This video showcases ninjhax, a brand new exploit just released to the public that lets any owner of the (surprisingly popular) game Cubic Ninja run unsigned code on their 3DS (new or old, XL or no, 2DS included) without the need for any extra hardware of any kind.
This launcher does not let users run pirated 3DS software.
Please visit the official webpage for more information on the launcher and how to install it yourself : http://smealum.net/ninjhax
This video showcases ninjhax, a brand new exploit just released to the public that lets any owner of the (surprisingly popular) game Cubic Ninja run unsigned code on their 3DS (new or old, XL or no, 2DS included) without the need for any extra hardware of any kind.
This launcher does not let users run pirated 3DS software.
Please visit the official webpage for more information on the launcher and how to install it yourself : http://smealum.net/ninjhaxninjhax offline installer for firmware versions 11.0+smea2016-09-20 | twitter.com/smealum this video showcases the new offline multi-qr-code installer for ninjhax 2.7. the main new thing is that this makes it work on firmware versions 11.0 and 11.1. you can find ninjhax 2 at http://smealum.github.io/ninjhax2wii u : coldboothax, redNAND, homebrew (WIP)smea2016-02-08 | http://twitter.com/smealum this is a video showing some of the progress we've been making on the wii u hacking front. this is not just my work, as it would not have been possible without the contributions of plutoo, naehrwert, yellows8 and derrek. basically just shows some of the possibilities that come with having early high-privilege code execution capabilities; we're able to redirect NAND accesses to SD card and run all kinds of unsigned homebrew programs. this is currently just a proof of concept, and just a week ago i was unbricking my wii u because i'd fucked up the setup. this is not in any way ready for public use, and there are currently no clear plans for release. for now, this is just the result of about a month of hard work that i felt like sharing.ninjhax 2.0 : 3DS homebrew, region-free and custom themes on latest firmware (9.9)smea2015-07-18 | http://smealum.github.io/ninjhax2 http://twitter.com/smealum
This video showcases ninjhax 2.0, a new way of running homebrew on any 3DS (including the New 3DS), up to the latest firmware version (9.9 at time of writing). It also allows users to run out-of-region gamecards and use custom themes in the 3DS home menu.
This launcher does not in any way let users run pirated 3DS software.
Please visit the official webpage for more information on the launcher and how to install it yourself : http://smealum.github.io/ninjhax2pokAR : real-time augmentation of Pokemon TCGsmea2015-06-07 | http://twitter.com/smealum this video is a quick showcase of pokAR, a real-time augmented reality application aimed at existing Pokemon TCG cards. i made this project for a class and so this is the result of a little less than 4 weeks of work. overall, the result is pretty satisfying ! augmentation looks nice; it's still somewhat glitchy but it usually recovers gracefully. users can also move cards around without too much trouble. i'm currently not 100% sure what will become of this. i might end up making the source code public (once it's cleaned up). one thing i think would be cool would be to use an improved version of this (mostly improved in terms of robustness to occlusion) to augment streams of Pokemon TCG tournaments in real time. we'll see if that happens !regionFOUR : (new) 3DS region free game loader on latest firmwaresmea2015-05-04 | http://twitter.com/smealum
this video shows regionFOUR, a region free game loader for the 3DS. at the moment it works on firmware versions 9.0 through 9.8 (including 9.1, 9.2, 9.3, 9.4, 9.5, 9.6 and 9.7), on 3DS, 3DSXL and 2DS models as well as the New 3DS and New 3DS XL. it currently requires a copy of Cubic Ninja, but I'm hoping to get this working with other games (like Zelda OOT) at some point in the future.
this is a video of the alpha demo of Aperture Science 3D. it shows a playthrough of the demo's first four levels. the entire engine for this was written entirely by me. (almost) all visual assets were made by lobo. the game's source code is available on github : github.com/smealum/portal3DS
please keep in mind that this is being developed using a WIP amateur devkit for the 3DS. we're still reverse engineering the GPU and implementing our driver, so some technical aspects are still pretty rough around the edges.
the game is still very much a work in progress ! it's pretty buggy and incomplete. it is however fully playable, and most core mechanics are implemented and work well. i'm not yet sure what my future plans for this are for this game : I'd love to make it into the full game it deserves to be by implementing more gameplay elements, improving performance and getting some higher res assets in there. I'd also like to implement fragment lighting once that's reverse engineered, as well as port the level editor. unfortunately, i'm kind of on a tight schedule these days so doing all these things might not be possible. this is why i made the source code available : hopefully, it won't just die if i lack the time to work on it.ctrulib first anniversary gource visualization !smea2015-01-19 | http://twitter.com/smealum http://github.com/smealum/ctrulib
happy birthday ctrulib ! ctrulib is currently the de facto standard 3DS homebrew library, and this is a video visualization of the first year of activity on its git repo, generated using gource. not much more to say, though it's a nice way to see how many more people are now contributing to ctrulib !regionthree : 3DS region free game on 9.5.0-22Esmea2015-01-17 | http://twitter.com/smealum
this was patched in firmware update 9.5.0-23
this video shows regionthree (d), a region free game loader for the 3DS. at the moment it works on firmware versions 9.0 through 9.4, though only on 3DS, 3DSXL and 2DS models. this may change in the future.
to get regionthree (and its source code !), head over to github.com/smealum/regionthree and read the README !soundhax : getting unsigned code execution through sound (DS)smea2014-12-30 | http://twitter.com/smealum this is a short and super crappy quality video showing off an exploit being delivered through audio (!) on the DS. the exploit relies on Bangai-o Spirit's sound-based level transfer feature. basically all that was necessary for this was REing the audio encoding format and feeding it a compressed level that would overrun the buffer it's decompressed into, and then jump to code also contained in the audio signal. there was nothing really fancy; the format is kind of crappy, there's no redundancy or error correction and is the opposite of robust. still cool though !
here's the sound i used for this video : http://smealum.net/soundhax.wav ; should work on US version. be careful though, it'll likely corrupt your savegame and you'll have to reset it afterwards. here's the code used to generate the payload : gist.github.com/smealum/dbc3c04ca8224410d60aNew 3DS : homebrew proof of conceptsmea2014-10-17 | http://twitter.com/smealum title and video should be pretty self-explanatory, but just in case : the exploit that gets us code execution now works on the new 3ds, meaning an N3DS version of our homebrew launcher should be doable ! unfortunately, this was the easy part and getting everything else running will be insanely tedious and take a fair amount of time (a few weeks, by my estimate). so essentially, this is a nice step forward, we're still on track and things are looking positive ! but we're not quite there yet, so sit tight.SPACECRAFT : minecraft in spacesmea2014-06-19 | http://github.com/smealum/SPACECRAFT
"a minecraft/no man's sky mashup prototype"
SPACECRAFT is a game prototype which I worked on for the past couple weeks with @ArthurSonzogni and @posva as part of a school project. Our goal with this was to make a minecraft clone which wouldn't ground the player to a single infinite -- and flat -- world. Instead, we want players to be able to explore an (almost) infinite universe, made of galaxies, solar systems and planets, all the while keeping their ability to place and remove blocks. Please be aware that this is a prototype which was developed as a school project over the span about three weeks. As such, it is extremely unpolished and incomplete.
The (largely undocumented) source code to SPACECRAFT is freely available on github.new 3DS exploit : running unsigned code on 6.3 (SSSpwn)smea2014-03-29 | http://smealum.net and twitter.com/smealum this video is rather straightforward : it shows off homebrew code proudly running on firmware version 6.1. the vuln being exploited still exists on latest fw version. please read http://smealum.net/?p=506 for details. special thanks for this : yellows8, plutoo, normmatt, ichfly ! i could never have done this alone.3DS hack : yeti3DS homebrew running as its own channelsmea2014-01-19 | http://smealum.net twitter.com/smealum this video basically showcases what's possible now that i can edit channels; namely it gives us the ability to run homebrew in a nice self contained way and interface with NATIVE_FIRM in the same way as any commercial game would. this means we can use services for pretty much everything, from FS access to using the GPU, not to mention home menu integration (return to home menu in game etc.). now of course we're still a long way's off actually understanding how each of these services works. but ! a lot of them are already documented on 3Dbrew (thanks to the extraordinary work of people like yellows8 and neimod), and it's already possible to do a bunch of stuff. that's why i started ctrulib, which provides a simple codebase to interface with NATIVE_FIRM. the code for ctrulib is available here : github.com/smealum/ctrulib ; it's little more than a stub at the moment, i will be working on improving it in the coming weeks. to try this out, i made a (very) quick and (very) dirty port of yeti3D by Derek Evans, which i named yeti3DS for obvious reasons. it's a 100% software engine so we're not using the GPU, but it runs pretty well. in this video, i show it supporting touch/circle pad input as well as actual 3D output. (you can't really see that on the video of course but i swear it's there) the code for yeti3DS is available here : github.com/smealum/yeti3DS
special thanks to yellows8, normmatt, ichfly, plutoo, wintermute and derek evans.3DS hack : running unsigned code in 6.3 from 4.5 (redNAND)smea2013-10-30 | @smealum : twitter.com/smealumhttp://smealum.net it's been a while since the last video. we've been hard at work though. this video shows my booting into a 6.3 NAND image from my 4.5 3DS, and then going back to 4.5. basically we're making the 3DS fetch its data from the SD card instead of the internal NAND flash chip. this means that we can run up to date software without having to actually update our console ! unfortunately this will *not* allow people with a 6.3 3DS to run unsigned code; but it will allow people with a 4.5 3DS to run unsigned code on 6.3 (and possibly later versions too). special thanks to : - yellows8 - ichfly and normmatt - wintermute
(and before anyone points it out, yeah, this is probably the same as GW's emunand; however this was done completely independantly. took us about a week to get it working !) (oh and the reason I'm not calling it emunand is that, in our case at least, it's not emulation, it's redirection. candidates for a name are redNAND and NAND2SD. i like redNAND.) (and this could potentially help looking for vulns in later firmware versions, but not promising anything) (and this also works just fine on 7.0)3DS hack : unsigned code running on a retail unitsmea2013-09-12 | @smealum : twitter.com/smealumhttp://smealum.net in this video I show unsigned code running on my 4.5 3DS. I'm certainly not the first to have achieved this, and I hope I won't be the last. the video only shows my handle but that's because I'm a shitty demo maker. Thanks and shout outs go out to : - ichfly - yellows8 - normmatt - wintermute - GW team this might not have been possible without you !
also, on the practical side : this was made without any special hardware (I don't even have a 3DS compatible DS flashcart !) and it took a little under a week to get to this point. as for releasing this, I currently have no plans. not saying I won't ever release anything, but if I do it won't be for a while; I've still just barely obtained this level of control, there remains a lot to explore before I can properly assess the consequences of a potential release. bear in mind though; the future of 3DS homebrew is looking brighter every day. :)Aperture Science DS : level editorsmea2013-08-21 | http://smealum.net/ASDS
this is a video of Aperture Science DS, a completely free homebrew adaptation of portal for the nintendo DS. I wrote all the code and lobo ( infectuous.com ) made all the graphics. This video shows the level editor I created to complement the game. It was inspired by portal 2's own perpetual testing initiative in regards to UI.
this first version was rushed and is extremely buggy however so please don't expect too much ! especially considering how terrible a level designer I am.Aperture Science DS : test chambersmea2013-08-21 | download: github.com/smealum/portalDS/releases/tag/r1 (dead link) http://smealum.net/ASDS
this is a video of Aperture Science DS, a completely free homebrew adaptation of portal for the nintendo DS. I wrote all the code and lobo ( infectuous.com ) made all the graphics. This video shows one of the test chambers present in the game's first public release; hopefully you'll notice it was inspired by one of the original's chambers !
this first version was rushed and is extremely buggy however so please don't expect too much ! especially considering how terrible a level designer I am.Portal DS WIP : level editorsmea2013-05-04 | http://smealum.net sorry for the wait since the last video ! unfortunately i've been very busy with other, unrelated projects, so I'm only now really getting back to work on portal. today's video shows off the game's on-board level editor, which functions in a very similar way to that of portal 2. the editor has actually been functional for months now, but I've only today shot this video. pretty much basic feature I wanted for it has been implemented already; there will be more stuff to add when i get around to adding more items (and water/sludge), but the final version will probably look a lot like this.BLM 36h development timelapsesmea2013-04-29 | http://smealum.net BLM is the name of my first ever Ludum Dare competition entry ! You can get it here : http://smealum.net/BLM_windows.zip This is a timelapse of the second part of the game's development. I forgot to start it earlier so it's only the last two thirds of development, but hopefully it will still provide some insight into my process. for those who don't know, ludum dare is a 48h game making competition that takes place a couple times a year. this one's theme was "minimalism" and I think BLM fits the bill rather nicely. here's my entry's page : http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22789Portal DS WIP : switches, platforms, turrets (lasers), energy balls...smea2013-01-27 | twitter.com/smealum http://smealum.net
finally starting to add some gameplay elements ! it's all very buggy but a lot of it does work. there are also some cosmetic upgrades, such as the shading, the outlines on objects and the outlines on portals. Other than that, not much, it's still nowhere near playable, but we're getting there !
description copied from the previous videos : not many new features, mostly just a video to show off some of the new graphics that Lobo has been feeding me over the last few days. so far I'm very satisfied with how things look so I figured I'd share. :D not much stuff that's really new, but overall everything's been improved. for instance, momentum is better handled, the rigid body physics are better (back to 16 objects max), portal shooting is better (can't have portals that aren't entirely on walls anymore, and the game recenters them for you if necessary), the player collision system was improved (higher camera/taller player), the playground is bigger etc. so yeah, you probably can't see much of a difference, but I swear it's there. here's a video showing some of the updates i've been working on for my DS portal adaptation. This is still extremely early footage so please don't be too harsh. Lots of debug features are present, including the ability to fly, see portals through walls and move cubes from a distance. Also, keep in mind this was shot in an emulator which provides good but still less than perfect rendering. As such, be aware that most (not all, but still) of the graphical glitches you can see in this video don't happen on hardware (mostly the portal transition is a lot nicer on an actual DS). The main new feature here is the cubes, which run thanks to a simple rigid body physics engine I wrote for the game. The feature is still a work in progress and I hope I'll be able to improve performance, but so far I think it looks good.
again, sorry for the crappy video quality. :/Portal DS WIP : new graphics test !smea2013-01-18 | http://smealum.net not many new features, mostly just a video to show off some of the new graphics that Lobo has been feeding me over the last few days. so far I'm very satisfied with how things look so I figured I'd share. :D
description copied from the previous video : not much stuff that's really new, but overall everything's been improved. for instance, momentum is better handled, the rigid body physics are better (back to 16 objects max), portal shooting is better (can't have portals that aren't entirely on walls anymore, and the game recenters them for you if necessary), the player collision system was improved (higher camera/taller player), the playground is bigger etc. so yeah, you probably can't see much of a difference, but I swear it's there. here's a video showing some of the updates i've been working on for my DS portal adaptation. This is still extremely early footage so please don't be too harsh. Lots of debug features are present, including the ability to fly, see portals through walls and move cubes from a distance. Also, keep in mind this was shot in an emulator which provides good but still less than perfect rendering. As such, be aware that most (not all, but still) of the graphical glitches you can see in this video don't happen on hardware (mostly the portal transition is a lot nicer on an actual DS). The main new feature here is the cubes, which run thanks to a simple rigid body physics engine I wrote for the game. The feature is still a work in progress and I hope I'll be able to improve performance, but so far I think it looks good.
again, sorry for the crappy video quality. :/Portal DS WIP : progress (sort of)smea2013-01-10 | http://smealum.net not much stuff that's really new, but overall everything's been improved. for instance, momentum is better handled, the rigid body physics are better (back to 16 objects max), portal shooting is better (can't have portals that aren't entirely on walls anymore, and the game recenters them for you if necessary), the player collision system was improved (higher camera/taller player), the playground is bigger etc. so yeah, you probably can't see much of a difference, but I swear it's there.
description copied from the previous video : here's a video showing some of the updates i've been working on for my DS portal adaptation. This is still extremely early footage so please don't be too harsh. Lots of debug features are present, including the ability to fly, see portals through walls and move cubes from a distance. Also, keep in mind this was shot in an emulator which provides good but still less than perfect rendering. As such, be aware that most (not all, but still) of the graphical glitches you can see in this video don't happen on hardware (mostly the portal transition is a lot nicer on an actual DS). The main new feature here is the cubes, which run thanks to a simple rigid body physics engine I wrote for the game. The feature is still a work in progress and I hope I'll be able to improve performance, but so far I think it looks good.
again, sorry for the crappy video quality. :/Portal DS WIP : cubes vs portals (pre-alpha)smea2012-11-24 | http://smealum.net tiny update ! this video showcases the quick and dirty box/portal interaction I implemented this morning. It works well enough for now, but it's pretty buggy and not quite finished.
description copied from the previous video : here's a video showing some of the updates i've been working on for my DS portal adaptation. This is still extremely early footage so please don't be too harsh. Lots of debug features are present, including the ability to fly, see portals through walls and move cubes from a distance. Also, keep in mind this was shot in an emulator which provides good but still less than perfect rendering. As such, be aware that most (not all, but still) of the graphical glitches you can see in this video don't happen on hardware (mostly the portal transition is a lot nicer on an actual DS). The main new feature here is the cubes, which run thanks to a simple rigid body physics engine I wrote for the game. The feature is still a work in progress and I hope I'll be able to improve performance, but so far I think it looks good.
again, sorry for the crappy video quality. :/Portal DS WIP : companion cubes ! (pre-alpha)smea2012-10-29 | http://smealum.net here's a video showing some of the updates i've been working on for my DS portal adaptation. This is still extremely early footage so please don't be too harsh. Lots of debug features are present, including the ability to fly, see portals through walls and move cubes from a distance. Also, keep in mind this was shot in an emulator which provides good but still less than perfect rendering. As such, be aware that most (not all, but still) of the graphical glitches you can see in this video don't happen on hardware (mostly the portal transition is a lot nicer on an actual DS). The main new feature here is the cubes, which run thanks to a simple rigid body physics engine I wrote for the game. The feature is still a work in progress and I hope I'll be able to improve performance, but so far I think it looks good.
again, sorry for the crappy video quality. :/Portal DS test (very early demo) 2smea2012-09-09 | http://smealum.net it's now possible to actually go through portals ! still very experimental and not quite seamless yet, but on the right track. :) as the title suggests, this is a very early demo of my attempt to make a full fledged 3D portal clone for the DS. I think it's coming along rather nicely, especially considering there's already a level editor ready. All assets are temporary (you most likely won't be playing as an unanimated armored warrior), and as for how far along it is technically, well it's still pretty early as you can't actually go through portals yet. That's the next step though so hopefully it won't be too long before the next video. :)
sorry for the crappy video quality. :/Portal DS test (very early demo)smea2012-09-07 | http://smealum.net as the title suggests, this is a very early demo of my attempt to make a full fledged 3D portal clone for the DS. I think it's coming along rather nicely, especially considering there's already a level editor ready. All assets are temporary (you most likely won't be playing as an unanimated armored warrior), and as for how far along it is technically, well it's still pretty early as you can't actually go through portals yet. That's the next step though so hopefully it won't be too long before the next video. :)
sorry for the crappy video quality. :/WIP blocky planet/galaxy rendering engine : sun shader testsmea2012-04-27 | http://smealum.net showcasing a sun shader I'm working on. Not much to say, as I said it's still WIP but I'm satisfied with the result so far. I'm no artist though so I doubt I'll be able to make it look much better
from the previous videos : http://www.youtube.com/watch?v=R4j34-Px2nk http://www.youtube.com/watch?v=kW5qtyz-qVY this is a video of a very rough block planet rendering engine. it's only a few days old so expect tons of glitches, graphical or otherwise. Also, a lot of things have to be done manually at the moment, so the video isn't exactly smooth. I plan on trying to get this to perform (CPU usage isn't really optimized as of yet; memory usage is pretty much stable though)and look better now, mostly, as most of the basics have been nailed already. Transitions aren't completely seamless yet but we're getting there. Also note that the terrain generation currently being used is only for testing purposes. This uses libnoise for terrain generation, opengl for rendering and SDL for the window, keyboard input etc. Not too sure what this will become, if anything. I'd kinda like to make this into a space minecraft clone, but nothing is set in stone at this point.WIP blocky planet/galaxy rendering engine : atmospheric scatteringsmea2012-04-22 | http://smealum.net showcasing a neat atmospheric scattering fragment shader. the code for the fragment shader was originally made by sean o'neil, all I did was port it as a shader (and obviously include it in my "engine"). so basically now there are very nice looking atmospheres; however, stars still look like crap and there's a ton of annoying glitches/artifacts in the planet rendering.
from the previous video : http://www.youtube.com/watch?v=kW5qtyz-qVY this is a video of a very rough block planet rendering engine. it's only a few days old so expect tons of glitches, graphical or otherwise. Also, a lot of things have to be done manually at the moment, so the video isn't exactly smooth. I plan on trying to get this to perform (CPU usage isn't really optimized as of yet; memory usage is pretty much stable though)and look better now, mostly, as most of the basics have been nailed already. Transitions aren't completely seamless yet but we're getting there. Also note that the terrain generation currently being used is only for testing purposes. This uses libnoise for terrain generation, opengl for rendering and SDL for the window, keyboard input etc. Not too sure what this will become, if anything. I'd kinda like to make this into a space minecraft clone, but nothing is set in stone at this point.WIP blocky planet/galaxy rendering enginesmea2012-04-14 | http://smealum.net very rough galaxy rendering test. Looks like crap but will hopefully get better.
from the previous video : http://www.youtube.com/watch?v=o9XCosxS3fk this is a video of a very rough block planet rendering engine. it's only a few days old so expect tons of glitches, graphical or otherwise. Also, a lot of things have to be done manually at the moment, so the video isn't exactly smooth. I plan on trying to get this to perform (CPU usage isn't really optimized as of yet; memory usage is pretty much stable though)and look better now, mostly, as most of the basics have been nailed already. Transitions aren't completely seamless yet but we're getting there. Also note that the terrain generation currently being used is only for testing purposes. This uses libnoise for terrain generation, opengl for rendering and SDL for the window, keyboard input etc. Not too sure what this will become, if anything. I'd kinda like to make this into a space minecraft clone, but nothing is set in stone at this point.WIP blocky planet rendering enginesmea2012-04-13 | http://smealum.net this is a video of a very rough block planet rendering engine. it's only a few days old so expect tons of glitches, graphical or otherwise. Also, a lot of things have to be done manually at the moment, so the video isn't exactly smooth.
I plan on trying to get this to perform (CPU usage isn't really optimized as of yet; memory usage is pretty much stable though)and look better now, mostly, as most of the basics have been nailed already. Transitions aren't completely seamless yet but we're getting there. Also note that the terrain generation currently being used is only for testing purposes. This uses libnoise for terrain generation, opengl for rendering and SDL for the window, keyboard input etc.
Not too sure what this will become, if anything. I'd kinda like to make this into a space minecraft clone, but nothing is set in stone at this point.Arsenal 1.0 DS 3D bullet hell homebrewsmea2011-06-08 | http://smealum.net/arsenal_beta ; video shot on DeSmuME, so it doesn't look as good as it should. :( This is a brief video presentation of my latest game, Arsenal. Arsenal is a dual screen 3D bullet hell shmup for the DS my by lobo and I. It's completely free so check it out !WIP Arsenal DS 3D homebrew shmupsmea2011-02-18 | http://smealum.net (extremely) Short video of the dual screen 3D vertical shoot em up Lobo and I are making for the DS. Shows off some recent advances I made regarding the game's engine, including a whole new background (infinite terrain randomly-generated in real time), new 3D projection (interchangeable depending on the chosen background) and new features for patterns - the one shown in this video is kinda hardcore. Note the video was shot on DeSmuME and therefore the end result isn't as good as on actual hardware : colors are kinda off (shouldn't be so dark for one), shadow casting is a little glitchy and water ripples behave strangely sometimes.Arsenal DS homebrew shoot em upsmea2011-01-03 | http://www.smealum.net This is a short video of my latest DS homebrew, Arsenal, a dual screen 3D "bullet hell" shoot em up. :) Download link : http://smealum.net/arsenal/arsenal311210.rar (includes a level editor ! check out my other videos to learn more) No sound in this video, but there is music in the actual game ! (credits : lobo for GFX, smealum for code)SHMUP level editor : Timelinesmea2010-12-29 | Just a short video to explain how the timeline tab works in my shmup level editor.SHMUP level editor : Patternssmea2010-12-29 | Just a short video to explain how pattern making works in my shmup level editor.SHMUP level editor testsmea2010-12-23 | just me testing the level editor for my DS shoot em up. Unfortunately, the video is rather laggy. Keep in mind this is just a test and doesn't really reflect what actual levels might look like.Aug 18, 2010 4 17 PMsmea2010-08-18 | ...Legion, final versionsmea2008-08-29 | Video of the final version of Legion, a 3D DS homebrew game developped by Lobo (GFX) and Smealum (code).DS homebrew 3D FPS demo - WIPsmea2008-08-29 | http://www.smealum.net Work in Progress first person shooter demo for the DS. The demo features full 3D environments, static and dynamic lighting effects as well as a full 3D collisions engine. It uses Payk's DS optimized md2 model loader for the models (gun and enemies), but everything else (static and dynamic lights, map loader/renderer, collisions) was written from scratch by me. Thanks a lot to birslip for the huge help on the collisions !Legion, WIP DS 3D shooting homebrewsmea2008-07-30 | http://www.smealum.net WIP video of Legion, an upcoming 3D DS homebrew game currently being developped by Lobo and Smealum.Legion, DS 3D shooting homebrewsmea2008-05-04 | http://www.smealum.net This is a video showing the first level of the game i'm currently developping with Lobo : Legion.
The video quality is very crappy, i apologize for it. I'll try to make a better video next time.
Latest version : http://www.isawtheassassin.com/smea/Legion/NeoDemo_20-03-2008.rarLego Matrixsmea2007-07-18 | A short stop motion movie i made a long, long time ago...Earth Invaders 0 - WIPsmea2007-04-13 | Short video of my new upcoming DS game : Earth Invaders 0.Défi Noël 2006smea2007-01-21 | Défi Noël 2006 sur Nintendo DS.DS Homebrew FPSsmea2006-12-13 | WIP DS Homebrew FPS video