current loaded model. Filters supported:
- No Filtering (duh)
- Bilinear
- Trilinear
- Anisotropic
- Isotropic
Controls:
Switch between Maya Camera and First-Person Camera with the SELECT Button.
Maya Camera Controls are to click and drag whilst over the scene to rotate the camera around the target model.
First Person Camera Controls are to use the Analog Stick to look around and Symbol Buttons (triangle, cross, square, circle) to move/strafe.
Toggle the Skybox, Celshading and even the entire Scene itself by using the Options Menu. Reset the entire scene (unloads models, resets cameras) by clicking File->Reset
Image Viewing
Formats Supported:
- BMP
- JPG
- TGA
- PCX
- PNG
- PSD
Usage:
Simply open a supported file and view.
Controls:
Click and drag anywhere on the image to drag it around screen.
Music Listening
Formats Supported:
- MP3
- AT3
- WAV
Usage:
Load any supported audio file and listen. To Play, Pause and Stop the music, the Music Menu Option, as well as Song Information which opens a window displaying information on the currently loaded song - filepath, bit rate, duration, frequency, stereo/mono, etc.
Text Viewing
Everything will default to opening as a text file, however this is only intended for text files, such as .txt, .doc, .c, .cpp, .html, .js, .lua, .cfg, .ini, etc. Automatically word-wrapped
Controls:
Click and Drag on the scroll bar to scroll through the text, else Click and Drag anywhere on the window to move the window around.
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Known Bugs:
- Huge text files loaded may bog performance down a bit (i'm talking 500kb / 500,000 characters)
- Because the way LTE's static text boxes work, new line characters are shown in text documents
- All music formats are loaded using LTE so specifically formatted files will play.
- Sometimes playing music may act funky for 5 seconds and possibly skip a few seconds back (LTE's audio playback isn't something to be desired but it works most of the time), usually occurs in oddly formatted music files
- On especially high poly models, avoid Celshading them
----------------------------------------------------------------------------------------------
All of the above can be done along aside one another, meaning you can be listening to music, viewing a model, viewing a photo whilst reading a text file. The PSP isn't a processing power house however, so it might get a bit sluggish if you intend to do so, cause of this I suggest toggling the Scene off when not needed.
----------------------------------------------------------------------------------------------
Screens:










----------------------------------------------------------------------------------------------
DOWNLOAD
(1.23 mb ZIPPED)
Credits:
This uses the LTE Engine - a port of Irrlicht 1.0 (w/ a few Irrlicht 1.1 features)
This was a port of the very basic example #9 that comes with Irrlicht, however I started adding feature after feature and ended up completely rewriting my own, so I thank example #9 for the kick in the right direction i guess

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Kitten Cannon
By SG57
___________________________________________________
Status:
Finished
Theme:
A PSP Clone (first port from flash if I'm not mistaken :)) of Dan Fleming's flash game - Kitten Cannon
Same game sprites and sound effects are used.
Background music is Daft Punk and Kanye West's "Harder Better Faster Stronger" instrumental version.
Objective:
Kitten Cannon is very simple to play. Just aim the cannon using the
up/down directional pad buttons or analog stick and use [X] to fire. The red bar on the cannon
indicates the power of your shot. Leave the rest to gravity and the
objects that litter the ground. My high score is 3852 ft! Beat that score and I'll give you a cookie ;-)Save a screenshot at any time with the TRIANGLE button, they are stored in "Kitten Cannon/Screenshots/Kitten Cannon #.png".
Highscores are now automatically saved in the Screenshots folder as well, so upload em' and show em' off.
Release Date:
March 14th, 2008 was when I finished it - no real release just kinda let you guys find it.
Download:
[Download]
The file size is "large" due to the music. If you want to save some memory stick space, delete the Sounds/music.bgm file and skip past the error in-game.
Screens:
"How can I show support?":
If you enjoy the game and want to show some support for me and my projects, vote for it in the Neo Flash Spring Competition 2008 (ended now)
Source available on request (OO C++)
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Call of Duty 2: PSP Edition
By SG57
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The Legend of Zelda: Free - For - All
By SG57
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Status:
Started Again
Genre:
Deathmatch / FPS / Third Person Shooter
Theme:
The Legend of Zelda: Ocarina of Time - Hyrule Field (huge)
The Legend of Zelda: Twilight Princess - Weapon/Player Models & Sound Effects
Weapons:
Master Sword & Hyrulian Shield
(Fairy) Bow and Arrow
Boomerang
Clawshot
Bomb
Transportation:
By foot or by horse (Epona)
Enemies:
Either multiplayer people via infrastructure (I'll recruit networking experts to do such) or all the main baddies from Twilight Princess
Release Date:
???
Progress:
See for yourself:
http://jordansg57.googlepages.com/Legend_Of_Zelda.rar
Screens:
Taken from a hillside just southwest of Hyrule Castle looking at Lon Lon Ranch
"How can I help?":
I'm currently in need of Model Animators. I have the models themselves, textured and rendering.









