A mixed bag of ideas for DS software that are floating around my head at the moment.
Graphic adventure engine. I think I’ve still got the GRAC2 sourcecode somewhere; if not, I could probably nab it off EWC if he’s still got it. It occurred to me that if I get an animation class ready for Woopsi, and work in a gadget with transparent regions, I’ve got the complete graphics and input system already built. Control panel is just a borderless window with a superbitmap over the top as a skin. BitmapButtons handle the control buttons. Each element on the main display can be a separate SuperBitmap gadget. I get z-sorting for free. I’d just need to brush up on my AMOS, port the remaining sections of the GRAC player code (software sprite scaling, walkzones, script engine), and write a decompression routine or two.
Some sort of shoot-em-up in which the d-pad controls a flying sprite, and the X/Y/A/B buttons control a driving sprite. Like SWIV, but one player controls both vehicles, with some puzzle elements (certain sections have to be cleared by one before the other can catch up, etc). I saw a video the other day of a guy playing a two-player game of Ikaruga on his own, which gave me the idea. Autofire would be a must. There might be something I could do with the shoulder buttons to link the two vehicles together, Sonic Crackers-style. Not sure yet.
Tetris, using Woopsi as its display/input engine. Could probably write that one in a few hours even with Woopsi in its current state - just use the SuperBitmap as a display.
SameGame, using Woopsi gadgets as the tiles. Might need some tinkering with Woopsi, as gadget lists are currently unsigned bytes (ie. max 256 child gadgets per window) - might need increasing to shorts.