From GameBrew - a wiki dedicated to Video Game Homebrew.
|Author(s)||Flash and HeadKaze|
Warhawk DS is a game for the Nintendo DS coded in 100% ARM assembler. It is based on a commercial C64 game released by Proteus Developments in 1986. This has been a joint coding effort between Flash and HeadKaze that has taken around 5 or so months from vision to fruition.
The game has 16 normal levels and also upon completion, another 16 mental levels become available. It is worth finishing the mental levels for the true completion and credit sequence.
It was in the 3rd place for the 2009 best DS homebrew contest.
EFS version is recommended for most people. For people exeriencing problems with the EFS verison should try the FAT version. This game requires a DLDI patch compatible card to play.
- EFS Version - Copy the included WarhawkDS.nds file to your backup card and play.
- FAT Version - Copy the Data folder included in the archive to the root of your sd card. Copy the WarhawkDS.nds to anywhere on your card.
You must dodge and destroy obstacles along a vertically scrolling screen. The end of each level has a large amount of ships flying at you from many angles.
Power-up mode can be enabled after level 2. During these levels a small ship will drift down the screen, shooting this will release a power orb that when collected will enable power-up mode for a limited time.
Crashing into the drop ship will have the same effect but lose a small amount of energy. Energy can be regained during a level only by destroying a meteor. These take 2 powered shots to kill.
Firing has 3 modes:
- A single press - Release 2 shots.
- Press and hold - Fire a power shot (12 times the damage and destroys all bases in it's line of fire).
- During Power-up mode, holding fire - Continuous stream of 16 bullets.
Start - Start the game, Pause, Return to title screen
D-Pad - Movement
A - Fire, Power shot (hold), Stream of bullets (during Power-up)
Tested on Original R4DS (firmware 1.19u).
There may be times when the audio shows signs of clicks during playback. The recommendation, if this occurs is to defragment your SD card. Heavy fragmentation and also lots of files on the card can cause the careful timing of the audio to drift slightly.
Also, upon starting the game, there may be a delay before the game starts, this is normal and not an indication the the game has crashed, please be patient.
The software does contain a small amount of C code in the form of the libfat and EFS. This had to be included to allow for the high quality music to be stored outside of the 4 MB limitation. This is a minor concession we believe as the entire game mechanics are in ASM and also the game will run perfectly with the removal of the EFS.
- Minor update in regards to Flash Linker compatibility.
- The FAT version now runs in pure "FAT" with no EFS.
Asm Coding - Flash & Headkaze.
Graphics - Lobo & Badtoad.
Audio - Press Play On Tape & Space Fractal.
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