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November 18th, 2020, 22:15 Posted By: wraggster
Apple announced a new initiative called the App Store Small Business Program, reducing the fee developers have to pay to use the iOS store.
From January 1, 2021, companies who have earned less than $1 million during the previous calendar year will only need to pay a 15% commission on their App Store revenue from apps and in-app purchases, Apple said.
Apple's share will remain 30% for developers earning more than $1 million per year. More details about the initiative will be released in early December.
To be eligible for the App Store Small Business Program from 2021, you need to have earned less than $1 million in proceeds in 2020, across all of your apps on the App Store.
You can apply if you're new to the App Store too, but if you go above the $1 million limit at some point during the year, the standard rate will apply for the remainder of the year. On the other hand, if your revenue falls below the threshold during the year, you can't requalify for the reduced cut until the following year.
Apple CEO Tim Cook said that small businesses are the "backbone" of the economy worldwide, which is what has driven this change in policy.
"We're launching this program to help small business owners write the next chapter of creativity and prosperity on the App Store, and to build the kind of quality apps our customers love," he commented.
Apple's 30% cut has been under fire this year, and at the heart of its dispute with Fornite developer Epic Games. Back in August, Apple removed Fortnite from the App Store as Epic implemented direct payments in the game in an attempt to avoid Apple's commission. Epic's CEO Tim Sweeney had always been critical of the iOS store's model, saying in July that Apple had "gone crazy." Around the same time, the European Commission opened an antitrust investigation into Apple.
https://www.gamesindustry.biz/articl...all-developers
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November 14th, 2020, 22:50 Posted By: wraggster
When it comes to app-based jailbreaks such as unc0ver and Odyssey, new kernel exploits are always essential in order to jailbreak newer iOS releases. This is because kernel exploits, unlike hardware exploits such as checkm8 (supports A11 & older), can be patched through an iOS update thus eliminating previously-used methods to obtain arbitrary code execution with kernel privileges which are key to jailbreak development.
Now, simo (@_simo36 on Twitter) has released a PoC for CVE-2020-27905 (fixed in iOS 14.2 released 2 days ago) which is a vulnerability in the IOAcceleratorFamily component found within iOS that allows for arbitrary code execution with system privileges according to Apple. It is important to mention that simo has released a PoC not a fully-fledged exploit meaning that the code in its current form does not grant tfp0 and/or kernel R/W. However, simo also mentioned that he might release an exploit later on although someone else in the community might decide to write an exploit themselves with the PoC to expedite the creation of a jailbreak for an app-based iOS 14.1 supporting all devices!
https://wololo.net/2020/11/07/ios-ja...on-save-blobs/
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November 14th, 2020, 22:49 Posted By: wraggster
For those who are out of the loop, checkra1n is a jailbreak that uses the unpatchable checkm8 exploit which leverages vulnerabilities in the BootROM of affected devices. These affected devices, which essentially have a jailbreak entry point forever, include all devices containing the A7-A11 SoC although there have been successful efforts to port the exploit to older devices with A5 & A6 SoCs which did not previously have a public BootROM exploit available.
With checkra1n 0.12.0, the team behind the jailbreak managed to introduce quite a few important features namely:
- Official support for both iOS 14.1 & iOS 14.2
- Checkra1n 0.11.0 worked on iOS 14.1 unofficially but not on iOS 14.2
- Support for jailbreaking iOS 14.x on A10 & A10X devices which include the iPhone 7, iPod Touch 7th generation, iPad 6/7th generation and iPad Pro 2nd generation (10.5″ & 12.9″)
- Partial support for jailbreaking iOS 14.x on A11 devices, namely the iPhone 8 (Plus) & iPhone X, was introduced
- The support is partial because it requires the device NOT to have a pass-code for it to work meaning that devices become less secure! However, we might see some jailbreak tweaks that allow for some form of pass-code in the lock screen although these would obviously not be as safe as the real deal especially since biometrics would still be unusable
- To jailbreak A11 devices on iOS 14.x, one has to enable the ‘Skip A11 BPR check’ in the Options menu
- https://wololo.net/2020/11/09/ios-ja...l-a11-support/
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November 14th, 2020, 09:36 Posted By: wraggster
SSF PreviewVer R18(V7) is released. SSF is a Sega Saturn emulator for Windows systems using DirectX 9.0b. The current version claims near-complete implementation of the Sega Saturn hardware (not counting emulation bugs), and can emulate the Saturn based Sega Titan Video arcade hardware too. As with most emulators, CDs or disc images are not included and have to be owned separately. The BIOS is also not included; as of 0.07 Beta R3, games run without the BIOS however. The usage of BIOS files is optional but recommended for better compatibility, and needed for tasks such as management of the contents of the internal memory of the Sega Saturn, or setting the system clock.
https://twitter.com/fessx
http://www.emucr.com/2020/11/ssf-previewver-r18v7.html
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November 14th, 2020, 09:22 Posted By: wraggster
Genshin Impact was the highest-grossing mobile game across the App Store and Google Play for the month of October, according to Sensor Tower.
According to the analytics group, Genshin Impact brought in nearly $239 million in player spending for the month, approximately 31% of which was from China, followed by 24% from Japan and 19% from the US.
The game brought in $60 million in its first week on mobile alone, and $245 million in its first 30 days following its September launch. This does not include the game's revenue on PS4 or PC.
Notably, Genshin Impact reached No.1 on Google Play, but was at No.1 on the App Store beneath Honor of Kings and PUBG Mobile.
https://www.gamesindustry.biz/articl...ide-in-october
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November 12th, 2020, 17:32 Posted By: wraggster
Reicast Git (2020/10/19) is compiled. reicast is a multi-platform Dreamcast emulator. The project is currently in Alpha, usability, performance and stability issues are to be expected. Cortex-A9 dualcore, 1ghz+ is the minimum hardware for decent speeds.
Reicast Git Changelog:
* Merge pull request #1926 from geckor14/geckor14/compile-fix
* Fix typo.
* Fixed a compile-time error when using MSVC build tools.
http://enroll.reicast.com/
https://github.com/reicast/reicast-emulator
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November 12th, 2020, 17:13 Posted By: wraggster
ColEm v5.4 is released. ColEm is a ColecoVision emulator. ColEm will run software written for the ColecoVision video game console. ColEm package itself does not contain any games. You should place your own game files onto the SD card before running ColEm. Please, do not run any software you do not own with ColEm. The author cannot and will not tell you where to find free ColecoVision games.
ColEm v5.4 Changelog:
- adds a simple CPU-based linear interpolation scaler, used when GPU-based interpolation is unfeasible. The new ColEm-Windows includes drag'n'drop support and a separate option for linear interpolation scaling.
http://fms.komkon.org/ColEm/
https://play.google.com/store/apps/d...s.colem.deluxe
http://www.emucr.com/2020/10/colem-v54.html
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November 12th, 2020, 14:32 Posted By: wraggster
SSF PreviewVer R18(V6) is released. SSF is a Sega Saturn emulator for Windows systems using DirectX 9.0b. The current version claims near-complete implementation of the Sega Saturn hardware (not counting emulation bugs), and can emulate the Saturn based Sega Titan Video arcade hardware too. As with most emulators, CDs or disc images are not included and have to be owned separately. The BIOS is also not included; as of 0.07 Beta R3, games run without the BIOS however. The usage of BIOS files is optional but recommended for better compatibility, and needed for tasks such as management of the contents of the internal memory of the Sega Saturn, or setting the system clock.
https://twitter.com/fessx
http://www.emucr.com/2020/11/ssf-previewver-r18v6.html
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November 11th, 2020, 20:20 Posted By: wraggster
Our new and shiny Android port for ScummVM v2.2.1 is now live on the Google Play Store. After quite a long period of dedicated work from our team developers, and a month of public beta testing by members of our community who helpfully reported quite a few issues for us to address, we are finally ready to give you the stable release for our ScummVM Android app.
This app has been significantly re-written and tested on modern Android devices, running up to Android 10+. It includes new features which bring it up to speed with the desktop ScummVM application, such as FluidSynth support, Cloud Saves and more localization choices for the UI. Also included is the Local File Server (LAN) feature, whereby your device can act as a temporary file server allowing you to download files (eg. save files and even the config file) or upload new ones (eg. game data) using a web browser from a PC or another client.
With this release we have resolved a few long standing issues such as:
- upgrading from previous versions without losing access to your previous configuration and save files
- folder navigation (based on storage access permission settings)
- Working special keys on the virtual keyboard (such as F-keys) as well as handling of repeated keys
Other significant improvements have been made to the interface of the application, such as the ability to choose whether the GUI will feature filtered graphics (bilinear scaling) or not (nearest neighbor scaling), several fixes for the virtual keyboard behavior to make it more responsive and closer emulate the behavior of a physical keyboard, and support for virtual mouse control using the analogue joystick from your controller.
By upgrading to the new 2.2.1 version you will be able to enjoy support for all the game engines that have been introduced on ScummVM since 2.0.0, such as Blade Runner, Ultima IV, Quest for Glory IV, as well as all the bug fixes and improvements made to the existing ones.
Of course we continue to monitor our community’s feedback and welcome any suggestions for improvement. As always, please report any bugs you encounter on the ScummVM bug tracker site.
We thank all our beta testers for their most valuable feedback and hope that you enjoy this version of ScummVM Android.
https://www.scummvm.org/news/20201025/
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November 11th, 2020, 20:08 Posted By: wraggster
Epic Games has strongly refuted Apple's claim that its use of direct payments in Fortnite constitutes "theft," on the grounds that it is "implausible and deficient as a matter of law."
In a new filing with the US District Court, Epic addressed various allegations in the countersuit Apple issued last month -- itself the response to a legal complaint filed by Epic after Fortnite was removed from the App Store for adding direct payments to avoid paying a 30% share of revenue.
The filing -- first spotted by The Verge -- asserted that "Apple has no right to the fruits of Epic's labor, other than the rights arising under a contract."
Epic's legal team continued: "Consumers who choose to make in-app purchases in Fortnite pay for Epic's creativity, innovation and effort -- to enjoy an experience that Epic has designed."
While Epic's contractual agreement with Apple includes a mandatory share of all payments made in Fortnite, Epic took action due to its belief that "those contractual restrictions are unlawful" -- a fundamental repudiation of Apple's claim that Epic's actions were "theft, period."
"Apple seeks to compare Epic's conduct to stealing cash from a vault in ApplePark, or raiding Apple's bank account," the document stated.
"The money in Apple's vault or bank account is the property of Apple, in which Apple unquestionably has a possessory interest; the money paid by Fortnite users is not. It is money that Fortnite users choose to pay in return for Epic's creative endeavors.
https://www.gamesindustry.biz/articl...-matter-of-law
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November 11th, 2020, 19:45 Posted By: wraggster
PUBG Mobile will cease operations in India effective today, due to an order from the country's government.
Tencent's global hit was one of 118 apps targeted for a ban by the Indian Ministry of Electronics and Information Technology in September.
The government cited concerns related to privacy and national security, apparently connected to the apps' ties to Chinese companies.
In a statement released today, Tencent Games announced that it will "will terminate all service and access for users in India... on October 30, 2020."
https://www.gamesindustry.biz/articl...government-ban
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November 11th, 2020, 19:31 Posted By: wraggster
Sensor Tower estimates show that Pokémon Go has already surpassed $1 billion in player spending so far this year.
Revenues for the first ten months of 2020 are 30% higher than the same time last year, and 11% higher than the entirety of 2019, according to the company's blog post.
Since its launch in 2016, Pokémon Go has taken more just shy of $4.2 billion in player spending globally. The US is the game's biggest market at $1.5 billion -- 36.3% of total spending.
Japan is second with $1.3 billion, 31.3% of the total, followed by Germany with $238.6 million or 5.7%.
Earlier this year, developer Niantic made several changes to the game in order to make it easier for players to participate at home, without having to travel to different locations as they have since launch in 2016.
The changes led to an immediate spike in player spending, and Niantic has since decided to make some of these changes permanent.
https://www.gamesindustry.biz/articl...usd1bn-already
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November 11th, 2020, 17:38 Posted By: wraggster
Google's suggestion of dealing with the lawsuit it faces from Epic Games in two years' time has been rejected.
Esports Observer reports that Judge James Donato, who is overseeing the case, told both Epic and Google that such a delay in starting the case would be unacceptable.
Donato is open to the two parties agreeing on a date together, but warned them they should "get moving."
Epic has suggested starting the case in February 2021.
The firm filed a lawsuit against Google back in August after the company removed Fortnite from the App Store.
As with the ongoing Apple case, this was due to Epic introducing direct payments and bypassing the 30% commission Google takes for every sale and in-game transaction from apps distributed via the Google Play marketplace.
Epic is arguing that while Google, unlike Apple, allows alternative ways to download apps, it still pushes users and app makers towards Google Play, meaning said alternatives are less viable or profitable and ultimately forcing people into a marketplace with a 30% cut.
https://www.gamesindustry.biz/articl...o-october-2022
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November 11th, 2020, 17:31 Posted By: wraggster
Epic Games' Fortnite may be able to make a comeback on iOS via Nvidia's GeForce Now.
The BBC reported that Nvidia developed a version of its cloud gaming service for Apple's browser Safari, which would allow players to have access to Fortnite on iOS all while circumventing the App Store.
At the moment, iOS users can't download games using storefronts other than Apple's, but third-party services running in web browsers are not restricted in any way.
Nvidia hasn't revealed when a version of GeForce Now running on iOS could be launching, but the BBC claimed that an announcement is expected "before the winter holidays." But as far as Fortnite is concerned, the publication pointed out a possible caveat: Epic's battle royale hit might still be excluded from the portfolio of games available on Apple's devices from GeForce Now.
https://www.gamesindustry.biz/articl...ia-geforce-now
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November 11th, 2020, 17:30 Posted By: wraggster
EA is preparing a major push for FIFA on mobile, with CEO Andrew Wilson confirming that six mobile games based on the license are currently in development.
Speaking to the company's investors yesterday, Wilson said that EA has "six new soccer mobile games in development for new genres and new markets."
Later in the call, Wilson reiterated that the "six new FIFA titles" were part of a renewed push into mobile since the return of Jeff Karp -- who left an executive position at EA in 2011 to work at a number of major mobile games companies, including Zynga and Big Fish Games.
Karp rejoined EA in June this year as its senior vice president of mobile games, and Wilson said he quickly identified untapped potential in the company's IP stable -- FIFA and Apex Legends chief among them.
"[Karp] has a tremendous network out there in the mobile sphere," Wilson said. "And there are a lot of great developers out there who have... a lot of experience and expertise, but they do not have the IP to build their games around or the marketing muscle to really drive acquisition and what is becoming an increasingly competitive market."
https://www.gamesindustry.biz/articl...strategy-at-ea
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November 11th, 2020, 17:20 Posted By: wraggster
The judge overseeing the dispute between Apple and Epic has dismissed the former's claim of theft.
Apple filed a countersuit back in September following Epic's antitrust lawsuit the month before.
The iPhone maker claimed Epic's circumvention of its 30% fee violated the contract between them, but also accused Epic of theft and sought extra monetary damages beyond these two claims.
However, Judge Yvonne Gonzalez Rogers dismissed two of Apple's claims, including theft, at a hearing yesterday, Bloomberg reports.
"This is a high-stakes breach of contract and an antitrust case, and that's all in my view," she told lawyers during the hearing.
Specifically addressing Apple's lawyer, she later added: "You can't just say [Epic's conduct is] independently wrongful. You actually have to have facts."
Apple disagreed with Gonzalez Rogers, but maintained it is clear Epic breached its contract.
Epic previously refuted Apple's claim of theft as "implausible and deficient as a matter of law."
https://www.gamesindustry.biz/articl...t-in-epic-case
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August 23rd, 2020, 21:33 Posted By: wraggster
Apple's market value has now topped $2 trillion.
The company's share price rose as high as $468.65 yesterday, which equates to a market capitalisation of $2.004 trillion, according to Reuters.
At the time of writing, the share price has dipped back down to $462.83 but the peak made Apple the first publicly-listed US company to pass the $2 trillion milestone.
The news occurs exactly two years since the iPhone maker because the first to be valued at more than $1 trillion.
Apple's stock has surged following strong results in July and as investors bet on major tech firms to succeed amid the coronavirus pandemic.
It's also a sign of confidence in its shift towards more services, such as Apple TV+ and games subscription Apple Arcade, rather than relying on iPhone sales.
Earlier this year, Apple surpassed petroleum and natural gas firm Saudi Aramco as the most valuable company in the world.
https://www.gamesindustry.biz/articl...ue-tops-usd2tn
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August 23rd, 2020, 21:24 Posted By: wraggster
Epic Games is drawing further attention to its ongoing dispute to Apple with an in-game event for Fortnite.
Now Apple has blocked Fortnite from the App Store, iOS users are prevented from downloading future updates. So as the current in-game season comes to a close, Epic Games is marking the occasion with the #FreeFortnite Cup.
The event runs across all platforms this Sunday -- August 23, 2020 -- and offers prizes themed around the dispute, including #FreeFortnite hats that feature a parody of Apple's logo.
There will also be the chance to win a Tart Tycoon outfit, the Apple-themed Big Brother character from Epic's Nineteen Eighty-Fortnite short film.
Epic Games is even giving away 1,200 hardware prizes, including Alienware gaming laptops, PlayStation 4 Pro, Xbox One X and Nintendo Switch.
Since the original ban on Fortnite and Epic's subsequent lawsuit, the dispute has escalated with Apple terminating Epic's developer accounts and tools access.
https://www.gamesindustry.biz/articl...fortnite-event
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August 18th, 2020, 22:20 Posted By: wraggster
The global pandemic "has changed consumer behavior on mobile forever," according to App Annie.
The mobile analytics firm today released its first-half consumer behavior report, detailing how consumers used their phones more often -- and for more reasons -- as COVID-19 spread around the world.
In the first half of 2020, iOS and Google Play apps and games were downloaded 64 billion times, an increase of 5% year-over-year and 10% from the back half of 2019. Consumer spending over the first half was greater than $50 billion, also up 10% from the second half of 2019.
People were also spending more time on their phones, with App Annie finding the average daily hours spent on Android phones jumped as countries began locking down.
In Russia, the second quarter average time spent on Android phones was 3.5 hours a day, up 40% compared to 2019's average. Canada (up 39%) and India (up 37%) were also among the countries seeing significant increases in time spent on mobile.
Many of the countries App Annie looked at are continuing to see growing engagement, but two countries that dealt with the pandemic early on -- South Korea and China -- saw time spent on Android dipped in the second quarter compared to the first.
https://www.gamesindustry.biz/articl...d50b-app-annie
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