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The Best iPhone Online Casino Games
The Apple iPhone is the worlds best selling Mobile Phone for a reason, its the place to get the best in music and the best in apps and also the very best in Casino Games.
There are websites where you can find the best iphone online casino games as well as the latest in information on the best Casino operators for the Apple iPhone and where to get the biggest bonus and offers. “
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August 17th, 2011, 01:01 Posted By: wraggster
via http://www.emucr.com/2011/08/imame4all-v181-1.html
iMAME4all v1.8.1-1 is released. iMAME4all is a iOS universal app done by David Valdeita (Seleuco), port of MAME 0.37b5 emulator by Nicola Salmoria & TEAM for all jailbroken iOS devices (iPad HD, iPhone 4G , iPod touch and older) and it is based on GP2X, WIZ MAME4ALL 2.5 by Franxis. It emulates arcade games supported by original MAME 0.37b5 plus some additional games from newer MAME versions.
iMAME4all v1.8.1 Changelog:
iCade & iControlpad compatible button mapping, new A=B+X button option, menu fixes, layout changes. |
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August 16th, 2011, 22:22 Posted By: wraggster
App developer Broken Thumbs has settled with the Federal Trade Commission in the US for breaking child privacy laws.
The developer of Emily's Girl World and related titles will now pay $50,000 for collecting "tens of thousands" of email addresses from children under the age of 13 without notifying their parents.
"The FTC’s COPPA Rule requires parental notice and consent before collecting children’s personal information online, whether through a website or a mobile app," said Chairman Jon Leibowitz. "Companies must give parents the opportunity to make smart choices when it comes to their children's sharing of information on smartphones."
The FTC also alleges that Broken Thumbs also allowed children to share personal information on message boards, again breaking the COPPA (Children's Online Privacy Protection Act ) rule. Broken Thumbs will not be allowed to violate the rule again and all personal information is to be deleted.
Earlier this year Disney's Playdom social business settled with the FTC for a similar violation for $3 million.
http://www.gamesindustry.biz/article...d-privacy-laws
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August 16th, 2011, 21:52 Posted By: wraggster
via http://www.aep-emu.de/
MSX.emu is a commercial port of the MSX emulator BlueMSX for Android. A port to iOS and WebOS is also announced.
Quote:
Play all your favorite MSX games
Advanced MSX emulator based on BlueMSX with support for the original hardware up to the TurboR. Future updates will also add support for ColecoVision and Sega SG-1000. Please verify your games/programs run on the PC version before purchasing, and feel free to email me with any questions. The majority of BlueMSX features required to run most games are already supported with even more coming soon (tape support, improved on-screen keyboard, etc).
Note: Various MSX system files are required to use this app, see the website for setup instructions.
Features include:
* Supports ROM (.rom, .mx1, .mx2) and Disk (.dsk) programs, optionally in zip files
* SCC and FM sound support
* Internal SRAM and save state support, auto-save and ten manual slots for save states.
* Configurable on-screen multi-touch controls & keyboard support (needs Android 2.1+ for multi-touch)
* Multiplayer-capable Wiimote + Classic Controller and iControlPad support (works with 2-player games like Salamander)
* Portrait/Landscape auto-orientation support
No ROMs are included with this app and must be supplied by the user. Transfer games anywhere to your SD card and browse to them from within the app (default SD card directory is /mnt/sdcard). Enable the Direct Texture option if supported by your device to increase performance.
Visit the homepage at explusalpha.com for more info, ports for other platforms, and my other apps. Please report any crashes or device-specific problems via email (include your device name and OS version) so future updates continue to run on as many devices as possible.
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August 16th, 2011, 12:14 Posted By: wraggster
Engine02 is a script-driven, multiplatform 2D game engine with builds for DOS, Windows, Linux, Intel/PPC MacOSX, PSP, Wii, and GP2X Wiz.
Complete documentation for creating games is downloadable from within the interface in PC and Mac builds, and is also available on the website. A generic template from which to build new games is also available from the in-program downloads list, as well as an open example of fully-featured gameplay.
Games created or hosted by the author and his team are directly downloadable from inside the program. Updates for the program, or any installed game, can also be downloaded from the same interface when they become available.
What's New (v11.08.11)
View complete "What's New" document
Features
A new build is now available for the GP2X Wiz
New Script Commands (1440-1472, see index in "Functions" doc)
Manual opening/creation of and reading from or writing to data files, making possible demo recording/playback, game progress saving, custom data editing, etc
Load new Player Character data into any existing Player Character slot at any time during gameplay to allow many Character types in a single game without having to expend the RAM to store them all at once
Load a new set of Global Palette Colors from a PCX/TGA image file at any time during gameplay
(Re-)Obtain a Tile Map for a Tiled Level Object from anywhere on any existing Tile Plane at any time during gameplay
Save standard Level Layout and/or Tile Data to the files that were last loaded, or a new location specified by Script Text
The _SaveObjects Command now accepts a "Register" for the Text ID parameter
Modify or retrieve (for value testing) the contents of Game Text Strings, enabling visible entry and use of names, passwords, etc
The Tile Editor has been rearranged to make better use of available screen space, and updated for functionality
The tiny, hard-to-click arrows have been removed; click options are now activated by left- or right-clicking the option label or its displayed value
The entire 256-color palette is now available all at once
An option is now available to place a smaller, less-featured version of either the Tile Selector or Level Editor in the lower-right corner for more quickly selecting tiles from the list or the level layout, drawing to the level layout, and instantly viewing changes to the overall layout image while editing a tile
Palette entries can now be swapped within the editor for easily organizing colors in preparation for Palette Animation, or any other purpose
An "Alias" system has been added so that more-easily-memorizeable names can be used for Commands, Variables, settings, etc. in scripts instead of their internal ID numbers. Aliases for standard IDs are included and listed/used in the documentation, and users can modify them and/or add their own for game-specific IDs
Tile Animations can now be set up more quickly and easily by means of the new automatic Tile Animation frame insertion, which uses the Level Editor's Tile Plane section selection/copy feature
Shortcuts have been added to both the Tile Editor and Level Editor for filling either an entire Tile or all non-transparent pixels of a Tile with any of the four solidity types
Sprite Editor "Dumps" of Player Character Sprites will now save these changes directly to the selected Character's Character Def File by default. The external "frames.txt" dump is still available, and can be performed by instead holding Ctrl while pressing Enter
Sprite Editor "Dumps" of Object Sprites will now save these changes directly to the appropriate Object Def File by default (depending on which set the currently-selected sprite set resides in). The external "frames.txt" dump is still available, and can be performed by instead holding Ctrl while pressing Enter
When viewing Object Sprites in the Sprite Editor, the Status element that displays the currently-selected set number will now display the set's ID relative to the Object Def that loaded it, rather than its E02-internal ID (Ex: If there are 28 Game-global Object Sprite Sets, the final set's ID will be shown as "27G", while the first "Zone" set's ID will be shown as "0Z" rather than "28"). The same principle has also been applied to the "Ani ID" element
When viewing Player Character Sprites in the Sprite Editor, the Status element that displays the currently-selected "Animation Function" will now display the set's ID relative to the "Player Character Common Functions" list or the selected Player Character's "Character Specific Functions" list, rather than its E02-internal ID (Ex: If there are 33 Player Character Common Functions, the final Function will be shown as "32C", while the first Player Character's first "Character-Specific" Function ID will be shown as "0P" rather than "33"). Also, the selection will default to the Player Character's first "Character-Specific" Function, and "Character-Specific" Functions belonging to Player Characters other than the one that is currently selected will not be accessible
A new error message has been added to report when Sprite width and/or height are defined as 0 (or less) for both Player Character and Object Sprites, eliminating crashes due to such settings. Please use a 1x1 sprite that loads a single transparent pixel for "invisible" Sprites or Sprite Frames
Further optimizations have been made to level collision testing for both Players and Objects
Message system messages have been made easier to read; each string is now drawn with a background color rather than allowing the game/editor/interface screen to show through
On program startup, there is now a three-second delay on updates testing that provides time to cancel the connection attempt. Also, when pressing F8 to return to the main menu, the menu comes up immediately instead of again testing for updates first
The current FPS has been removed from the Level Editor's Status display, since the display toggled by F10 makes it redundant
Bugfixes
_???=TileInfo(???) commands were treating incoming position values as unsigned rather than signed, which caused negative values to read as extremely high positive values and fail to wrap around the level or looping section boundaries correctly, causing crashes due to out-of-bounds reads. This has been corrected; passing variables containing negative X and/or Y position values will now cause the position to be wrapped properly, eliminating the crash and returning the correct tile data
Sprite Editor "Dumps" would fail without displaying an error/warning if the "dump" folder didn't already exist in the currently-loaded game's Game Folder. These features now automatically create this folder when appropriate
"F" for vertically flipping a single Tile Frame in the Tile Editor wasn't working at all, and "M" for horizontally mirroring the current Tile Frame was only functioning on Frame 0 rather than the currently-selected Frame. Also, these features were not functioning correctly in the DOS build with a "vmode" setting greater than 2 (default is 3). These features now function the way they were intended
All TGA image dumps were output with a single incorrect byte setting in the header, causing them not to load properly or at all in the majority of image editors (except, conveniently, the one that was used for testing). This has been corrected, and TGA image dumps for screen shots, level maps, sprite editor dumps, etc. should now open properly in all editors that support 8bit indexed-color RLE-compressed TGA images
http://stealth.hapisan.com/E02/
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August 13th, 2011, 22:42 Posted By: wraggster
Don't want to pay Apple $199 to repair the cracked screen of the $199 iPhone you dropped? Neither, apparently, does Amazon CEO Jeff Bezos. A patent application made public Thursday lists Bezos as an inventor of 'a system and method for protecting devices from impact damage,' which proposes using airbags, springs, and even a jet propulsion system to keep your iPhones, iPads, and other portable devices safe and out of the clutches of the Genius Bar. Let's hope there's an API — those gas cartridges could be a game-changer for fart apps!"
http://mobile.slashdot.org/story/11/...In-Your-iPhone
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August 13th, 2011, 22:39 Posted By: wraggster
The Lodsys saga continues; reader WyzrdX writes with this excerpt from Wired:"Google has intervened in an ongoing intellectual property dispute between smartphone application developers and a patent-holding firm, Wired.com has learned, marking the Mountain View company's first public move to defend Android coders from a patent troll lawsuit that's cast a pall on the community. The company says it filed a request with the United States Patent and Trademark office Friday for reexamination of two patents asserted by East Texas-based patent firm Lodsys. Google's request calls for the USPTO to assess whether or not the patents' claims are valid."
http://yro.slashdot.org/story/11/08/...ent-Troll-Case
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August 13th, 2011, 22:37 Posted By: wraggster
If you like flying unicorns, you probably love giant flying unicorns, right? Well, the white iPhone 4 has officially gone from myth to reality, but it seems some folks are still chasing the dream in a BIG way. Case in point: iTableous, an outsized tabletop bearing a striking resemblance to the long-awaited iOS handset. Unlike previous iPhone tables we've seen, this one doesn't support multi-touch -- a wireless keyboard and mouse hold the keys to navigating this behemoth -- but it does offer 4GB of DDR2 RAM, 500GB of internal storage, a 5.7 megapixel camera, 720p video recording, as well USB, HDMI and a good old 30-pin connector for hooking up the real-deal. What's more, this iPhone's a dual-booter, capable of running Mac OSX 10.6.7 (via Hackintosh) and Windows 7 Professional. If you're living at the tip of a beanstalk and need to shake that tired old 3GS, check out the video of iTableous in action after the break.http://www.engadget.com/2011/08/11/itableous-is-a-white-iphone-4-fit-for-a-giant-video/
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August 13th, 2011, 22:34 Posted By: wraggster
Wow, has it really been a year a year since we first witnessed the arrival of SMS.AndroidOS.FakePlayer.a? It seems like only yesterday when everyone was first scrambling to describe the text message manipulating bit of Android malware. We've come along way and seen plenty of malicious bits of software since August 2010. Remember the porn-bundled SMS.AndroidOS.FakePlayer.b trojan from October? Or how about the bible-packing Android.Smspacem? Relive all of the handset hijacking memories in the source link below.
http://www.engadget.com/2011/08/12/l...droid-malware/
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August 12th, 2011, 00:17 Posted By: wraggster
A number of Japanese analysts have claimed Nintendo's failure to embrace the smartphone market illustrates "how behind the times they are".
Masamitsu Ohki, a fund manager at Tokyo-based Stats Investment Management, told Bloomberg: "Smartphones are the new battlefield for the gaming industry. Nintendo should try to either buy its way into this platform or develop something totally new."
Nintendo affiliate the Pokemon Co. announced plans to release an official Pokemon game for iOS and Android devices back in July, boosting the platform holder's shares the most in almost four months, but the gains were soon surrendered when Nintendo said its strategy of developing software only for its own hardware "hasn't changed and won't change".
That led MF Global FXA Securities to say: "They just don't get it. Sell the stock, because a management once feted for creative out-of-box thinking have just shown how behind the times they are."
Following Nintendo's poor first quarter financial results, investors are also calling on the company to make better use of the over $10 billion in cash reserves it holds.
"Nintendo should aggressively make acquisitions or increase returns to its shareholders," said Tetsuro Ii, president of Tokyo-based Commons Asset Management, which held 2,200 Nintendo shares as of February. "It's management's task to consider how to make use of the cash."
Nintendo's last acquisition was the May 2007 purchase of Xenoblade developer Monolith Software.
Speaking last month, Nintendo's Iwata also dismissed the possibility of granting licenses for the company's intellectual property to outside firms. "It might be true that we could increase our short-term profit by granting licenses for our popular software assets in various ways. But what would happen to Nintendo's future if these assets were fully depleted by licensees?
"I could make such decisions if I were responsible only for our profits for this fiscal year. But, as I am also responsible for Nintendo's mid-to-long-term vision, we have to create special content which will not be easily depleted and preserve the value of such content to keep our business competitive."http://www.computerandvideogames.com/315046/nintendo-should-expand-to-mobiles-analysts/
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August 11th, 2011, 23:51 Posted By: wraggster
A fake iPhone 5, inspired by the leaked images of the device, has been discovered to be on sale in China. The quality of the hiPhone 5 varies with the price, with the most premium version of the device being available for 800 yuan or £76. The device reportedly comes in red and pink. Chinese media is reporting that the fake iPhone 5 is thinner than the iPhone 4 and comes with round edges. Other reports are claiming that the device is extremely light and almost feels like that one is holding a plastic toy. The reports are likely based on some images that were leaked by the supply chain."Since they're going to the trouble of building counterfeit stores, the knock-off phones shouldn't surprise anyone.
http://apple.slashdot.org/story/11/0...faces-In-China
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August 11th, 2011, 23:42 Posted By: wraggster
In an industry obsessed with polygon counts and frame rates, Nintendo's Wii console and DS handheld were the proverbial knives at a gunfight. They were grossly underpowered compared to the competition, meaning Nintendo could sell them at a profit from day one. Their innovative control methods ensured they still sold like hotcakes. An animated GIF of Nintendo's Shigeru Miyamoto and Satoru Iwata holding a DS that printed money became the go to picture to run alongside quarterly announcements of Nintendo's gargantuan profits. If a disheveled man emerged from a time-traveling Delorian with tales of a near-future Nintendo struggling to sell its latest handheld, I'd have been more surprised about the Nintendo thing. Sowhat on earth happened?
http://apple.slashdot.org/story/11/0...t-Its-Own-Game
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August 11th, 2011, 23:33 Posted By: wraggster
Apple may be hard at work creating the one phone to rule them all (around the world), if this latestpatent application is any indication. The filing, first submitted in April of last year, describes a software-based method of determining carrier rankings, allowing owners to browse through a database of network-specific features, such as voice and data, to determine their best fit and sign-up for service. Ideally, this future iPhone set-up would come courtesy of a truly global phone, packing all the necessary radios and software to surf along the globe's wireless frequencies sans extra SIM cards. Rumors of anopen handset have been circling Cupertino for a bit, much to the dismay of operators who fear the move would diminish their function as the industry's gatekeeper, shifting power to consumers. Certainly, Jobs and co. have a high hurdle to overcome if this purported world phone is to ever become a reality. In the meantime, why not just snag an unlocked device?http://www.engadget.com/2011/08/11/apples-carrier-ranking-patent-application-hints-at-global-iphon/
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August 11th, 2011, 00:30 Posted By: wraggster
A number of Android app developers have claimed that they are not receiving the correct amount of money for the number of apps that they have sold throught the Android Market. The common factor among the developers seems to be that all unaccounted for purchases were made through the Android Market's web store, with customers' credit cards apparently being charged through Google Checkout but the amount not making it to developers' accounts. Google responded officially via the Android Market support forum saying, "Thanks for posting and for your patience. We’re aware of the issue, and we’re working on fixing it. Once the fix goes out (soon!), orders should be moved to the correct state, which will enable disbursement amounts to be recovered. So if your July activity payouts were underpaid, you will be notified, and your September 1 payout will contain the missing amounts." At this time, no official date for a fix has been forthcoming, though Google has contacted affected developers by email
http://www.next-gen.biz/news/android...ssing-payments
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August 11th, 2011, 00:21 Posted By: wraggster
Well, that was anticlimactic. Viacom quickly sued Cablevision after the Optimum for iPad (now on iPhone and iPod Touch) app launched and allowed cable customers to stream the entire channel lineup on their tablets, but now they've resolved that and "an unrelated business matter". Viacom's case against Time Warner's similar offering is on hold while they also try to work out a deal, but Cablevision's stance from the start is that its approach fell within the existing agreements and they appear to have gotten their way. Just like most other channel carriage disputes, it was likely a deal on the supposedly unrelated issue that got things moving, but as long as we can keep watching Teen Mom in the kitchen, bathroom or out on the patio it doesn't really matter. Check the official statement from both companies after the break.http://www.engadget.com/2011/08/10/cablevision-and-viacom-settle-lawsuit-over-live-tv-on-ipad/
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