PDF Server allows you to serve PDF's to your mobile phone or tablet over a LAN.
https://www.baker76.com/pdf-server

PDF Server allows you to serve PDF's to your mobile phone or tablet over a LAN.
https://www.baker76.com/pdf-server

CPWizard v2.38
CPWizard is a control panel editor, control panel (controls.dat), game info (listinfo.xml/Catver.ini/nplayers.ini/HallOfFame.xml), game history (history.dat), mame info (mameinfo.dat), special moves (command.dat) and hiscore (story.dat) viewer.
CPWizard is a CP editor and viewer with a graphics library designed to build a custom CP. It runs resident in the icon tray and can be invoked by pressing pause in Mame without the need for command line options. It can export CP as images or bezel artwork that can be toggled on or off inside Mame. It also supports emulators other than Mame.
https://www.baker76.com/cpwizard/

Texture Packer v1.5
Texture Packer is a program that packs images into textures for use in OpenGL and DirectX applications. It creates a data file which gives the name and coordinates of each image in the texture. These are also known as a texture atlas. It uses a rectangle packing algorithm based on the pseudo code in the article by Jim Scott.
Features
https://www.baker76.com/texture-packer/

MCEWebView
View web pages inside MCE. Use MCE remote to move cursor, click links and scroll web page. Use back button to close app and restore MCE. Disables screensaver while running. Good for running websites like NetFlix.
https://www.baker76.com/mcewebview

Toggle subtitles, audio streams, enable rewind and fast forward using the MCE remote for video files. This app is designed to work with ffdshow. It also supports toggling subtitles with DirectVobSub or ffdshow.
Version 1.3 Released
https://www.baker76.com/mceremoteplus

MD2 Collision Editor is an app developed for Jungool to define collision areas for 3D animated models used in the game.

Vector Map Editor is a tool developed for the game Jungool. It is for adding collision polygons and actors to levels.

The tale of Miner Willy and his incredible adventures in the mines, and then the mansions, of Surbiton is legend. But like all legends, it doesn't tell the whole story.
Most people know Willy simply as a digger who got lucky and lived happily ever after in decadent luxury. Far fewer know the secret - suppressed for quarter of a century by the government - of how he also saved Planet Earth from alien invasion.
It wasn't until an eccentric but dedicated historian writing a paper for a renowned academic journal (Retro Gamer issue 63) pieced together the complete saga of Willy's heroic exploits from fragments of scattered evidence - in the form of obscure retellings of the 'Manic Miner' folk fable in ancient languages readable only via long-obsolete machines - that the whole truth was finally revealed.
Welcome to Manic Miner - The Lost Levels!
https://www.baker76.com/manic-miner-ll

London, 1974. You are a famous Scotland Yard Detective who must solve the murder of the rich aristocrat Angus McFungus, who’s body has been discovered at his home at 427 Park Lane. Arriving at the residence you soon discover that this will not be a simple ‘open and shut’ case, and will take all your finely honed detective skills to solve. Can you put your finger on the killer?
This is a remake of the 1986 C64 game by Sam Monthorpe for the Nintendo DS. Charcters were created by Paul Jay and the plot was cunningly devised by the Magnificent Seven.
https://www.baker76.com/detective-ds

We've added a new character to the game who's a ghost that haunts the mansion. Just a new touch to the original game. There's also two extra locations not found in the original. Lobo did a great job on this and they are seamless. I don't want to give much more info about it because for those people who have completed the original game have an extra challenge.
The good thing about setting the global sprites to bitmap mode is you can use both tiled and bitmap sprites.
Anyway I've improved the collision map detection and general way the character moves. Mainly by using floating numbers and rounding (using round, floor or ceil as needed). It feels perfect (to me anyway) now, so I'm happy with the way that works. Now I have just added all the doors as attachments to the levels.
I'll attach a picture showing what I mean. Flash and I used the same technique for Warhawk and again in MMLL. This allows us to dmacopy the section of the map over the visible map to animate it. I've done a slightly different method to describe the location because unlike Warhawk each room can have different animated objects. I have described these objects in the colmap's. So each tile is given an id and during initialization the x,y and width height (aka RECT struct) of tiles with the same id can be calculated and thus animated as needed.
Oh and Flash came up with the idea of animating the clock in the clock room. I thought it was a great idea and gives me a chance to use the pixel drawing code from earlier. So yeah the clock will show the correct game time 🙂

