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Ohenro-san Pedometer Technical Documentation 0.3 | |
November 27, 2018 | |
Shonumi aka D.S. Baxter | |
*************************************************** | |
1. Introduction | |
*************************************************** | |
Ohenro-san: Hosshin no Dojo is a Gamecube title released on April 23, 2003 by PIN Change. It was designed to virtually simulate the Ohenro pilgrimage to various temples in the Shikoku region of Japan. Unique to this game were a special, 3-button walking pad and a pedometer nicknamed "Inro-kun". This pedometer tracks real-life steps and can transfer them back to the game to update progress. The pedometer connects to the 4th controller port. |
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Ohenro-san Pedometer Technical Documentation 0.2 | |
November 27, 2018 | |
Shonumi aka D.S. Baxter | |
*************************************************** | |
1. Introduction | |
*************************************************** | |
Ohenro-san: Hosshin no Dojo is a Gamecube title released on April 23, 2003 by PIN Change. It was designed to virtually simulate the Ohenro pilgrimage to various temples in the Shikoku region of Japan. Unique to this game were a special, 3-button walking pad and a pedometer nicknamed "Inro-kun". This pedometer tracks real-life steps and can transfer them back to the game to update progress. The pedometer connects to the 4th controller port. |
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#include <fstream> | |
#include <vector> | |
#include <iostream> | |
#include "common.h" | |
int main() | |
{ | |
std::ifstream in_file("sav.bin", std::ios::binary); |
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Barcode Boy Technical Documentation 0.1 | |
July 4th, 2017 | |
Shonumi aka D.S. Baxter | |
*************************************************** | |
Introduction | |
*************************************************** | |
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Barcode Taisen Bardigun Technical Documentation 0.2 | |
May 27th, 2017 | |
Shonumi aka D.S. Baxter | |
*************************************************** | |
Introduction | |
*************************************************** | |
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#include <iostream> | |
#include <string> | |
#include <cmath> | |
#include <SDL2/SDL.h> | |
#include "common.h" | |
struct affine_data | |
{ |
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#include <iostream> | |
#include <string> | |
#include <cmath> | |
#include <SDL2/SDL.h> | |
#include "common.h" | |
struct affine_data | |
{ |
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#include <iostream> | |
#include <string> | |
#include <cmath> | |
#include <SDL2/SDL.h> | |
#include "common.h" | |
u32 get_pixel_pos(int x, int y) | |
{ |
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* D.S. Baxter | |
* Febuary 12th, 2016 | |
======================================== | |
= DMG/GBC screen stretching on the GBA = | |
======================================== | |
GBA hardware has the ability to stretch the final image drawn on-screen when running DMG or GBC games. On applicable hardware (e.g. not the Micro, nor the "fat" or lite DS), the L and R triggers toggle this feature on and off respectively. The default mode is to display the DMG/GBC image in the middle of the GBA screen with black borders. The dimensions are as follows: | |
Top and bottom borders (240x8 pixels, or 30x1 tiles) |
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Original... | |
// If analog input is beyond dead zone, set it | |
if (CheckDeadZone(val)) { | |
controller.pad_state.hex |= KeyMap::GetPadKey({pad_id, joypad_id}).hex; | |
} else { | |
controller.pad_state.hex &= ~KeyMap::GetPadKey({pad_id, joypad_id}).hex; | |
} | |
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